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2dc86d23bf
...
ae14864db7
2
.gitignore
vendored
2
.gitignore
vendored
@ -1,4 +1,4 @@
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*~
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#*#
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__pycache__/
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__pycache__/*
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.ipynb_checkpoints/*
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113
README.md
113
README.md
@ -1,33 +1,84 @@
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# automata_scratch
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# To-do items, wanted features, bugs:
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This is repo has a few projects that are related in terms of
|
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high-level goal, but almost completely unrelated in their descent.
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## Cool
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- More complicated: Examples of *merging*. I'm not sure on the theory
|
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behind this.
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## Annoying/boring
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- https://en.wikipedia.org/wiki/Polygon_triangulation - do this to
|
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fix my wave example!
|
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- http://www.polygontriangulation.com/2018/07/triangulation-algorithm.html
|
||||
- Clean up examples.ram_horn_branch(). The way I clean it up might
|
||||
help inform some cleaner designs.
|
||||
- I really need to standardize some of the behavior of fundamental
|
||||
operations (with regard to things like sizes they generate). This
|
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is behavior that, if it changes, will change a lot of things that I'm
|
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trying to keep consistent so that my examples still work.
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- Winding order. It is consistent through seemingly
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everything, except for reflection and close_boundary_simple.
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(When there are two parallel boundaries joined with something like
|
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join_boundary_simple, traversing these boundaries in their actual order
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||||
to generate triangles - like in close_boundary_simple - will produce
|
||||
opposite winding order on each. Imagine a transparent clock: seen from the
|
||||
front, it moves clockwise, but seen from the back, it moves
|
||||
counter-clockwise.)
|
||||
- File that bug that I've seen in trimesh/three.js
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||||
(see trimesh_fail.ipynb)
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||||
- Why do I get the weird zig-zag pattern on the triangles,
|
||||
despite larger numbers of them? Is it something in how I
|
||||
twist the frames?
|
||||
- How can I compute the *torsion* on a quad? I think it
|
||||
comes down to this: torsion applied across the quad I'm
|
||||
triangulating leading to neither diagonal being a
|
||||
particularly good choice. Subdividing the boundary seems
|
||||
to help, but other triangulation methods (e.g. turning a
|
||||
quad to 4 triangles by adding the centroid) could be good
|
||||
too.
|
||||
- Facets/edges are just oriented the wrong way...
|
||||
- Picking at random the diagonal on the quad to triangulate with
|
||||
does seem to turn 'error' just to noise, and in its own way this
|
||||
is preferable.
|
||||
- Integrate parallel_transport work and reuse what I can
|
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- /mnt/dev/graphics_misc/isosurfaces_2018_2019 - perhaps include my
|
||||
spiral isosurface stuff from here
|
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|
||||
- `python_extrude_meshgen` is some Python code from around 2019
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September which did a sort of extrusion-based code generation.
|
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While this had some good results and some good ideas, the basic
|
||||
model was too limited in terms of the topology it could express.
|
||||
- `libfive_subdiv` is a short project around 2021 July attempting to
|
||||
use the Python bindings of [libfive](https://www.libfive.com/), and
|
||||
automatic differentiation in
|
||||
[autograd](https://github.com/HIPS/autograd), to turn implicit
|
||||
surfaces to meshes which were suitable for subdivision via something
|
||||
like
|
||||
[OpenSubdiv](https://graphics.pixar.com/opensubdiv/overview.html)
|
||||
(in turn so that I could render with them without having to use
|
||||
insane numbers of triangles or somehow hide the obvious errors in
|
||||
the geometry). Briefly, the process was to use edges with crease
|
||||
weights which were set based on the curvature of the implicit
|
||||
surface. While I accomplished this process, it didn't fulfill the
|
||||
goal. Shortly thereafter, I was re-reading
|
||||
[Massively Parallel Rendering of Complex Closed-Form Implicit Surfaces](https://www.mattkeeter.com/research/mpr/) - which, like libfive, is by Matt Keeter -
|
||||
and found a section I'd ignored on the difficulties of producing
|
||||
good meshes from isosurfaces for the sake of rendering. I kept
|
||||
the code around because I figured it would be useful to refer to
|
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later, particularly for the integration with Blender.
