// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2014 Daniele Panozzo , Olga Diamanti , Kevin Walliman // // This Source Code Form is subject to the terms of the Mozilla Public License // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #ifndef IGL_COMISO_MIQ_H #define IGL_COMISO_MIQ_H #include "../../igl_inline.h" #include #include namespace igl { namespace copyleft { namespace comiso { // Global seamless parametrization aligned with a given per-face Jacobian (PD1, PD2). // The algorithm is based on // "Mixed-Integer Quadrangulation" by D. Bommes, H. Zimmer, L. Kobbelt // ACM SIGGRAPH 2009, Article No. 77 (http://dl.acm.org/citation.cfm?id=1531383) // We thank Nico Pietroni for providing a reference implementation of MIQ // on which our code is based. // Limitations: // - Due to the way of handling of hardFeatures the algorithm may fail in difficult cases. // - Meshes with boundaries are not hendled properly i.e., jagged edges along the boundary are possible // Input: // V #V by 3 list of mesh vertex 3D positions // F #F by 3 list of faces indices in V // PD1 #V by 3 first line of the Jacobian per triangle // PD2 #V by 3 second line of the Jacobian per triangle // (optional, if empty it will be a vector in the tangent plane orthogonal to PD1) // gradientSize global scaling for the gradient (controls the quads resolution) // stiffness weight for the stiffness iterations (Reserved but not used!) // directRound greedily round all integer variables at once (greatly improves optimization speed but lowers quality) // iter stiffness iterations (0 = no stiffness) // localIter number of local iterations for the integer rounding // doRound enables the integer rounding (disabling it could be useful for debugging) // singularityRound set true/false to decide if the singularities' coordinates should be rounded to the nearest integers // roundVertices id of additional vertices that should be snapped to integer coordinates // hardFeatures #H by 2 list of pairs of vertices that belongs to edges that should be snapped to integer coordinates // // Output: // UV #UV by 2 list of vertices in 2D // FUV #FUV by 3 list of face indices in UV // template IGL_INLINE void miq( const Eigen::PlainObjectBase &V, const Eigen::PlainObjectBase &F, const Eigen::PlainObjectBase &PD1, const Eigen::PlainObjectBase &PD2, Eigen::PlainObjectBase &UV, Eigen::PlainObjectBase &FUV, double gradientSize = 30.0, double stiffness = 5.0, bool directRound = false, int iter = 5, int localIter = 5, bool doRound = true, bool singularityRound = true, std::vector roundVertices = std::vector(), std::vector > hardFeatures = std::vector >()); // Helper function that allows to directly provided pre-combed bisectors for an already cut mesh // Input: // V #V by 3 list of mesh vertex 3D positions // F #F by 3 list of faces indices in V // Additional Input: // PD1_combed #F by 3 first combed Jacobian // PD2_combed #F by 3 second combed Jacobian // mismatch #F by 3 list of per-corner integer PI/2 rotations // singular #V list of flag that denotes if a vertex is singular or not // seams #F by 3 list of per-corner flag that denotes seams // Input: // gradientSize global scaling for the gradient (controls the quads resolution) // stiffness weight for the stiffness iterations (Reserved but not used!) // directRound greedily round all integer variables at once (greatly improves optimization speed but lowers quality) // iter stiffness iterations (0 = no stiffness) // localIter number of local iterations for the integer rounding // doRound enables the integer rounding (disabling it could be useful for debugging) // singularityRound set true/false to decide if the singularities' coordinates should be rounded to the nearest integers // roundVertices id of additional vertices that should be snapped to integer coordinates // hardFeatures #H by 2 list of pairs of vertices that belongs to edges that should be snapped to integer coordinates // Output: // UV #UV by 2 list of vertices in 2D // FUV #FUV by 3 list of face indices in UV // template IGL_INLINE void miq(const Eigen::PlainObjectBase &V, const Eigen::PlainObjectBase &F, const Eigen::PlainObjectBase &PD1_combed, const Eigen::PlainObjectBase &PD2_combed, const Eigen::Matrix &mismatch, const Eigen::Matrix &singular, const Eigen::Matrix &seams, Eigen::PlainObjectBase &UV, Eigen::PlainObjectBase &FUV, double gradientSize = 30.0, double stiffness = 5.0, bool directRound = false, int iter = 5, int localIter = 5, bool doRound = true, bool singularityRound = true, std::vector roundVertices = std::vector(), std::vector > hardFeatures = std::vector >()); }; }; }; #ifndef IGL_STATIC_LIBRARY #include "miq.cpp" #endif #endif