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@@ -11,19 +11,28 @@
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#include <Eigen/Dense>
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#include <Eigen/Dense>
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namespace igl
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namespace igl
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{
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{
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- // UNIFORMLY_SAMPLE_TWO_MANIFOLD Attempt to sample a mesh uniformly by
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- // furthest point relaxation as described in "Fast Automatic Skinning
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- // Transformations"
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- //
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- // [Jacobson et al. 12] Section 3.3.
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+ // UNIFORMLY_SAMPLE_TWO_MANIFOLD Attempt to sample a mesh uniformly with
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+ // k-points by furthest point relaxation as described in "Fast Automatic
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+ // Skinning Transformations" [Jacobson et al. 12] Section 3.3. The input is
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+ // not expected to be a typical 3D triangle mesh (e.g., [V,F]), instead each
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+ // vertex is embedded in a high dimensional unit-hypercude ("weight space")
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+ // defined by W, with triangles given by F. This algorithm will first conduct
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+ // furthest point sampling from the set of vertices and then attempt to relax
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+ // the sampled points along the surface of the high-dimensional triangle mesh
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+ // (i.e., the output points may be in the middle of triangles, not just at
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+ // vertices). An additional "push" factor will repel samples away from the
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+ // corners of the hypercube.
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//
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//
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// Inputs:
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// Inputs:
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// W #W by dim positions of mesh in weight space
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// W #W by dim positions of mesh in weight space
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// F #F by 3 indices of triangles
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// F #F by 3 indices of triangles
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- // k number of samplse
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+ // k number of samples
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// push factor by which corners should be pushed away
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// push factor by which corners should be pushed away
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// Outputs
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// Outputs
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- // WS k by dim locations in weights space
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+ // WS k by dim locations in weight space
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+ //
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+ // See also:
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+ // random_points_on_mesh
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//
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//
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IGL_INLINE void uniformly_sample_two_manifold(
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IGL_INLINE void uniformly_sample_two_manifold(
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const Eigen::MatrixXd & W,
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const Eigen::MatrixXd & W,
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