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- `blender_scraps` contains some scraps of Python code meant to be
|
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used inside of Blender's Python scripting - and it contains some
|
||||
conversions from another project, Prosha, for procedural mesh
|
||||
generation in Rust (itself based on learnings from
|
||||
`python_extrude_meshgen`). These examples were proof-of-concept of
|
||||
generating meshes as control cages rather than as "final" meshes.
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||||
## Abstractions
|
||||
|
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- This has a lot of functions parametrized over a lot
|
||||
of functions. Need to work with this somehow. (e.g. should
|
||||
it subdivide this boundary? should it merge opening/closing
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boundaries?)
|
||||
- Some generators produce boundaries that can be directly merged
|
||||
and produce sensible geometry. Some generators produce
|
||||
boundaries that are only usable when they are further
|
||||
transformed (and would produce degenerate geometry). What sort
|
||||
of nomenclature captures this?
|
||||
|
||||
- How can I capture the idea of a group of parameters which, if
|
||||
they are all scaled in the correct way (some linearly, others
|
||||
inversely perhaps), generated geometry that is more or less
|
||||
identical except that it is higher-resolution?
|
||||
- Use mixins to extend 3D transformations to things (matrices,
|
||||
cages, meshes, existing transformations)
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||||
- I can transform a Cage. Why not a CageGen?
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||||
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## ????
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- Embed this in Blender?
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## Future thoughts
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||||
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- What if I had a function that could generate a Cage as if
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from a parametric formula and smoothly vary its orientation?
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||||
My existing tools could easily turn this to a mesh. If I could vary
|
||||
the detail of the Cage itself (if needed), then I could also
|
||||
generate a mesh at an arbitrary level of detail simply by sampling at
|
||||
finer and finer points on the parameter space. (This might also tie
|
||||
into the Parallel Transport work.)
|
||||
- What are the limitations of using Cages?
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- Current system is very "generative". Could I do basically L-system
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if I have rules for how a much is *refined*? What about IFS?
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- Do this in Rust once I understand WTF I am doing
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|
||||
## Other thoughts
|
||||
|
||||
- Why do I never use the term "extruding" to describe what I'm doing?
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||||
@ -47,8 +47,6 @@ class Barbs(object):
|
||||
# be converted last-minute to tuples. (Why: we need to refer
|
||||
# to prior vertices and arithmetic is much easier from an
|
||||
# array, but Blender eventually needs tuples.)
|
||||
self.creases_side = set()
|
||||
self.creases_joint = set()
|
||||
|
||||
def run(self, iters) -> (list, list):
|
||||
# 'iters' is ignored for now
|
||||
@ -89,10 +87,6 @@ class Barbs(object):
|
||||
[bound[2], bound[3], a0 + 3, a0 + 2])
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self.barb(iters - 1, xform.compose(self.sides[3]),
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||||
[bound[3], bound[0], a0 + 0, a0 + 3])
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||||
for i in range(4):
|
||||
j = (i + 1) % 4
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self.creases_joint.add((a0 + i, a0 + j))
|
||||
self.creases_side.add((bound[i], a0 + i))
|
||||
|
||||
def barb(self, iters, xform, bound):
|
||||
if self.limit_check(xform, iters):
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||||
|
||||
@ -1,79 +0,0 @@
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||||
# This is a pile of patterns and snippets I've used in Blender in the
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||||
# past; it isn't meant to be run on its own.
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||||
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||||
import bmesh
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||||
import bpy
|
||||
|
||||
# Here is a good starting place (re: creating geometry):
|
||||
# https://docs.blender.org/api/current/info_gotcha.html#n-gons-and-tessellation
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||||
|
||||
# https://wiki.blender.org/wiki/Source/Modeling/BMesh/Design
|
||||
|
||||
# Current object's data (must be selected):
|
||||
me = bpy.context.object.data
|
||||
|
||||
def bmesh_set_creases(obj, vert_pairs, crease_val):
