Fix Fix triangle removal issues when using full narrow band of interior
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39a47e91f7
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610e971373
@ -68,6 +68,11 @@ openvdb::FloatGrid::Ptr mesh_to_grid(const indexed_triangle_set & mesh,
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else if (subgrid) grid = std::move(subgrid);
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}
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if (meshparts.size() > 1) {
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// This is needed to avoid various artefacts on multipart meshes.
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// TODO: replace with something faster
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grid = openvdb::tools::levelSetRebuild(*grid, 0., 1.f, 1.f);
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}
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if(meshparts.empty()) {
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// Splitting failed, fall back to hollow the original mesh
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grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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@ -29,12 +29,10 @@ struct Interior {
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openvdb::FloatGrid::Ptr gridptr;
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mutable std::optional<openvdb::FloatGrid::ConstAccessor> accessor;
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double closing_distance = 0.;
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double iso_surface = 0.;
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double thickness = 0.;
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double voxel_scale = 1.;
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double nb_in = 3.; // narrow band width inwards
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double nb_out = 3.; // narrow band width outwards
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// Full narrow band is the sum of the two above values.
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double full_narrowb = 2.;
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void reset_accessor() const // This resets the accessor and its cache
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// Not a thread safe call!
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@ -65,14 +63,16 @@ static InteriorPtr generate_interior_verbose(const TriangleMesh & mesh,
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double voxel_scale,
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double closing_dist)
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{
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double offset = voxel_scale * min_thickness;
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double D = voxel_scale * closing_dist;
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double offset = voxel_scale * min_thickness;
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double D = voxel_scale * closing_dist;
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float in_range = 1.1f * float(offset + D);
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auto narrowb = 1.;
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float out_range = narrowb;
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if (ctl.stopcondition()) return {};
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else ctl.statuscb(0, L("Hollowing"));
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auto gridptr = mesh_to_grid(mesh.its, {}, voxel_scale, 3., in_range);
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auto gridptr = mesh_to_grid(mesh.its, {}, voxel_scale, out_range, in_range);
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assert(gridptr);
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@ -85,15 +85,21 @@ static InteriorPtr generate_interior_verbose(const TriangleMesh & mesh,
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else ctl.statuscb(30, L("Hollowing"));
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double iso_surface = D;
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auto narrowb = 3.; //double(in_range);
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gridptr = redistance_grid(*gridptr, -(offset + D), narrowb, narrowb);
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if (D > EPSILON) {
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in_range = narrowb;
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gridptr = redistance_grid(*gridptr, -(offset + D), narrowb, in_range);
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constexpr int DilateIterations = 1;
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constexpr int DilateIterations = 1;
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gridptr = openvdb::tools::dilateSdf(
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*gridptr, std::ceil(iso_surface),
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openvdb::tools::NN_FACE_EDGE_VERTEX, DilateIterations,
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openvdb::tools::FastSweepingDomain::SWEEP_GREATER_THAN_ISOVALUE);
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gridptr = openvdb::tools::dilateSdf(
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*gridptr, std::ceil(iso_surface),
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openvdb::tools::NN_FACE_EDGE_VERTEX, DilateIterations,
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openvdb::tools::FastSweepingDomain::SWEEP_GREATER_THAN_ISOVALUE);
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out_range = iso_surface;
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} else {
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iso_surface = -offset;
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}
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if (ctl.stopcondition()) return {};
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else ctl.statuscb(70, L("Hollowing"));
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@ -107,11 +113,10 @@ static InteriorPtr generate_interior_verbose(const TriangleMesh & mesh,
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if (ctl.stopcondition()) return {};
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else ctl.statuscb(100, L("Hollowing"));
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interior->closing_distance = D;
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interior->thickness = offset;
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interior->iso_surface = iso_surface;
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interior->thickness = offset;
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interior->voxel_scale = voxel_scale;
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interior->nb_in = narrowb;
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interior->nb_out = iso_surface;
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interior->full_narrowb = out_range + in_range;
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return interior;
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}
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@ -120,8 +125,8 @@ InteriorPtr generate_interior(const TriangleMesh & mesh,
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const HollowingConfig &hc,
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const JobController & ctl)
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{
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static constexpr double MIN_OVERSAMPL = 1.;
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static constexpr double MAX_OVERSAMPL = 10.;
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static constexpr double MIN_SAMPLES_IN_WALL = 3.5;
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static constexpr double MAX_OVERSAMPL = 8.;
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static constexpr double UNIT_VOLUME = 500000; // empiric
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// I can't figure out how to increase the grid resolution through openvdb
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@ -130,26 +135,25 @@ InteriorPtr generate_interior(const TriangleMesh & mesh,
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// scales the whole geometry down, and doesn't increase the number of
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// voxels.
