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52 lines
2.0 KiB
52 lines
2.0 KiB
1 year ago
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_UNIFORMLY_SAMPLE_TWO_MANIFOLD_H
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#define IGL_UNIFORMLY_SAMPLE_TWO_MANIFOLD_H
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#include "igl_inline.h"
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#include <Eigen/Dense>
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namespace igl
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{
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/// Attempt to sample a mesh uniformly with k-points by furthest point
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/// relaxation as described in "Fast Automatic Skinning Transformations"
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/// [Jacobson et al. 12] Section 3.3. The input is not expected to be a typical
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/// 3D triangle mesh (e.g., [V,F]), instead each vertex is embedded in a high
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/// dimensional unit-hypercude ("weight space") defined by W, with triangles
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/// given by F. This algorithm will first conduct furthest point sampling from
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/// the set of vertices and then attempt to relax the sampled points along the
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/// surface of the high-dimensional triangle mesh (i.e., the output points may
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/// be in the middle of triangles, not just at vertices). An additional "push"
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/// factor will repel samples away from the corners of the hypercube.
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///
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/// @param[in] W #W by dim positions of mesh in weight space
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/// @param[in] F #F by 3 indices of triangles
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/// @param[in] k number of samples
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/// @param[in] push factor by which corners should be pushed away
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/// @param[out] WS k by dim locations in weight space
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///
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/// \see random_points_on_mesh
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///
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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::MatrixXi & F,
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const int k,
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const double push,
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Eigen::MatrixXd & WS);
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/// \overload
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///
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/// \fileinfo
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IGL_INLINE void uniformly_sample_two_manifold_at_vertices(
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const Eigen::MatrixXd & W,
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const int k,
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const double push,
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Eigen::VectorXi & S);
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "uniformly_sample_two_manifold.cpp"
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#endif
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#endif
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