|
||||
# Walk through the edges in 'obj'. For those *undirected* edges in
|
||||
# 'vert_pairs' (a set of (vi, vj) tuples, where vi and vj are vertex
|
||||
# indices, and tuple order is irrelevant), set the crease to 'crease_val'.
|
||||
bm = bmesh.new()
|
||||
bm.from_mesh(obj)
|
||||
creaseLayer = bm.edges.layers.crease.verify()
|
||||
for e in bm.edges:
|
||||
idxs = tuple([v.index for v in e.verts])
|
||||
print(idxs)
|
||||
if idxs in vert_pairs or idxs[::-1] in vert_pairs:
|
||||
e[creaseLayer] = crease_val
|
||||
bm.to_mesh(obj)
|
||||
bm.free()
|
||||
|
||||
# My bpy.types.MeshPolygon objects:
|
||||
for i,poly in enumerate(me.polygons):
|
||||
t = type(poly)
|
||||
#print(f"poly {i}: {t}")
|
||||
verts = list(poly.vertices)
|
||||
print(f"poly {poly.index}: vertices={verts}")
|
||||
#s = poly.loop_start
|
||||
#n = poly.loop_total
|
||||
#print(f" loop_start={s} loop_total={n}")
|
||||
#v = [l.vertex_index for l in me.loops[s:(s+n)]]
|
||||
#print(f" loop: {v}")
|
||||
# Vector type:
|
||||
v2 = [me.vertices[i].co for i in verts]
|
||||
print(f" verts: {v2}")
|
||||
# Yes, this works:
|
||||
#for i in verts:
|
||||
# me.vertices[i].co.x -= 1.0
|
||||
|
||||
# Pattern for loading external module from Blender's Python (and
|
||||
# reloading as necessary):
|
||||
import sys
|
||||
ext_path = "/home/hodapp/source/automata_scratch/blender_scraps"
|
||||
if ext_path not in sys.path:
|
||||
sys.path.append(ext_path)
|
||||
import whatever
|
||||
whatever = importlib.reload(whatever)
|
||||
# Note that if 'whatever' itself imports modules that may have changed
|
||||
# since the last import, you may need to do this same importlib
|
||||
# incantation!
|
||||
|
||||
# Crease access - but the wrong way to change them:
|
||||
for edge in me.edges:
|
||||
v = list(edge.vertices)
|
||||
print(f"edge {edge.index}: crease={edge.crease} vertices={v}")
|
||||
#edge.crease = 0.7
|
||||
|
||||
# Creating a mesh with vertices & faces in Python via bpy with:
|
||||
# v - list of (x, y, z) tuples
|
||||
# f - list of (v0, v1, v2...) tuples, each with face's vertex indices
|
||||
mesh = bpy.data.meshes.new('mesh_thing')
|
||||
mesh.from_pydata(v, [], f)
|
||||
mesh.update(calc_edges=True)
|
||||
# set creases beforehand:
|
||||
#bmesh_set_creases(mesh, b.creases_joint, 0.7)
|
||||
obj = bpy.data.objects.new('obj_thing', mesh)
|
||||
# set obj's transform matrix:
|
||||
#obj.matrix_world = Matrix(...)
|
||||
# also acceptable to set creases:
|
||||
#bmesh_set_creases(obj.data, b.creases_joint, 0.7)
|
||||
bpy.context.scene.collection.objects.link(obj)
|
||||
@ -1,163 +0,0 @@
|
||||
# Hasty conversion from the Rust in prosha/src/examples.rs & Barbs
|
||||
|
||||
# This is mostly right, except:
|
||||
# - It doesn't yet do creases.
|
||||
|
||||
import numpy as np
|
||||
import xform
|
||||
|
||||
# Mnemonics:
|
||||
X = np.array([1.0, 0.0, 0.0])
|
||||
Y = np.array([0.0, 1.0, 0.0])
|
||||
Z = np.array([0.0, 0.0, 1.0])
|
||||
|
||||
class TreeThing(object):
|
||||
def __init__(self, f: float=0.6, depth: int=10, scale_min: float=0.02):
|
||||
self.scale_min = scale_min
|
||||
v = np.array([-1.0, 0.0, 1.0])
|
||||
v /= np.linalg.norm(v)
|
||||
self.incr = (xform.Transform().
|
||||
translate(0, 0, 0.9*f).
|
||||
rotate(v, 0.4*f).
