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nvidia-texture-tools/src/nvmath/Fitting.cpp

471 lines
12 KiB
C++

// This code is in the public domain -- Ignacio Castaño <castano@gmail.com>
#include "Fitting.h"
#include "Vector.inl"
#include "Plane.inl"
#include "nvcore/Utils.h" // max, swap
#include <float.h> // FLT_MAX
using namespace nv;
// @@ Move to EigenSolver.h
// @@ We should be able to do something cheaper...
static Vector3 estimatePrincipleComponent(const float * __restrict matrix)
{
const Vector3 row0(matrix[0], matrix[1], matrix[2]);
const Vector3 row1(matrix[1], matrix[3], matrix[4]);
const Vector3 row2(matrix[2], matrix[4], matrix[5]);
float r0 = lengthSquared(row0);
float r1 = lengthSquared(row1);
float r2 = lengthSquared(row2);
if (r0 > r1 && r0 > r2) return row0;
if (r1 > r2) return row1;
return row2;
}
static inline Vector3 firstEigenVector_PowerMethod(const float *__restrict matrix)
{
if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0)
{
return Vector3(0.0f);
}
Vector3 v = estimatePrincipleComponent(matrix);
const int NUM = 8;
for (int i = 0; i < NUM; i++)
{
float x = v.x * matrix[0] + v.y * matrix[1] + v.z * matrix[2];
float y = v.x * matrix[1] + v.y * matrix[3] + v.z * matrix[4];
float z = v.x * matrix[2] + v.y * matrix[4] + v.z * matrix[5];
float norm = max(max(x, y), z);
v = Vector3(x, y, z) / norm;
}
return v;
}
Vector3 nv::Fit::computeCentroid(int n, const Vector3 *__restrict points)
{
Vector3 centroid(0.0f);
for (int i = 0; i < n; i++)
{
centroid += points[i];
}
centroid /= float(n);
return centroid;
}
Vector3 nv::Fit::computeCentroid(int n, const Vector3 *__restrict points, const float *__restrict weights, Vector3::Arg metric)
{
Vector3 centroid(0.0f);
float total = 0.0f;
for (int i = 0; i < n; i++)
{
total += weights[i];
centroid += weights[i]*points[i];
}
centroid /= total;
return centroid;
}
Vector3 nv::Fit::computeCovariance(int n, const Vector3 *__restrict points, float *__restrict covariance)
{
// compute the centroid
Vector3 centroid = computeCentroid(n, points);
// compute covariance matrix
for (int i = 0; i < 6; i++)
{
covariance[i] = 0.0f;
}
for (int i = 0; i < n; i++)
{
Vector3 v = points[i] - centroid;
covariance[0] += v.x * v.x;
covariance[1] += v.x * v.y;
covariance[2] += v.x * v.z;
covariance[3] += v.y * v.y;
covariance[4] += v.y * v.z;
covariance[5] += v.z * v.z;
}
return centroid;
}
Vector3 nv::Fit::computeCovariance(int n, const Vector3 *__restrict points, const float *__restrict weights, Vector3::Arg metric, float *__restrict covariance)
{
// compute the centroid
Vector3 centroid = computeCentroid(n, points, weights, metric);
// compute covariance matrix
for (int i = 0; i < 6; i++)
{
covariance[i] = 0.0f;
}
for (int i = 0; i < n; i++)
{
Vector3 a = (points[i] - centroid) * metric;
Vector3 b = weights[i]*a;
covariance[0] += a.x * b.x;
covariance[1] += a.x * b.y;
covariance[2] += a.x * b.z;
covariance[3] += a.y * b.y;
covariance[4] += a.y * b.z;
covariance[5] += a.z * b.z;
}
return centroid;
}
Vector3 nv::Fit::computePrincipalComponent(int n, const Vector3 *__restrict points)
{
float matrix[6];
computeCovariance(n, points, matrix);
return firstEigenVector_PowerMethod(matrix);
}
Vector3 nv::Fit::computePrincipalComponent(int n, const Vector3 *__restrict points, const float *__restrict weights, Vector3::Arg metric)
{
float matrix[6];
computeCovariance(n, points, weights, metric, matrix);
return firstEigenVector_PowerMethod(matrix);
}
Plane nv::Fit::bestPlane(int n, const Vector3 *__restrict points)
{
// compute the centroid and covariance
float matrix[6];
Vector3 centroid = computeCovariance(n, points, matrix);
if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0)
{
// If no plane defined, then return a horizontal plane.
