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mesh_prediction_scheme_tex_coords_encoder.h
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1// Copyright 2016 The Draco Authors.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14//
15#ifndef DRACO_COMPRESSION_ATTRIBUTES_PREDICTION_SCHEMES_MESH_PREDICTION_SCHEME_TEX_COORDS_ENCODER_H_
16#define DRACO_COMPRESSION_ATTRIBUTES_PREDICTION_SCHEMES_MESH_PREDICTION_SCHEME_TEX_COORDS_ENCODER_H_
17
18#include <math.h>
19
23#include "draco/core/vector_d.h"
25
26namespace draco {
27
28// Prediction scheme designed for predicting texture coordinates from known
29// spatial position of vertices. For good parametrization, the ratios between
30// triangle edge lengths should be about the same in both the spatial and UV
31// coordinate spaces, which makes the positions a good predictor for the UV
32// coordinates.
33template <typename DataTypeT, class TransformT, class MeshDataT>
35 : public MeshPredictionSchemeEncoder<DataTypeT, TransformT, MeshDataT> {
36 public:
37 using CorrType = typename MeshPredictionSchemeEncoder<DataTypeT, TransformT,
38 MeshDataT>::CorrType;
40 const TransformT &transform,
41 const MeshDataT &mesh_data)
42 : MeshPredictionSchemeEncoder<DataTypeT, TransformT, MeshDataT>(
44 pos_attribute_(nullptr),
45 entry_to_point_id_map_(nullptr),
46 num_components_(0) {}
47
49 const DataTypeT *in_data, CorrType *out_corr, int size,
50 int num_components, const PointIndex *entry_to_point_id_map) override;
51
52 bool EncodePredictionData(EncoderBuffer *buffer) override;
53
57
58 bool IsInitialized() const override {
59 if (pos_attribute_ == nullptr) {
60 return false;
61 }
62 if (!this->mesh_data().IsInitialized()) {
63 return false;
64 }
65 return true;
66 }
67
68 int GetNumParentAttributes() const override { return 1; }
69
71 DRACO_DCHECK_EQ(i, 0);
72 (void)i;
74 }
75
76 bool SetParentAttribute(const PointAttribute *att) override {
78 return false; // Invalid attribute type.
79 }
80 if (att->num_components() != 3) {
81 return false; // Currently works only for 3 component positions.
82 }
83 pos_attribute_ = att;
84 return true;
85 }
86
87 protected:
88 Vector3f GetPositionForEntryId(int entry_id) const {
89 const PointIndex point_id = entry_to_point_id_map_[entry_id];
90 Vector3f pos;
91 pos_attribute_->ConvertValue(pos_attribute_->mapped_index(point_id),
92 &pos[0]);
93 return pos;
94 }
95
96 Vector2f GetTexCoordForEntryId(int entry_id, const DataTypeT *data) const {
97 const int data_offset = entry_id * num_components_;
98 return Vector2f(static_cast<float>(data[data_offset]),
99 static_cast<float>(data[data_offset + 1]));
100 }
101
102 void ComputePredictedValue(CornerIndex corner_id, const DataTypeT *data,
103 int data_id);
104
105 private:
106 const PointAttribute *pos_attribute_;
107 const PointIndex *entry_to_point_id_map_;
108 std::unique_ptr<DataTypeT[]> predicted_value_;
109 int num_components_;
110 // Encoded / decoded array of UV flips.
111 std::vector<bool> orientations_;
112};
113
114template <typename DataTypeT, class TransformT, class MeshDataT>
116 ComputeCorrectionValues(const DataTypeT *in_data, CorrType *out_corr,
117 int size, int num_components,
118 const PointIndex *entry_to_point_id_map) {
119 num_components_ = num_components;
120 entry_to_point_id_map_ = entry_to_point_id_map;
121 predicted_value_ =
122 std::unique_ptr<DataTypeT[]>(new DataTypeT[num_components]);
123 this->transform().Init(in_data, size, num_components);
124 // We start processing from the end because this prediction uses data from
125 // previous entries that could be overwritten when an entry is processed.