|
||||
scale(1.0 - (1.0 - 0.95)*f))
|
||||
# 'Base' vertices, used throughout:
|
||||
self.base = np.array([
|
||||
[-0.5, -0.5, 0.0],
|
||||
[-0.5, 0.5, 0.0],
|
||||
[ 0.5, 0.5, 0.0],
|
||||
[ 0.5, -0.5, 0.0],
|
||||
])
|
||||
# 'Transition' vertices:
|
||||
self.trans = np.array([
|
||||
# Top edge midpoints:
|
||||
[-0.5, 0.0, 0.0], # 0 - connects b0-b1
|
||||
[ 0.0, 0.5, 0.0], # 2 - connects b2-b3
|
||||
[ 0.5, 0.0, 0.0], # 1 - connects b1-b2
|
||||
[ 0.0, -0.5, 0.0], # 3 - connects b3-b0
|
||||
# Top middle:
|
||||
[ 0.0, 0.0, 0.0], # 4 - midpoint/centroid of all
|
||||
])
|
||||
# splits[i] gives transformation from a 'base' layer to the
|
||||
# i'th split (0 to 3):
|
||||
self.splits = [
|
||||
xform.Transform().
|
||||
rotate(Z, np.pi/2 * i).
|
||||
translate(0.25, 0.25, 0.0).
|
||||
scale(0.5)
|
||||
for i in range(4)
|
||||
]
|
||||
# Face & vertex accumulators:
|
||||
self.faces = []
|
||||
# self.faces will be a list of tuples (each one of length 4
|
||||
# and containing indices into self.verts)
|
||||
self.verts = []
|
||||
# self.verts will be a list of np.array of shape (3,) but will
|
||||
# be converted last-minute to tuples. (Why: we need to refer
|
||||
# to prior vertices and arithmetic is much easier from an
|
||||
# array, but Blender eventually needs tuples.)
|
||||
self.creases_side = set()
|
||||
self.creases_joint = set()
|
||||
self.depth = depth
|
||||
|
||||
def run(self):
|
||||
self.verts.extend(self.base)
|
||||
self.faces.append((0, 1, 2, 3))
|
||||
self.child(xform.Transform(), self.depth, [0, 1, 2, 3])
|
||||
verts = [tuple(v) for v in self.verts]
|
||||
faces = [tuple(f) for f in self.faces]
|
||||
return verts, faces
|
||||
|
||||
def trunk(self, xf: xform.Transform, b):
|
||||
|
||||
if self.limit_check(xf):
|
||||
# Note opposite winding order
|
||||
verts = [b[i] for i in [3,2,1,0]]
|
||||
self.faces.append(verts)
|
||||
return
|
||||
|
||||
incr = (xform.Transform().
|
||||
translate(0.0, 0.0, 1.0).
|
||||
rotate(Z, 0.15).
|
||||
rotate(X, 0.1).
|
||||
scale(0.95))
|
||||
sides = [
|
||||
xform.Transform().
|
||||
rotate(Z, -np.pi/2 * i).
|
||||
rotate(Y, -np.pi/2).
|
||||
translate(0.5, 0.0, 0.5)
|
||||
for i in range(4)
|
||||
]
|
||||
xf2 = xf.compose(incr)
|
||||
g = xf2.apply_to(self.base)
|
||||
a0 = len(self.verts)
|
||||
self.verts.extend(g)
