From 18a47ef53dedd42bf729441f32fb759a9bb7b6a7 Mon Sep 17 00:00:00 2001 From: Nikolaas Steenbergen Date: Wed, 21 Aug 2024 17:33:49 +0200 Subject: [PATCH] Add color for sampling from mesh (#6842) * First version, colors are not sampled correctly * Fixed uv lookup * Apply style * Add poissant sampling * Add changelog entry * Add triangle_material_id * apply style --- CHANGELOG.md | 2 +- cpp/open3d/geometry/TriangleMesh.cpp | 35 ++++++++++++++++++++++++---- 2 files changed, 31 insertions(+), 6 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 829d890ef53..d032cdedbf4 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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 diff --git a/cpp/open3d/geometry/TriangleMesh.cpp b/cpp/open3d/geometry/TriangleMesh.cpp index 7078a675c4f..c73fc3490e8 100644 --- a/cpp/open3d/geometry/TriangleMesh.cpp +++ b/cpp/open3d/geometry/TriangleMesh.cpp @@ -443,6 +443,10 @@ std::shared_ptr 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 uniform_generator(0.0, 1.0); auto pcd = std::make_shared(); pcd->points_.resize(number_of_points); @@ -452,10 +456,9 @@ std::shared_ptr 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(); @@ -475,13 +478,33 @@ std::shared_ptr 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( + uv(0) * w, uv(1) * h, 0)) / + 255, + (double)*(textures_[material_id].PointerAt( + uv(0) * w, uv(1) * h, 1)) / + 255, + (double)*(textures_[material_id].PointerAt( + uv(0) * w, uv(1) * h, 2)) / + 255); + } } - return pcd; } @@ -621,6 +644,8 @@ std::shared_ptr 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]) { @@ -628,7 +653,7 @@ std::shared_ptr TriangleMesh::SamplePointsPoissonDisk( 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++;