我希望平滑给定的三维网格,它使用半边结构存储邻接信息,使用高斯函数。提出的算法如下:
通过将每个顶点移动到由其近邻的加权平均值确定的位置来平滑网格(由高斯确定的权重与附加到顶点的边的平均长度相等,归一化使权重之和变为1)。
所以对于每个顶点curr_vertex,i
vertices
权重=exp(-(距离)/(2._sigma_sigma))
where distance is the 3D distance between thecurr_vertexand the neighbor andsigma= average length of attached edges ofcurr_vertex`
step)
)
当我这样做,运行我的算法,而不是平滑实际发生的是一个尺度-我的网格只是扩大,没有任何明显的平滑。
对我做错了什么有什么想法吗?
编辑:下面是我的代码:
void R3Mesh::
Smooth(void)
{
R3Mesh *new_mesh = new R3Mesh(*this);
for(int i = 0; i < NVertices(); i++)
{
R3MeshVertex *v = Vertex(i);
map<R3MeshVertex *, double> neighbors; // stores vertex-weight pairs
map<R3MeshVertex *, double>::iterator neighbors_iter;
// store each vertex neighbor by going through
// all adjacent edges and obtaining those edges' vertices
R3MeshHalfEdge *tmp = v->half_edge;
do
{
neighbors.insert(make_pair(tmp->opposite->vertex,0));
tmp = tmp->opposite->next;
}while(tmp != v->half_edge);
// determine the sigma to use for Gaussian
double sigma = v->AverageEdgeLength();
double weight = 0, total_weight = 0;
double distance;
// determine and store the weight of each neighboring vertex
for(neighbors_iter = neighbors.begin(); neighbors_iter != neighbors.end();
neighbors_iter++)
{
distance = R3Distance(v->position, neighbors_iter->first->position);
weight = (1./(sigma*sqrt(2.*3.14)))*exp(-(distance*distance)/(2.*sigma*sigma));
total_weight += weight;
neighbors_iter->second = weight;
}
// determine new position of current vertex
R3Point new_pos = v->position;
for(neighbors_iter = neighbors.begin(); neighbors_iter != neighbors.end();
neighbors_iter++)
{
new_pos += (neighbors_iter->second/total_weight)*(neighbors_iter->first->position);
}
new_pos.Translate(new_pos - v->position);
new_mesh->Vertex(i)->position.Reset(new_pos.X(), new_pos.Y(), new_pos.Z());
neighbors.clear();
}
*this = *new_mesh;
}发布于 2010-02-24 16:37:26
这有点像一个打头的打字错误。你所描述的算法在我看来很好。
首先要清楚地验证权重的归一化。
接下来,检查您的代码,其中您将计算出的顶点pos写回新的光滑网格中。
这是我的猜测。如果这些代码不起作用,可以随意发布代码片段。
https://stackoverflow.com/questions/2323209
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