|
||||
|
||||
# TODO: Turn this to a cleaner loop?
|
||||
self.main(iters - 1, xf2, [a0, a0 + 1, a0 + 2, a0 + 3])
|
||||
self.child(iters - 1, xf.compose(self.sides[0]),
|
||||
[b[0], b[1], a0 + 1, a0 + 0])
|
||||
self.child(iters - 1, xf.compose(self.sides[1]),
|
||||
[b[1], b[2], a0 + 2, a0 + 1])
|
||||
self.child(iters - 1, xf.compose(self.sides[2]),
|
||||
[b[2], b[3], a0 + 3, a0 + 2])
|
||||
self.child(iters - 1, xf.compose(self.sides[3]),
|
||||
[b[3], b[0], a0 + 0, a0 + 3])
|
||||
|
||||
def limit_check(self, xf: xform.Transform) -> bool:
|
||||
# Assume all scales are the same (for now)
|
||||
sx,_,_ = xf.get_scale()
|
||||
return sx < self.scale_min
|
||||
|
||||
def child(self, xf: xform.Transform, depth, b):
|
||||
if self.limit_check(xf):
|
||||
# Note opposite winding order
|
||||
verts = [b[i] for i in [3,2,1,0]]
|
||||
self.faces.append(verts)
|
||||
return
|
||||
|
||||
xf2 = xf.compose(self.incr)
|
||||
if depth > 0:
|
||||
# Just recurse on the current path:
|
||||
n0 = len(self.verts)
|
||||
self.verts.extend(xf2.apply_to(self.base))
|
||||
|
||||
# Connect parallel faces:
|
||||
n = len(self.base)
|
||||
for i, b0 in enumerate(b):
|
||||
j = (i + 1) % n
|
||||
b1 = b[j]
|
||||
a0 = n0 + i
|
||||
a1 = n0 + j
|
||||
self.faces.append((a0, a1, b1, b0))
|
||||
|
||||
self.child(xf2, depth - 1, [n0, n0 + 1, n0 + 2, n0 + 3]);
|
||||
else:
|
||||
n = len(self.verts)
|
||||
self.verts.extend(xf2.apply_to(self.base))
|
||||
m01 = len(self.verts)
|
||||
self.verts.extend(xf2.apply_to(self.trans))
|
||||
m12, m23, m30, c = m01 + 1, m01 + 2, m01 + 3, m01 + 4
|
||||
self.faces.extend([
|
||||
# two faces straddling edge from vertex 0:
|
||||
(b[0], n+0, m01),
|
||||
(b[0], m30, n+0),
|
||||
# two faces straddling edge from vertex 1:
|
||||
(b[1], n+1, m12),
|
||||
(b[1], m01, n+1),
|
||||
# two faces straddling edge from vertex 2:
|
||||
(b[2], n+2, m23),
|
||||
(b[2], m12, n+2),
|
||||
# two faces straddling edge from vertex 3:
|
||||
(b[3], n+3, m30),
|
||||
(b[3], m23, n+3),
|
||||
# four faces from edge (0,1), (1,2), (2,3), (3,0):
|
||||
(b[0], m01, b[1]),
|
||||
(b[1], m12, b[2]),
|
||||
(b[2], m23, b[3]),
|
||||
(b[3], m30, b[0]),
|
||||
])
|
||||
|
||||
self.child(xf2.compose(self.splits[0]), self.depth, [c, m12, n+2, m23]);
|
||||
self.child(xf2.compose(self.splits[1]), self.depth, [c, m01, n+1, m12]);
|
||||
self.child(xf2.compose(self.splits[2]), self.depth, [c, m30, n+0, m01]);
|
||||
self.child(xf2.compose(self.splits[3]), self.depth, [c, m23, n+3, m30]);