126 for (int p =
127 static_cast<int>(this->mesh_data().data_to_corner_map()->size()) - 1;
128 p >= 0; --p) {
129 const CornerIndex corner_id = this->mesh_data().data_to_corner_map()->at(p);
130 ComputePredictedValue(corner_id, in_data, p);
131
132 const int dst_offset = p * num_components;
133 this->transform().ComputeCorrection(
134 in_data + dst_offset, predicted_value_.get(), out_corr + dst_offset);
135 }
136 return true;
137}
138
139template <typename DataTypeT, class TransformT, class MeshDataT>
142 // Encode the delta-coded orientations using arithmetic coding.
143 const uint32_t num_orientations = static_cast<uint32_t>(orientations_.size());
144 EncodeVarint(num_orientations, buffer);
145 bool last_orientation = true;
146 RAnsBitEncoder encoder;
147 encoder.StartEncoding();
148 for (bool orientation : orientations_) {
149 encoder.EncodeBit(orientation == last_orientation);
150 last_orientation = orientation;
151 }
152 encoder.EndEncoding(buffer);
153 return MeshPredictionSchemeEncoder<DataTypeT, TransformT,
154 MeshDataT>::EncodePredictionData(buffer);
155}
156
157template <typename DataTypeT, class TransformT, class MeshDataT>
159 ComputePredictedValue(CornerIndex corner_id, const DataTypeT *data,
160 int data_id) {
161 // Compute the predicted UV coordinate from the positions on all corners
162 // of the processed triangle. For the best prediction, the UV coordinates
163 // on the next/previous corners need to be already encoded/decoded.
164 const CornerIndex next_corner_id =
165 this->mesh_data().corner_table()->Next(corner_id);
166 const CornerIndex prev_corner_id =
167 this->mesh_data().corner_table()->Previous(corner_id);
168 // Get the encoded data ids from the next and previous corners.
169 // The data id is the encoding order of the UV coordinates.
170 int next_data_id, prev_data_id;
171
172 int next_vert_id, prev_vert_id;
173 next_vert_id =
174 this->mesh_data().corner_table()->Vertex(next_corner_id).value();
175 prev_vert_id =
176 this->mesh_data().corner_table()->Vertex(prev_corner_id).value();
177
178 next_data_id = this->mesh_data().vertex_to_data_map()->at(next_vert_id);
179 prev_data_id = this->mesh_data().vertex_to_data_map()->at(prev_vert_id);
180
181 if (prev_data_id < data_id && next_data_id < data_id) {
182 // Both other corners have available UV coordinates for prediction.
183 const Vector2f n_uv = GetTexCoordForEntryId(next_data_id, data);
184 const Vector2f p_uv = GetTexCoordForEntryId(prev_data_id, data);
185 if (p_uv == n_uv) {
186 // We cannot do a reliable prediction on degenerated UV triangles.
187 predicted_value_[0] = static_cast<int>(p_uv[0]);
188 predicted_value_[1] = static_cast<int>(p_uv[1]);
189 return;
190 }
191
192 // Get positions at all corners.
193 const Vector3f tip_pos = GetPositionForEntryId(data_id);
194 const Vector3f next_pos = GetPositionForEntryId(next_data_id);
195 const Vector3f prev_pos = GetPositionForEntryId(prev_data_id);
196 // Use the positions of the above triangle to predict the texture coordinate
197 // on the tip corner C.
198 // Convert the triangle into a new coordinate system defined by orthogonal
199 // bases vectors S, T, where S is vector prev_pos - next_pos and T is an
200 // perpendicular vector to S in the same plane as vector the
201 // tip_pos - next_pos.
202 // The transformed triangle in the new coordinate system is then going to
203 // be represented as:
204 //
205 // 1 ^
206 // |
207 // |
208 // | C
209 // | / \
210 // | / \
211 // |/ \
212 // N--------------P
213 // 0 1
214 //
215 // Where next_pos point (N) is at position (0, 0), prev_pos point (P) is
216 // at (1, 0). Our goal is to compute the position of the tip_pos point (C)
217 // in this new coordinate space (s, t).
218 //
219 const Vector3f pn = prev_pos - next_pos;
220 const Vector3f cn = tip_pos - next_pos;
221 const float pn_norm2_squared = pn.SquaredNorm();
222 // Coordinate s of the tip corner C is simply the dot product of the
223 // normalized vectors |pn| and |cn| (normalized by the length of |pn|).
