Fix T50655: Pointiness is too slow to calculate

Optimize vertex de-duplication the same way as we do doe Remove Doubles.
This commit is contained in:
Sergey Sharybin 2017-02-13 12:00:10 +01:00
parent 594015fb7e
commit 37afa965a4
Notes: blender-bot 2023-02-14 11:01:33 +01:00
Referenced by issue #54446, Pointness gives a white spots on a small objects
Referenced by issue #50655, Regression in BVH building/Synchronize
1 changed files with 63 additions and 13 deletions

View File

@ -27,6 +27,7 @@
#include "subd_patch.h"
#include "subd_split.h"
#include "util_algorithm.h"
#include "util_foreach.h"
#include "util_logging.h"
#include "util_math.h"
@ -525,6 +526,31 @@ static void attr_create_uv_map(Scene *scene,
}
/* Create vertex pointiness attributes. */
/* Compare vertices by sum of their coordinates. */
class VertexAverageComparator {
public:
VertexAverageComparator(const array<float3>& verts)
: verts_(verts) {
}
bool operator()(const int& vert_idx_a, const int& vert_idx_b)
{
const float3 &vert_a = verts_[vert_idx_a];
const float3 &vert_b = verts_[vert_idx_b];
if(vert_a == vert_b) {
/* Special case for doubles, so we ensure ordering. */
return vert_idx_a > vert_idx_b;
}
const float x1 = vert_a.x + vert_a.y + vert_a.z;
const float x2 = vert_b.x + vert_b.y + vert_b.z;
return x1 < x2;
}
protected:
const array<float3>& verts_;
};
static void attr_create_pointiness(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
@ -534,37 +560,59 @@ static void attr_create_pointiness(Scene *scene,
return;
}
const int num_verts = b_mesh.vertices.length();
AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
float *data = attr->data_float();
/* STEP 1: Find out duplicated vertices and point duplicates to a single
* original vertex.
*/
vector<int> sorted_vert_indeices(num_verts);
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
sorted_vert_indeices[vert_index] = vert_index;
}
VertexAverageComparator compare(mesh->verts);
sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare);
/* This array stores index of the original vertex for the given vertex
* index.
*/
vector<int> vert_orig_index(num_verts);
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
for (int sorted_vert_index = 0;
sorted_vert_index < num_verts;
++sorted_vert_index)
{
const int vert_index = sorted_vert_indeices[sorted_vert_index];
const float3 &vert_co = mesh->verts[vert_index];
bool found = false;
int other_vert_index;
for(other_vert_index = 0;
other_vert_index < vert_index;
++other_vert_index)
for(int other_sorted_vert_index = sorted_vert_index + 1;
other_sorted_vert_index < num_verts;
++other_sorted_vert_index)
{
const int other_vert_index =
sorted_vert_indeices[other_sorted_vert_index];
const float3 &other_vert_co = mesh->verts[other_vert_index];
/* We are too far away now, we wouldn't have duplicate. */
if ((other_vert_co.x + other_vert_co.y + other_vert_co.z) -
(vert_co.x + vert_co.y + vert_co.z) > 0.0f)
{
break;
}
/* Found duplicate. */
if(other_vert_co == vert_co) {
found = true;
vert_orig_index[vert_index] = other_vert_index;
break;
}
}
if(found) {
vert_orig_index[vert_index] = other_vert_index;
}
else {
if(!found) {
vert_orig_index[vert_index] = vert_index;
}
}
/* Make sure we always points to the very first orig vertex. */
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
int orig_index = vert_orig_index[vert_index];
while(orig_index != vert_orig_index[orig_index]) {
orig_index = vert_orig_index[orig_index];
}
vert_orig_index[vert_index] = orig_index;
}
sorted_vert_indeices.free_memory();
/* STEP 2: Calculate vertex normals taking into account their possible
* duplicates which gets "welded" together.
*/
@ -623,6 +671,9 @@ static void attr_create_pointiness(Scene *scene,
}
}
/* STEP 3: Blur vertices to approximate 2 ring neighborhood. */
AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
float *data = attr->data_float();
memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
memset(&counter[0], 0, sizeof(int) * counter.size());
edge_index = 0;
@ -1234,4 +1285,3 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
}
CCL_NAMESPACE_END