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heat geodesics tutorial

Alec Jacobson 6 years ago
parent
commit
ebdc43fd30

+ 5 - 0
tutorial/716_HeatGeodesics/CMakeLists.txt

@@ -0,0 +1,5 @@
+get_filename_component(PROJECT_NAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
+project(${PROJECT_NAME})
+
+add_executable(${PROJECT_NAME}_bin main.cpp)
+target_link_libraries(${PROJECT_NAME}_bin igl::core igl::opengl igl::opengl_glfw tutorials)

+ 227 - 0
tutorial/716_HeatGeodesics/main.cpp

@@ -0,0 +1,227 @@
+#include "tutorial_shared_path.h"
+#include <igl/read_triangle_mesh.h>
+#include <igl/triangulated_grid.h>
+#include <igl/heat_geodesics.h>
+#include <igl/unproject_onto_mesh.h>
+#include <igl/avg_edge_length.h>
+#include <igl/opengl/glfw/Viewer.h>
+#include <igl/opengl/create_shader_program.h>
+#include <igl/opengl/destroy_shader_program.h>
+#include <iostream>
+
+int main(int argc, char *argv[])
+{
+  // Create the peak height field
+  Eigen::MatrixXi F;
+  Eigen::MatrixXd V;
+  igl::read_triangle_mesh( argc>1?argv[1]: TUTORIAL_SHARED_PATH "/beetle.off",V,F);
+  
+  // Precomputation
+  igl::HeatGeodesicsData<double> data;
+  double t = std::pow(igl::avg_edge_length(V,F),2);
+  const auto precompute = [&]()
+  {
+    if(!igl::heat_geodesics_precompute(V,F,t,data))
+    {
+      std::cerr<<"Error: heat_geodesics_precompute failed."<<std::endl;
+      exit(EXIT_FAILURE);
+    };
+  };
+  precompute();
+
+  // Initialize white
+  Eigen::MatrixXd C = Eigen::MatrixXd::Constant(V.rows(),3,1);
+  igl::opengl::glfw::Viewer viewer;
+  bool down_on_mesh = false;
+  const auto update = [&]()->bool
+  {
+    int fid;
+    Eigen::Vector3f bc;
+    // Cast a ray in the view direction starting from the mouse position
+    double x = viewer.current_mouse_x;
+    double y = viewer.core.viewport(3) - viewer.current_mouse_y;
+    if(igl::unproject_onto_mesh(Eigen::Vector2f(x,y), viewer.core.view,
+      viewer.core.proj, viewer.core.viewport, V, F, fid, bc))
+    {
+      // 3d position of hit
+      const Eigen::RowVector3d m3 = 
+        V.row(F(fid,0))*bc(0) + V.row(F(fid,1))*bc(1) + V.row(F(fid,2))*bc(2);
+      int cid = 0;
+      Eigen::Vector3d(
+          (V.row(F(fid,0))-m3).squaredNorm(),
+          (V.row(F(fid,1))-m3).squaredNorm(),
+          (V.row(F(fid,2))-m3).squaredNorm()).minCoeff(&cid);
+      const int vid = F(fid,cid);
+      C.row(vid)<<1,0,0;
+      Eigen::VectorXd D = Eigen::VectorXd::Zero(data.Grad.cols(),1);
+      D(vid) = 1;
+      igl::heat_geodesics_solve(data,(Eigen::VectorXi(1,1)<<vid).finished(),D);
+      viewer.data().set_colors((D/D.maxCoeff()).replicate(1,3));
+      return true;
+    }
+    return false;
+  };
+  viewer.callback_mouse_down =
+    [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
+  {
+    if(update())
+    {
+      down_on_mesh = true;
+      return true;
+    }
+    return false;
+  };
+  viewer.callback_mouse_move = 
+    [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
+    {
+      if(down_on_mesh)
+      {
+        update();
+        return true;
+      }
+      return false;
+    };
+  viewer.callback_mouse_up =
+    [&down_on_mesh](igl::opengl::glfw::Viewer& viewer, int, int)->bool
+  {
+    down_on_mesh = false;
+    return false;
+  };
+  std::cout<<R"(Usage:
+  [click]  Click on shape to pick new geodesic distance source
+  ,/.      Decrease/increase t by factor of 10.0
+  D,d      Toggle using intrinsic Delaunay discrete differential operators
+
+)";
+
+  viewer.callback_key_pressed = 
+    [&](igl::opengl::glfw::Viewer& /*viewer*/, unsigned int key, int mod)->bool
+  {
+    switch(key)
+    {
+    default:
+      return false;
+    case 'D':
+    case 'd':
+      data.use_intrinsic_delaunay = !data.use_intrinsic_delaunay;