224 // Since both of these vectors are normalized, we don't need to perform the
225 // normalization explicitly and instead we can just use the squared norm
226 // of |pn| as a denominator of the resulting dot product of non normalized
227 // vectors.
228 float s, t;
229 // |pn_norm2_squared| can be exactly 0 when the next_pos and prev_pos are
230 // the same positions (e.g. because they were quantized to the same
231 // location).
232 if (pn_norm2_squared > 0) {
233 s = pn.Dot(cn) / pn_norm2_squared;
234 // To get the coordinate t, we can use formula:
235 // t = |C-N - (P-N) * s| / |P-N|
236 // Do not use std::sqrt to avoid changes in the bitstream.
237 t = sqrt((cn - pn * s).SquaredNorm() / pn_norm2_squared);
238 } else {
239 s = 0;
240 t = 0;
241 }
242
243 // Now we need to transform the point (s, t) to the texture coordinate space
244 // UV. We know the UV coordinates on points N and P (N_UV and P_UV). Lets
245 // denote P_UV - N_UV = PN_UV. PN_UV is then 2 dimensional vector that can
246 // be used to define transformation from the normalized coordinate system
247 // to the texture coordinate system using a 3x3 affine matrix M:
248 //
249 // M = | PN_UV[0] -PN_UV[1] N_UV[0] |
250 // | PN_UV[1] PN_UV[0] N_UV[1] |
251 // | 0 0 1 |
252 //
253 // The predicted point C_UV in the texture space is then equal to
254 // C_UV = M * (s, t, 1). Because the triangle in UV space may be flipped
255 // around the PN_UV axis, we also need to consider point C_UV' = M * (s, -t)
256 // as the prediction.
257 const Vector2f pn_uv = p_uv - n_uv;
258 const float pnus = pn_uv[0] * s + n_uv[0];
259 const float pnut = pn_uv[0] * t;
260 const float pnvs = pn_uv[1] * s + n_uv[1];
261 const float pnvt = pn_uv[1] * t;
262 Vector2f predicted_uv;
263
264 // When encoding compute both possible vectors and determine which one
265 // results in a better prediction.
266 const Vector2f predicted_uv_0(pnus - pnvt, pnvs + pnut);
267 const Vector2f predicted_uv_1(pnus + pnvt, pnvs - pnut);
268 const Vector2f c_uv = GetTexCoordForEntryId(data_id, data);
269 if ((c_uv - predicted_uv_0).SquaredNorm() <
270 (c_uv - predicted_uv_1).SquaredNorm()) {
271 predicted_uv = predicted_uv_0;
272 orientations_.push_back(true);
273 } else {
274 predicted_uv = predicted_uv_1;
275 orientations_.push_back(false);
276 }
277 if (std::is_integral<DataTypeT>::value) {
278 // Round the predicted value for integer types.
279 predicted_value_[0] = static_cast<int>(floor(predicted_uv[0] + 0.5));
280 predicted_value_[1] = static_cast<int>(floor(predicted_uv[1] + 0.5));
281 } else {
282 predicted_value_[0] = static_cast<int>(predicted_uv[0]);
283 predicted_value_[1] = static_cast<int>(predicted_uv[1]);
284 }
285 return;
286 }
287 // Else we don't have available textures on both corners. For such case we
288 // can't use positions for predicting the uv value and we resort to delta
289 // coding.
290 int data_offset = 0;
291 if (prev_data_id < data_id) {
292 // Use the value on the previous corner as the prediction.
293 data_offset = prev_data_id * num_components_;
294 }
295 if (next_data_id < data_id) {
296 // Use the value on the next corner as the prediction.
297 data_offset = next_data_id * num_components_;
298 } else {
299 // None of the other corners have a valid value. Use the last encoded value
300 // as the prediction if possible.
301 if (data_id > 0) {
302 data_offset = (data_id - 1) * num_components_;
303 } else {
304 // We are encoding the first value. Predict 0.