|
||||
@ -1,174 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
|
||||
# Chris Hodapp, 2021-07-17
|
||||
#
|
||||
# This code is: yet another attempt at producing better meshes from
|
||||
# implicit surfaces / isosurfaces. My paper notes from around the
|
||||
# same time period describe some more of why and how.
|
||||
#
|
||||
# This depends on the Python bindings for libfive (circa revision
|
||||
# 601730dc), on numpy, and on autograd from
|
||||
# https://github.com/HIPS/autograd for automatic differentiation.
|
||||
#
|
||||
# For an implicit surface expressed in a Python function, it:
|
||||
# - uses libfive to generate a mesh for this implicit surface,
|
||||
# - dumps this face-vertex data (numpy arrays) to disk in a form Blender
|
||||
# can load pretty easily, (this is done only because exporting and
|
||||
# loading an STL resulted in vertex and face indices being out of sync
|
||||
# for some reason, perhaps libfive's meshing having randomness.)
|
||||
# - iterates over each edge from libfive's mesh data,
|
||||
# - for that edge, computes the curvature of the surface perpendicular
|
||||
# to that edge,
|
||||
# - saves this curvature away in another file Blender can load.
|
||||
#
|
||||
# There are then some Blender routines for its Python API which load
|
||||
# the mesh, load the curvatures, and then try to turn these per-edge
|
||||
# curvature values to edge crease weights. The hope was that this
|
||||
# would allow subdivision to work effectively on the resultant mesh in
|
||||
# sharper (higher-curvature) areas - lower crease weights should fit
|
||||
# lower-curvature areas better, and higher crease weights should keep
|
||||
# a sharper edge from being dulled too much by subdivision.
|
||||
#
|
||||
# I tried with spiral_implicit, my same spiral isosurface function
|
||||
# from 2005 June yet again, as the implicit surface, but also yet
|
||||
# again, it proved a very difficult surface to work with.
|
||||
|
||||
# Below is some elisp so that I can use the right environment in Emacs
|
||||
# and elpy:
|
||||
#
|
||||
# (setq python-shell-interpreter "nix-shell" python-shell-interpreter-args " -I nixpkgs=/home/hodapp/nixpkgs -p python3Packages.libfive python3Packages.autograd python3Packages.numpy --command \"python3 -i\"")
|
||||
|
||||
# This is a kludge to ensure libfive's bindings can be found:
|
||||
#import os, sys
|
||||
#os.environ["LIBFIVE_FRAMEWORK_DIR"]="/nix/store/gcxmz71b4i6bmsb1alafr4cqdnl19dn5-libfive-unstable-e93fef9d/lib/"
|
||||
#sys.path.insert(0, "/nix/store/gcxmz71b4i6bmsb1alafr4cqdnl19dn5-libfive-unstable-e93fef9d/lib/python3.8/site-packages/")
|
||||
|
||||
import autograd.numpy as np
|
||||
from autograd import grad, elementwise_grad as egrad
|
||||
|
||||
from libfive.shape import shape
|
||||
|
||||
# The implicit surface is below. It returns two functions that
|
||||
# compute the same thing: a vectorized version (f) that can handle
|
||||
# array inputs with (x,y,z) rows, and a version (g) that can also
|
||||
# handle individual x,y,z. f is needed for autograd, g is needed for
|
||||
# libfive.
|
||||
def spiral_implicit(outer, inner, freq, phase, thresh):
|
||||
def g(x,y,z):
|
||||
d1 = outer*y - inner*np.sin(freq*x + phase)
|
||||
d2 = outer*z - inner*np.cos(freq*x + phase)
|
||||
return d1*d1 + d2*d2 - thresh*thresh
|
||||
def f(pt):
|
||||
x,y,z = [pt[..., i] for i in range(3)]
|
||||
return g(x,y,z)
|
||||
return f, g
|
||||
|
||||
def any_perpendicular(vecs):
|
||||
# For 'vecs' of shape (..., 3), this returns an array of shape
|
||||
# (..., 3) in which every corresponding vector is perpendicular
|
||||
# (but nonzero). 'vecs' does not need to be normalized, and the
|
||||
# returned vectors are not normalized.
|
||||
x,y,z = [vecs[..., i] for i in range(3)]
|
||||
a0 = np.zeros_like(x)
|
||||
# The condition has the extra dimension added to make it (..., 1)
|
||||
# so it broadcasts properly with the branches, which are (..., 3):
|
||||
p = np.where((np.abs(z) < np.abs(x))[...,None],
|
||||
np.stack((y, -x, a0), axis=-1),
|
||||
np.stack((a0, -z, y), axis=-1))
|
||||
return p
|
||||
|
||||
def intersect_implicit(surface_fn):
|
||||
# surface_fn(x,y,z)=0 is an implicit surface. This returns a
|
||||
# function f(s, t, pt, u, v) which - for f(s,t,...) = 0 is the
|
||||
# implicit curve created by intersecting the surface with a plane
|
||||
# passing through point 'pt' and with two perpendicular unit
|
||||
# vectors 'u' and 'v' that lie on the plane.
|
||||
def g(pts_2d, pt_center, u, v, **kw):
|
||||
s,t = [pts_2d[..., i, None] for i in range(2)]
|
||||
pt_3d = pt_center + s*u + t*v
|
||||
return surface_fn(pt_3d, **kw)
|
||||
return g
|
||||
|
||||
def implicit_curvature_2d(curve_fn):
