// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2015 Alec Jacobson // // 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_AMBIENT_OCCLUSION_H #define IGL_AMBIENT_OCCLUSION_H #include "igl_inline.h" #include "AABB.h" #include #include namespace igl { /// Compute ambient occlusion per given point using ray-mesh intersection /// function handle. /// /// @param[in] shoot_ray function handle that outputs hits of a given ray against a /// mesh (embedded in function handles as captured variable/data) /// @param[in] P #P by 3 list of origin points /// @param[in] N #P by 3 list of origin normals /// @param[in] num_samples number of samples to use (e.g., 1000) /// @param[out] S #P list of ambient occlusion values between 1 (fully occluded) and /// 0 (not occluded) /// template < typename DerivedP, typename DerivedN, typename DerivedS > IGL_INLINE void ambient_occlusion( const std::function< bool( const Eigen::Vector3f&, const Eigen::Vector3f&) > & shoot_ray, const Eigen::MatrixBase & P, const Eigen::MatrixBase & N, const int num_samples, Eigen::PlainObjectBase & S); /// Compute ambient occlusion per given point for mesh (V,F) with precomputed /// AABB tree. /// // @param[in] AABB axis-aligned bounding box hierarchy around (V,F) /// @param[in] V #V by 3 list of mesh vertex positions /// @param[in] F #F by 3 list of mesh face indices into V /// @param[in] P #P by 3 list of origin points /// @param[in] N #P by 3 list of origin normals /// @param[in] num_samples number of samples to use (e.g., 1000) /// @param[out] S #P list of ambient occlusion values between 1 (fully occluded) and /// 0 (not occluded) /// template < typename DerivedV, int DIM, typename DerivedF, typename DerivedP, typename DerivedN, typename DerivedS > IGL_INLINE void ambient_occlusion( const igl::AABB & aabb, const Eigen::MatrixBase & V, const Eigen::MatrixBase & F, const Eigen::MatrixBase & P, const Eigen::MatrixBase & N, const int num_samples, Eigen::PlainObjectBase & S); /// Compute ambient occlusion per given point for mesh (V,F) /// /// @param[in] V #V by 3 list of mesh vertex positions /// @param[in] F #F by 3 list of mesh face indices into V /// @param[in] P #P by 3 list of origin points /// @param[in] N #P by 3 list of origin normals /// @param[in] num_samples number of samples to use (e.g., 1000) /// @param[out] S #P list of ambient occlusion values between 1 (fully occluded) and /// 0 (not occluded) template < typename DerivedV, typename DerivedF, typename DerivedP, typename DerivedN, typename DerivedS > IGL_INLINE void ambient_occlusion( const Eigen::MatrixBase & V, const Eigen::MatrixBase & F, const Eigen::MatrixBase & P, const Eigen::MatrixBase & N, const int num_samples, Eigen::PlainObjectBase & S); }; #ifndef IGL_STATIC_LIBRARY # include "ambient_occlusion.cpp" #endif #endif