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