|
||||
# Returns a function which computes curvature of an implicit
|
||||
# curve, curve_fn(s,t)=0. The resultant function takes two
|
||||
# arguments as well.
|
||||
#
|
||||
# First derivatives:
|
||||
_g1 = egrad(curve_fn)
|
||||
# Second derivatives:
|
||||
_g2s = egrad(lambda *a, **kw: _g1(*a, **kw)[...,0])
|
||||
_g2t = egrad(lambda *a, **kw: _g1(*a, **kw)[...,1])
|
||||
# Doing 'egrad' twice doesn't have the intended effect, so here I
|
||||
# split up the first derivative manually.
|
||||
def f(st, **kw):
|
||||
g1 = _g1(st, **kw)
|
||||
g2s = _g2s(st, **kw)
|
||||
g2t = _g2t(st, **kw)
|
||||
ds = g1[..., 0]
|
||||
dt = g1[..., 1]
|
||||
dss = g2s[..., 0]
|
||||
dst = g2s[..., 1]
|
||||
dtt = g2t[..., 1]
|
||||
return (-dt*dt*dss + 2*ds*dt*dst - ds*ds*dtt) / ((ds*ds + dt*dt)**(3/2))
|
||||
return f
|
||||
|
||||
f_arr, f = spiral_implicit(2.0, 0.4, 20.0, 0.0, 0.3)
|
||||
fs = shape(f)
|
||||
print(fs)
|
||||
|
||||
kw={
|
||||
"xyz_min": (-0.5, -0.5, -0.5),
|
||||
"xyz_max": (0.5, 0.5, 0.5),
|
||||
"resolution": 20,
|
||||
}
|
||||
# To save directly as STL:
|
||||
# fs.save_stl("spiral.stl", **kw)
|
||||
|
||||
print(f"letting libfive generate mesh...")
|
||||
verts, tris = fs.get_mesh(**kw)
|
||||
verts = np.array(verts, dtype=np.float32)
|
||||
tris = np.array(tris, dtype=np.uint32)
|
||||
|
||||
print(f"Saving {len(verts)} vertices, {len(tris)} faces")
|
||||
np.save("spiral_verts.npy", verts)
|
||||
np.save("spiral_tris.npy", tris)
|
||||
|
||||
print(f"Computing curvatures...")
|
||||
|
||||
# Shape (N, 3, 3). Final axis is (x,y,z).
|
||||
tri_verts = verts[tris]
|
||||
# Compute all 3 midpoints (over each edge):
|
||||
v_pairs = [(tri_verts[:, i, :], tri_verts[:, (i+1)%3, :])
|
||||
for i in range(3)]
|
||||
print(f"midpoints")
|
||||
tri_mids = np.stack([(vi+vj)/2 for vi,vj in v_pairs],
|
||||
axis=1)
|
||||
print(f"edge vectors")
|
||||
# Compute normalized edge vectors:
|
||||
diff = [vj-vi for vi,vj in v_pairs]
|
||||
edge_vecs = np.stack([d/np.linalg.norm(d, axis=1, keepdims=True) for d in diff],
|
||||
axis=1)
|
||||
print(f"perpendiculars")
|
||||
# Find perpendicular to all edge vectors:
|
||||
v1 = any_perpendicular(edge_vecs)
|
||||
v1 /= np.linalg.norm(v1, axis=-1, keepdims=True)
|
||||
# and perpendiculars to both:
|
||||
v2 = np.cross(edge_vecs, v1)
|
||||
|
||||
print(f"implicit curves")
|
||||
isect_2d = intersect_implicit(f_arr)
|
||||
curv_fn = implicit_curvature_2d(isect_2d)
|
||||
print(f"gradients & curvature")
|
||||
k = curv_fn(np.zeros((tri_mids.shape[0], 3, 2)), pt_center=tri_mids, u=v1, v=v2)
|
||||
|
||||
print(f"writing")
|
||||
np.save("spiral_curvature.npy", k)
|
||||
|
||||
# for i,k_i in enumerate(k):
|
||||
# for j in range(k.shape[1]):
|
||||
# mid = tri_mids[i, j, :]
|
||||
# k_ij = k[i,j]
|
||||
# v1 = tris[i][j]
|
||||
# v2 = tris[i][(j + 1) % 3]
|
||||
# print(f"{i}: {v1} to {v2}, {k_ij:.3f}")
|
||||
@ -1,84 +0,0 @@
|
||||
# To-do items, wanted features, bugs:
|
||||
|
||||
## Cool
|
||||
- More complicated: Examples of *merging*. I'm not sure on the theory
|
||||
behind this.
