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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
//
// 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 <Eigen/Core>
#include <functional>
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<DerivedP> & P,
const Eigen::MatrixBase<DerivedN> & N,
const int num_samples,
Eigen::PlainObjectBase<DerivedS> & 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<DerivedV,DIM> & aabb,
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedF> & F,
const Eigen::MatrixBase<DerivedP> & P,
const Eigen::MatrixBase<DerivedN> & N,
const int num_samples,
Eigen::PlainObjectBase<DerivedS> & 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<DerivedV> & V,
const Eigen::MatrixBase<DerivedF> & F,
const Eigen::MatrixBase<DerivedP> & P,
const Eigen::MatrixBase<DerivedN> & N,
const int num_samples,
Eigen::PlainObjectBase<DerivedS> & S);
};
#ifndef IGL_STATIC_LIBRARY
# include "ambient_occlusion.cpp"
#endif
#endif