return Plane(Vector3(0, 0, 1), centroid);
}
float eigenValues[3];
Vector3 eigenVectors[3];
if (!eigenSolveSymmetric(matrix, eigenValues, eigenVectors)) {
// If no plane defined, then return a horizontal plane.
return Plane(Vector3(0, 0, 1), centroid);
}
return Plane(eigenVectors[2], centroid);
}
bool nv::Fit::isPlanar(int n, const Vector3 * points, float epsilon/*=NV_EPSILON*/)
{
// compute the centroid and covariance
float matrix[6];
computeCovariance(n, points, matrix);
float eigenValues[3];
Vector3 eigenVectors[3];
if (!eigenSolveSymmetric(matrix, eigenValues, eigenVectors)) {
return false;
}
return eigenValues[2] < epsilon;
}
// Tridiagonal solver from Charles Bloom.
// Householder transforms followed by QL decomposition.
// Seems to be based on the code from Numerical Recipes in C.
static void EigenSolver_Tridiagonal(double mat[3][3],double * diag,double * subd);
static bool EigenSolver_QLAlgorithm(double mat[3][3],double * diag,double * subd);
bool nv::Fit::eigenSolveSymmetric(float matrix[6], float eigenValues[3], Vector3 eigenVectors[3])
{
nvDebugCheck(matrix != NULL && eigenValues != NULL && eigenVectors != NULL);
double subd[3];
double diag[3];
double work[3][3];
work[0][0] = matrix[0];
work[0][1] = work[1][0] = matrix[1];
work[0][2] = work[2][0] = matrix[2];
work[1][1] = matrix[3];
work[1][2] = work[2][1] = matrix[4];
work[2][2] = matrix[5];
EigenSolver_Tridiagonal(work, diag, subd);
if (!EigenSolver_QLAlgorithm(work, diag, subd))
{
for (int i = 0; i < 3; i++) {
eigenValues[i] = 0;
eigenVectors[i] = Vector3(0);
}
return false;
}
for (int i = 0; i < 3; i++) {
eigenValues[i] = (float)diag[i];
}
// eigenvectors are the columns; make them the rows :
for (int i=0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
eigenVectors[j].component[i] = (float) work[i][j];
}
}
// shuffle to sort by singular value :
if (eigenValues[2] > eigenValues[0] && eigenValues[2] > eigenValues[1])
{
swap(eigenValues[0], eigenValues[2]);
swap(eigenVectors[0], eigenVectors[2]);
}
if (eigenValues[1] > eigenValues[0])
{
swap(eigenValues[0], eigenValues[1]);
swap(eigenVectors[0], eigenVectors[1]);
}
if (eigenValues[2] > eigenValues[1])
{
swap(eigenValues[1], eigenValues[2]);
swap(eigenVectors[1], eigenVectors[2]);
}
nvDebugCheck(eigenValues[0] >= eigenValues[1] && eigenValues[0] >= eigenValues[2]);
nvDebugCheck(eigenValues[1] >= eigenValues[2]);
return true;
}
static void EigenSolver_Tridiagonal(double mat[3][3],double * diag,double * subd)
{
// Householder reduction T = Q^t M Q
// Input:
// mat, symmetric 3x3 matrix M
// Output:
// mat, orthogonal matrix Q
// diag, diagonal entries of T
// subd, subdiagonal entries of T (T is symmetric)
const double epsilon = 1e-08f;
double a = mat[0][0];
double b = mat[0][1];
double c = mat[0][2];
double d = mat[1][1];
double e = mat[1][2];
double f = mat[2][2];
diag[0] = a;
subd[2] = 0.f;
if ( fabs(c) >= epsilon )
{
const double ell = sqrt(b*b+c*c);
b /= ell;
c /= ell;
const double q = 2*b*e+c*(f-d);
diag[1] = d+c*q;
diag[2] = f-c*q;
subd[0] = ell;
subd[1] = e-b*q;
mat[0][0] = 1; mat[0][1] = 0; mat[0][2] = 0;
mat[1][0] = 0; mat[1][1] = b; mat[1][2] = c;
mat[2][0] = 0; mat[2][1] = c; mat[2][2] = -b;
}
else
{
diag[1] = d;
diag[2] = f;
subd[0] = b;
subd[1] = e;