|
||||
|
||||
## Annoying/boring
|
||||
- https://en.wikipedia.org/wiki/Polygon_triangulation - do this to
|
||||
fix my wave example!
|
||||
- http://www.polygontriangulation.com/2018/07/triangulation-algorithm.html
|
||||
- Clean up examples.ram_horn_branch(). The way I clean it up might
|
||||
help inform some cleaner designs.
|
||||
- I really need to standardize some of the behavior of fundamental
|
||||
operations (with regard to things like sizes they generate). This
|
||||
is behavior that, if it changes, will change a lot of things that I'm
|
||||
trying to keep consistent so that my examples still work.
|
||||
- Winding order. It is consistent through seemingly
|
||||
everything, except for reflection and close_boundary_simple.
|
||||
(When there are two parallel boundaries joined with something like
|
||||
join_boundary_simple, traversing these boundaries in their actual order
|
||||
to generate triangles - like in close_boundary_simple - will produce
|
||||
opposite winding order on each. Imagine a transparent clock: seen from the
|
||||
front, it moves clockwise, but seen from the back, it moves
|
||||
counter-clockwise.)
|
||||
- File that bug that I've seen in trimesh/three.js
|
||||
(see trimesh_fail.ipynb)
|
||||
- Why do I get the weird zig-zag pattern on the triangles,
|
||||
despite larger numbers of them? Is it something in how I
|
||||
twist the frames?
|
||||
- How can I compute the *torsion* on a quad? I think it
|
||||
comes down to this: torsion applied across the quad I'm
|
||||
triangulating leading to neither diagonal being a
|
||||
particularly good choice. Subdividing the boundary seems
|
||||
to help, but other triangulation methods (e.g. turning a
|
||||
quad to 4 triangles by adding the centroid) could be good
|
||||
too.
|
||||
- Facets/edges are just oriented the wrong way...
|
||||
- Picking at random the diagonal on the quad to triangulate with
|
||||
does seem to turn 'error' just to noise, and in its own way this
|
||||
is preferable.
|
||||
- Integrate parallel_transport work and reuse what I can
|
||||
- /mnt/dev/graphics_misc/isosurfaces_2018_2019 - perhaps include my
|
||||
spiral isosurface stuff from here
|
||||
|
||||
## Abstractions
|
||||
|
||||
- This has a lot of functions parametrized over a lot
|
||||
of functions. Need to work with this somehow. (e.g. should
|
||||
it subdivide this boundary? should it merge opening/closing
|
||||
boundaries?)
|
||||
- Some generators produce boundaries that can be directly merged
|
||||
and produce sensible geometry. Some generators produce
|
||||
boundaries that are only usable when they are further
|
||||
transformed (and would produce degenerate geometry). What sort
|
||||
of nomenclature captures this?
|
||||
|
||||
- How can I capture the idea of a group of parameters which, if
|
||||
they are all scaled in the correct way (some linearly, others
|
||||
inversely perhaps), generated geometry that is more or less
|
||||
identical except that it is higher-resolution?
|
||||
- Use mixins to extend 3D transformations to things (matrices,
|
||||
cages, meshes, existing transformations)
|
||||
- I can transform a Cage. Why not a CageGen?
|
||||
|
||||
## ????
|
||||
- Embed this in Blender?
|
||||
|
||||
## Future thoughts
|
||||
|
||||
- What if I had a function that could generate a Cage as if
|
||||
from a parametric formula and smoothly vary its orientation?
|
||||
My existing tools could easily turn this to a mesh. If I could vary
|
||||
the detail of the Cage itself (if needed), then I could also
|
||||
generate a mesh at an arbitrary level of detail simply by sampling at
|
||||
finer and finer points on the parameter space. (This might also tie
|
||||
into the Parallel Transport work.)
|
||||
- What are the limitations of using Cages?
|
||||
- Current system is very "generative". Could I do basically L-system
|
||||
if I have rules for how a much is *refined*? What about IFS?
|
||||
- Do this in Rust once I understand WTF I am doing
|
||||
|
||||
## Other thoughts
|
||||
|
||||
- Why do I never use the term "extruding" to describe what I'm doing?
|
||||
Loading…
x
Reference in New Issue
Block a user