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Add color for sampling from mesh (#6842)
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* First version, colors are not sampled correctly

* Fixed uv lookup

* Apply style

* Add poissant sampling

* Add changelog entry

* Add triangle_material_id

* apply style
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nikste committed Aug 21, 2024
1 parent c219d82 commit 18a47ef
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Showing 2 changed files with 31 additions and 6 deletions.
2 changes: 1 addition & 1 deletion CHANGELOG.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
## Main

- Fix TriangleMesh::SamplePointsUniformly and TriangleMesh::SamplePointsPoissonDisk now sampling colors from mesh if available (PR #6842)
- Fix TriangleMesh::SamplePointsUniformly not sampling triangle meshes uniformly (PR #6653)
- Fix tensor based TSDF integration example.
- Use GLIBCXX_USE_CXX11_ABI=ON by default
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35 changes: 30 additions & 5 deletions cpp/open3d/geometry/TriangleMesh.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -443,6 +443,10 @@ std::shared_ptr<PointCloud> TriangleMesh::SamplePointsUniformlyImpl(
// sample point cloud
bool has_vert_normal = HasVertexNormals();
bool has_vert_color = HasVertexColors();
bool has_textures_ = HasTextures();
bool has_triangle_uvs_ = HasTriangleUvs();
bool has_triangle_material_ids_ = HasTriangleMaterialIds();

utility::random::UniformRealGenerator<double> uniform_generator(0.0, 1.0);
auto pcd = std::make_shared<PointCloud>();
pcd->points_.resize(number_of_points);
Expand All @@ -452,10 +456,9 @@ std::shared_ptr<PointCloud> TriangleMesh::SamplePointsUniformlyImpl(
if (use_triangle_normal && !HasTriangleNormals()) {
ComputeTriangleNormals(true);
}
if (has_vert_color) {
if (has_vert_color || (has_textures_ && has_triangle_uvs_)) {
pcd->colors_.resize(number_of_points);
}

for (size_t point_idx = 0; point_idx < number_of_points; ++point_idx) {
double r1 = uniform_generator();
double r2 = uniform_generator();
Expand All @@ -475,13 +478,33 @@ std::shared_ptr<PointCloud> TriangleMesh::SamplePointsUniformlyImpl(
if (use_triangle_normal) {
pcd->normals_[point_idx] = triangle_normals_[tidx];
}
if (has_vert_color) {
// if there is no texture, sample from vertex color
if (has_vert_color && !has_textures_ && !has_triangle_uvs_) {
pcd->colors_[point_idx] = a * vertex_colors_[triangle(0)] +
b * vertex_colors_[triangle(1)] +
c * vertex_colors_[triangle(2)];
}
// if there is a texture, sample from texture instead
if (has_textures_ && has_triangle_uvs_ && has_triangle_material_ids_) {
Eigen::Vector2d uv = a * triangle_uvs_[3 * tidx] +
b * triangle_uvs_[3 * tidx + 1] +
c * triangle_uvs_[3 * tidx + 2];
int material_id = triangle_material_ids_[tidx];
int w = textures_[material_id].width_;
int h = textures_[material_id].height_;

pcd->colors_[point_idx] = Eigen::Vector3d(
(double)*(textures_[material_id].PointerAt<uint8_t>(
uv(0) * w, uv(1) * h, 0)) /
255,
(double)*(textures_[material_id].PointerAt<uint8_t>(
uv(0) * w, uv(1) * h, 1)) /
255,
(double)*(textures_[material_id].PointerAt<uint8_t>(
uv(0) * w, uv(1) * h, 2)) /
255);
}
}

return pcd;
}

Expand Down Expand Up @@ -621,14 +644,16 @@ std::shared_ptr<PointCloud> TriangleMesh::SamplePointsPoissonDisk(
// update pcl
bool has_vert_normal = pcl->HasNormals();
bool has_vert_color = pcl->HasColors();
bool has_textures_ = HasTextures();
bool has_triangle_uvs_ = HasTriangleUvs();
int next_free = 0;
for (size_t idx = 0; idx < pcl->points_.size(); ++idx) {
if (!deleted[idx]) {
pcl->points_[next_free] = pcl->points_[idx];
if (has_vert_normal) {
pcl->normals_[next_free] = pcl->normals_[idx];
}
if (has_vert_color) {
if (has_vert_color || (has_textures_ && has_triangle_uvs_)) {
pcl->colors_[next_free] = pcl->colors_[idx];
}
next_free++;
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