mat[0][0] = 1; mat[0][1] = 0; mat[0][2] = 0;
mat[1][0] = 0; mat[1][1] = 1; mat[1][2] = 0;
mat[2][0] = 0; mat[2][1] = 0; mat[2][2] = 1;
}
}
static bool EigenSolver_QLAlgorithm(double mat[3][3],double * diag,double * subd)
{
// QL iteration with implicit shifting to reduce matrix from tridiagonal
// to diagonal
const int maxiter = 32;
for (int ell = 0; ell < 3; ell++)
{
int iter;
for (iter = 0; iter < maxiter; iter++)
{
int m;
for (m = ell; m <= 1; m++)
{
double dd = fabs(diag[m]) + fabs(diag[m+1]);
if ( fabs(subd[m]) + dd == dd )
break;
}
if ( m == ell )
break;
double g = (diag[ell+1]-diag[ell])/(2*subd[ell]);
double r = sqrt(g*g+1);
if ( g < 0 )
g = diag[m]-diag[ell]+subd[ell]/(g-r);
else
g = diag[m]-diag[ell]+subd[ell]/(g+r);
double s = 1, c = 1, p = 0;
for (int i = m-1; i >= ell; i--)
{
double f = s*subd[i], b = c*subd[i];
if ( fabs(f) >= fabs(g) )
{
c = g/f;
r = sqrt(c*c+1);
subd[i+1] = f*r;
c *= (s = 1/r);
}
else
{
s = f/g;
r = sqrt(s*s+1);
subd[i+1] = g*r;
s *= (c = 1/r);
}
g = diag[i+1]-p;
r = (diag[i]-g)*s+2*b*c;
p = s*r;
diag[i+1] = g+p;
g = c*r-b;
for (int k = 0; k < 3; k++)
{
f = mat[k][i+1];
mat[k][i+1] = s*mat[k][i]+c*f;
mat[k][i] = c*mat[k][i]-s*f;
}
}
diag[ell] -= p;
subd[ell] = g;
subd[m] = 0;
}
if ( iter == maxiter )
// should not get here under normal circumstances
return false;
}
return true;
}
int nv::Fit::compute4Means(int n, const Vector3 *__restrict points, const float *__restrict weights, Vector3::Arg metric, Vector3 *__restrict cluster)
{
// Compute principal component.
float matrix[6];
Vector3 centroid = computeCovariance(n, points, weights, metric, matrix);
Vector3 principal = firstEigenVector_PowerMethod(matrix);
// Pick initial solution.
int mini, maxi;
mini = maxi = 0;
float mindps, maxdps;
mindps = maxdps = dot(points[0] - centroid, principal);
for (int i = 1; i < n; ++i)
{
float dps = dot(points[i] - centroid, principal);
if (dps < mindps) {
mindps = dps;
mini = i;
}
else {
maxdps = dps;
maxi = i;
}
}
cluster[0] = centroid + mindps * principal;
cluster[1] = centroid + maxdps * principal;
cluster[2] = (2.0f * cluster[0] + cluster[1]) / 3.0f;
cluster[3] = (2.0f * cluster[1] + cluster[0]) / 3.0f;
// Now we have to iteratively refine the clusters.
while (true)
{
Vector3 newCluster[4] = { Vector3(0.0f), Vector3(0.0f), Vector3(0.0f), Vector3(0.0f) };
float total[4] = {0, 0, 0, 0};
for (int i = 0; i < n; ++i)
{
// Find nearest cluster.
int nearest = 0;
float mindist = FLT_MAX;
for (int j = 0; j < 4; j++)
{
float dist = lengthSquared((cluster[j] - points[i]) * metric);
if (dist < mindist)
{
mindist = dist;
nearest = j;
}
}
newCluster[nearest] += weights[i] * points[i];
total[nearest] += weights[i];
}
for (int j = 0; j < 4; j++)
{
if (total[j] != 0)
newCluster[j] /= total[j];
}
if (equal(cluster[0], newCluster[0]) && equal(cluster[1], newCluster[1]) &&
equal(cluster[2], newCluster[2]) && equal(cluster[3], newCluster[3]))
{
return (total[0] != 0) + (total[1] != 0) + (total[2] != 0) + (total[3] != 0);
}
cluster[0] = newCluster[0];
cluster[1] = newCluster[1];
cluster[2] = newCluster[2];
cluster[3] = newCluster[3];
// Sort clusters by weight.
for (int i = 0; i < 4; i++)
{
for (int j = i; j > 0 && total[j] > total[j - 1]; j--)
{
swap( total[j], total[j - 1] );
swap( cluster[j], cluster[j - 1] );
}
}
}
}