+      std::cout<<(data.use_intrinsic_delaunay?"":"not ")<<
+        "using intrinsic delaunay..."<<std::endl;
+      precompute();
+      update();
+      break;
+    case '.':
+    case ',':
+      t *= (key=='.'?10.0:0.1);
+      precompute();
+      update();
+      std::cout<<"t: "<<t<<std::endl;
+      break;
+    }
+    return true;
+  };
+
+  // Show mesh
+  viewer.data().set_mesh(V, F);
+  viewer.data().set_colors(C);
+  viewer.data().show_lines = false;
+  viewer.launch_init(true,false);
+
+  viewer.data().meshgl.init();
+  igl::opengl::destroy_shader_program(viewer.data().meshgl.shader_mesh);
+
+  {
+    std::string mesh_vertex_shader_string =
+R"(#version 150
+uniform mat4 view;
+uniform mat4 proj;
+uniform mat4 normal_matrix;
+in vec3 position;
+in vec3 normal;
+out vec3 position_eye;
+out vec3 normal_eye;
+in vec4 Ka;
+in vec4 Kd;
+in vec4 Ks;
+in vec2 texcoord;
+out vec2 texcoordi;
+out vec4 Kai;
+out vec4 Kdi;
+out vec4 Ksi;
+
+void main()
+{
+  position_eye = vec3 (view * vec4 (position, 1.0));
+  normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0));
+  normal_eye = normalize(normal_eye);
+  gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);
+  Kai = Ka;
+  Kdi = Kd;
+  Ksi = Ks;
+  texcoordi = texcoord;
+})";
+
+    std::string mesh_fragment_shader_string =
+R"(#version 150
+uniform mat4 view;
+uniform mat4 proj;
+uniform vec4 fixed_color;
+in vec3 position_eye;
+in vec3 normal_eye;
+uniform vec3 light_position_eye;
+vec3 Ls = vec3 (1, 1, 1);
+vec3 Ld = vec3 (1, 1, 1);
+vec3 La = vec3 (1, 1, 1);
+in vec4 Ksi;
+in vec4 Kdi;
+in vec4 Kai;
+in vec2 texcoordi;
+uniform sampler2D tex;
+uniform float specular_exponent;
+uniform float lighting_factor;
+uniform float texture_factor;
+out vec4 outColor;
+void main()
+{
+vec3 Ia = La * vec3(Kai);    // ambient intensity
+float ni = 30.0; // number of intervals
+float t = 1.0-round(ni*Kdi.r)/ni; // quantize and reverse 
+vec3 Kdiq = clamp(vec3(2.*t,2.*t-1.,6.*t-5.),0,1); // heat map
+
+vec3 vector_to_light_eye = light_position_eye - position_eye;
+vec3 direction_to_light_eye = normalize (vector_to_light_eye);
+float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
+float clamped_dot_prod = max (dot_prod, 0.0);
+vec3 Id = Ld * Kdiq * clamped_dot_prod;    // Diffuse intensity
+
+vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
+vec3 surface_to_viewer_eye = normalize (-position_eye);
+float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
+dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
+float specular_factor = pow (dot_prod_specular, specular_exponent);
+vec3 Kfi = 0.5*vec3(Ksi);
+vec3 Lf = Ls;
+float fresnel_exponent = 2*specular_exponent;
+float fresnel_factor = 0;
+{
+  float NE = max( 0., dot( normalize(normal_eye), surface_to_viewer_eye));
+  fresnel_factor = pow (max(sqrt(1. - NE*NE),0.0), fresnel_exponent);
+}
+vec3 Is = Ls * vec3(Ksi) * specular_factor;    // specular intensity
+vec3 If = Lf * vec3(Kfi) * fresnel_factor;     // fresnel intensity
+vec4 color = vec4(lighting_factor * (If + Is + Id) + Ia +
+  (1.0-lighting_factor) * Kdiq,(Kai.a+Ksi.a+Kdi.a)/3);
+outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
+if (fixed_color != vec4(0.0)) outColor = fixed_color;
+})";
+
+    igl::opengl::create_shader_program(
+      mesh_vertex_shader_string,
+      mesh_fragment_shader_string,
+      {},
+      viewer.data().meshgl.shader_mesh);
+  }
+
+  viewer.launch_rendering(true);
+  viewer.launch_shut();
+
+}

+ 1 - 0
tutorial/CMakeLists.txt

@@ -150,4 +150,5 @@ if(TUTORIALS_CHAPTER7)
     add_subdirectory("714_MarchingTets")
     add_subdirectory("714_MarchingTets")
   endif()
   endif()
   add_subdirectory("715_MeshImplicitFunction")
   add_subdirectory("715_MeshImplicitFunction")
+  add_subdirectory("716_HeatGeodesics")
 endif()
 endif()