305 for (int i = 0; i < num_components_; ++i) {
306 predicted_value_[i] = 0;
307 }
308 return;
309 }
310 }
311 for (int i = 0; i < num_components_; ++i) {
312 predicted_value_[i] = data[data_offset + i];
313 }
314}
315
316} // namespace draco
317
318#endif // DRACO_COMPRESSION_ATTRIBUTES_PREDICTION_SCHEMES_MESH_PREDICTION_SCHEME_TEX_COORDS_H_
void floor(const FCube &pos, FLine &l1, FLine &l2, FLine &l3, FLine &l4, FPlane &pl, FaceStore &s)
Definition Functions.cc:95
Definition encoder_buffer.h:29
uint8_t num_components() const
Definition geometry_attribute.h:263
Type attribute_type() const
Definition geometry_attribute.h:256
Type
Definition geometry_attribute.h:46
@ POSITION
Definition geometry_attribute.h:52
MeshPredictionSchemeEncoder(const PointAttribute *attribute, const TransformT &transform, const MeshDataT &mesh_data)
Definition mesh_prediction_scheme_encoder.h:31
const MeshData & mesh_data() const
Definition mesh_prediction_scheme_encoder.h:38
bool SetParentAttribute(const PointAttribute *att) override
Definition mesh_prediction_scheme_tex_coords_encoder.h:76
typename MeshPredictionSchemeEncoder< DataTypeT, TransformT, MeshDataT >::CorrType CorrType
Definition mesh_prediction_scheme_tex_coords_encoder.h:37
MeshPredictionSchemeTexCoordsEncoder(const PointAttribute *attribute, const TransformT &transform, const MeshDataT &mesh_data)
Definition mesh_prediction_scheme_tex_coords_encoder.h:39
Vector2f GetTexCoordForEntryId(int entry_id, const DataTypeT *data) const
Definition mesh_prediction_scheme_tex_coords_encoder.h:96
bool IsInitialized() const override
Definition mesh_prediction_scheme_tex_coords_encoder.h:58
bool ComputeCorrectionValues(const DataTypeT *in_data, CorrType *out_corr, int size, int num_components, const PointIndex *entry_to_point_id_map) override
Definition mesh_prediction_scheme_tex_coords_encoder.h:116
bool EncodePredictionData(EncoderBuffer *buffer) override
Definition mesh_prediction_scheme_tex_coords_encoder.h:141
GeometryAttribute::Type GetParentAttributeType(int i) const override
Definition mesh_prediction_scheme_tex_coords_encoder.h:70
PredictionSchemeMethod GetPredictionMethod() const override
Definition mesh_prediction_scheme_tex_coords_encoder.h:54
int GetNumParentAttributes() const override
Definition mesh_prediction_scheme_tex_coords_encoder.h:68
void ComputePredictedValue(CornerIndex corner_id, const DataTypeT *data, int data_id)
Definition mesh_prediction_scheme_tex_coords_encoder.h:159
Vector3f GetPositionForEntryId(int entry_id) const
Definition mesh_prediction_scheme_tex_coords_encoder.h:88
Definition point_attribute.h:33
const PointAttribute * attribute() const
Definition prediction_scheme_encoder.h:79
const Transform & transform() const
Definition prediction_scheme_encoder.h:80
Definition rans_bit_encoder.h:28
void EndEncoding(EncoderBuffer *target_buffer)
Definition rans_bit_encoder.cc:75
void EncodeBit(bool bit)
Definition rans_bit_encoder.cc:31
void StartEncoding()
Definition rans_bit_encoder.cc:29
Scalar Dot(const Self &o) const
Definition vector_d.h:250
Scalar SquaredNorm() const
Definition vector_d.h:234
#define DRACO_DCHECK_EQ(a, b)
Definition macros.h:81
lazy data
Definition meshpage.php:1583
n< br > font size
Definition meshpage.php:3536
Definition attribute_octahedron_transform.cc:21
VectorD< float, 3 > Vector3f
Definition vector_d.h:340
VectorD< float, 2 > Vector2f
Definition vector_d.h:339
CornerIndex CornerIndex
Definition mesh_edgebreaker_encoder_impl.cc:35
bool EncodeVarint(IntTypeT val, EncoderBuffer *out_buffer)
Definition varint_encoding.h:28
PredictionSchemeMethod
Definition compression_shared.h:80
@ MESH_PREDICTION_TEX_COORDS_DEPRECATED
Definition compression_shared.h:88
Definition GameApi_pl.cc:29382