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//
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// the voxel_scale will always reside between MIN_OVERSAMPL and
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// a dynamically derived maximum (based on the model volume)
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// which is always less than MAX_OVERSAMPL. The quality parameter will
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// control the actual position of the scaling between this allowed range.
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//
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// For smaller models, the maximum can get up to MAX_OVERSAMPL
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// for bigger models (reference unit volume is VOL_SCALING) the maximum
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// is gradually decreased.
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double mesh_vol = its_volume(mesh.its);
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double sc_divider = std::max(1.0, (mesh_vol / UNIT_VOLUME));
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double max_oversampl_scaled = std::max(MIN_OVERSAMPL,
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MAX_OVERSAMPL / sc_divider);
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auto voxel_scale = MIN_OVERSAMPL + (max_oversampl_scaled - MIN_OVERSAMPL) * hc.quality;
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BOOST_LOG_TRIVIAL(debug) << "Hollowing: max oversampl will be: " << max_oversampl_scaled;
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BOOST_LOG_TRIVIAL(debug) << "Hollowing: voxel scale will be: " << voxel_scale;
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BOOST_LOG_TRIVIAL(debug) << "Hollowing: mesh volume is: " << mesh_vol;
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// First an allowed range for voxel scale is determined from an initial
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// range of <MIN_SAMPLES_IN_WALL, MAX_OVERSAMPL>. The final voxel scale is
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// then chosen from this range using the 'quality:<0, 1>' parameter.
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// The minimum can be lowered if the wall thickness is great enough and
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// the maximum is lowered if the model volume very big.
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double mesh_vol = its_volume(mesh.its);
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double sc_divider = std::max(1.0, (mesh_vol / UNIT_VOLUME));
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double min_oversampl = std::max(MIN_SAMPLES_IN_WALL / hc.min_thickness, 1.);
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double max_oversampl_scaled = std::max(min_oversampl, MAX_OVERSAMPL / sc_divider);
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auto voxel_scale = min_oversampl + (max_oversampl_scaled - min_oversampl) * hc.quality;
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InteriorPtr interior =
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generate_interior_verbose(mesh, ctl, hc.min_thickness, voxel_scale,
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hc.closing_distance);
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BOOST_LOG_TRIVIAL(debug) << "Hollowing: max oversampl will be: " << max_oversampl_scaled;
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BOOST_LOG_TRIVIAL(debug) << "Hollowing: voxel scale will be: " << voxel_scale;
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BOOST_LOG_TRIVIAL(debug) << "Hollowing: mesh volume is: " << mesh_vol;
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InteriorPtr interior = generate_interior_verbose(mesh, ctl,
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hc.min_thickness,
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voxel_scale,
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hc.closing_distance);
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if (interior && !interior->mesh.empty()) {
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@ -365,22 +369,18 @@ struct TriangleBubble { Vec3f center; double R; };
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static double get_distance(const TriangleBubble &b, const Interior &interior)
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{
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double R = b.R * interior.voxel_scale;
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double D = get_distance_raw(b.center, interior);
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double D = 2. * R;
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double Dst = get_distance_raw(b.center, interior);
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return (D > 0. && R >= interior.nb_out) ||
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(D < 0. && R >= interior.nb_in) ||
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((D - R) < 0. && 2 * R > interior.thickness) ?
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return D > interior.full_narrowb ||
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((Dst - R) < 0. && 2 * R > interior.thickness) ?
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std::nan("") :
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// FIXME: Adding interior.voxel_scale is a compromise supposed
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// to prevent the deletion of the triangles forming the interior
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// itself. This has a side effect that a small portion of the
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// bad triangles will still be visible.
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D - interior.closing_distance /*+ 2 * interior.voxel_scale*/;
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Dst - interior.iso_surface;
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}
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double get_distance(const Vec3f &p, const Interior &interior)
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{
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double d = get_distance_raw(p, interior) - interior.closing_distance;
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double d = get_distance_raw(p, interior) - interior.iso_surface;
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return d / interior.voxel_scale;
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}
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