diff options
Diffstat (limited to 'intern/cycles/render/mesh_volume.cpp')
-rw-r--r-- | intern/cycles/render/mesh_volume.cpp | 514 |
1 files changed, 279 insertions, 235 deletions
diff --git a/intern/cycles/render/mesh_volume.cpp b/intern/cycles/render/mesh_volume.cpp index 607363d01c6..70189ea4812 100644 --- a/intern/cycles/render/mesh_volume.cpp +++ b/intern/cycles/render/mesh_volume.cpp @@ -15,34 +15,25 @@ */ #include "render/attribute.h" +#include "render/image_vdb.h" #include "render/mesh.h" #include "render/scene.h" +#ifdef WITH_OPENVDB +# include <openvdb/tools/Dense.h> +# include <openvdb/tools/GridTransformer.h> +# include <openvdb/tools/Morphology.h> +#endif + #include "util/util_foreach.h" #include "util/util_hash.h" #include "util/util_logging.h" +#include "util/util_openvdb.h" #include "util/util_progress.h" #include "util/util_types.h" CCL_NAMESPACE_BEGIN -const int64_t VOXEL_INDEX_NONE = -1; - -static int64_t compute_voxel_index(const int3 &resolution, int64_t x, int64_t y, int64_t z) -{ - if (x < 0 || x >= resolution.x) { - return VOXEL_INDEX_NONE; - } - else if (y < 0 || y >= resolution.y) { - return VOXEL_INDEX_NONE; - } - else if (z < 0 || z >= resolution.z) { - return VOXEL_INDEX_NONE; - } - - return x + y * resolution.x + z * resolution.x * resolution.y; -} - struct QuadData { int v0, v1, v2, v3; @@ -123,122 +114,146 @@ static void create_quad(int3 corners[8], quads.push_back(quad); } -struct VolumeParams { - int3 resolution; - float3 cell_size; - float3 start_point; - int pad_size; -}; - -static const int CUBE_SIZE = 8; - /* Create a mesh from a volume. * * The way the algorithm works is as follows: * - * - The coordinates of active voxels from a dense volume (or 3d image) are - * gathered inside an auxiliary volume. - * - Each set of coordinates of an CUBE_SIZE cube are mapped to the same - * coordinate of the auxiliary volume. - * - Quads are created between active and non-active voxels in the auxiliary - * volume to generate a tight mesh around the volume. + * - The topologies of input OpenVDB grids are merged into a temporary grid. + * - Voxels of the temporary grid are dilated to account for the padding necessary for volume + * sampling. + * - Quads are created on the boundary between active and inactive leaf nodes of the temporary + * grid. */ class VolumeMeshBuilder { - /* Auxiliary volume that is used to check if a node already added. */ - vector<char> grid; - - /* The resolution of the auxiliary volume, set to be equal to 1/CUBE_SIZE - * of the original volume on each axis. */ - int3 res; - - size_t number_of_nodes; - - /* Offset due to padding in the original grid. Padding will transform the - * coordinates of the original grid from 0...res to -padding...res+padding, - * so some coordinates are negative, and we need to properly account for - * them. */ - int3 pad_offset; - - VolumeParams *params; - public: - VolumeMeshBuilder(VolumeParams *volume_params); +#ifdef WITH_OPENVDB + /* use a MaskGrid to store the topology to save memory */ + openvdb::MaskGrid::Ptr topology_grid; + openvdb::CoordBBox bbox; +#endif + bool first_grid; - void add_node(int x, int y, int z); + VolumeMeshBuilder(); - void add_node_with_padding(int x, int y, int z); +#ifdef WITH_OPENVDB + void add_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping); +#endif - void create_mesh(vector<float3> &vertices, vector<int> &indices, vector<float3> &face_normals); + void add_padding(int pad_size); + + void create_mesh(vector<float3> &vertices, + vector<int> &indices, + vector<float3> &face_normals, + const float face_overlap_avoidance); - private: void generate_vertices_and_quads(vector<int3> &vertices_is, vector<QuadData> &quads); - void convert_object_space(const vector<int3> &vertices, vector<float3> &out_vertices); + void convert_object_space(const vector<int3> &vertices, + vector<float3> &out_vertices, + const float face_overlap_avoidance); void convert_quads_to_tris(const vector<QuadData> &quads, vector<int> &tris, vector<float3> &face_normals); -}; -VolumeMeshBuilder::VolumeMeshBuilder(VolumeParams *volume_params) -{ - params = volume_params; - number_of_nodes = 0; + bool empty_grid() const; - const int64_t x = divide_up(params->resolution.x, CUBE_SIZE); - const int64_t y = divide_up(params->resolution.y, CUBE_SIZE); - const int64_t z = divide_up(params->resolution.z, CUBE_SIZE); +#ifdef WITH_OPENVDB + template <typename GridType> + void merge_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping) + { + typename GridType::ConstPtr typed_grid = openvdb::gridConstPtrCast<GridType>(grid); - /* Adding 2*pad_size since we pad in both positive and negative directions - * along the axis. */ - const int64_t px = divide_up(params->resolution.x + 2 * params->pad_size, CUBE_SIZE); - const int64_t py = divide_up(params->resolution.y + 2 * params->pad_size, CUBE_SIZE); - const int64_t pz = divide_up(params->resolution.z + 2 * params->pad_size, CUBE_SIZE); + if (do_clipping) { + using ValueType = typename GridType::ValueType; + typename GridType::Ptr copy = typed_grid->deepCopy(); + typename GridType::ValueOnIter iter = copy->beginValueOn(); - res = make_int3(px, py, pz); - pad_offset = make_int3(px - x, py - y, pz - z); + for (; iter; ++iter) { + if (iter.getValue() < ValueType(volume_clipping)) { + iter.setValueOff(); + } + } - grid.resize(px * py * pz, 0); -} + typed_grid = copy; + } -void VolumeMeshBuilder::add_node(int x, int y, int z) -{ - /* Map coordinates to index space. */ - const int index_x = (x / CUBE_SIZE) + pad_offset.x; - const int index_y = (y / CUBE_SIZE) + pad_offset.y; - const int index_z = (z / CUBE_SIZE) + pad_offset.z; + topology_grid->topologyUnion(*typed_grid); + } +#endif +}; - assert((index_x >= 0) && (index_y >= 0) && (index_z >= 0)); +VolumeMeshBuilder::VolumeMeshBuilder() +{ + first_grid = true; +} - const int64_t index = compute_voxel_index(res, index_x, index_y, index_z); - if (index == VOXEL_INDEX_NONE) { - return; +#ifdef WITH_OPENVDB +void VolumeMeshBuilder::add_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping) +{ + /* set the transform of our grid from the first one */ + if (first_grid) { + topology_grid = openvdb::MaskGrid::create(); + topology_grid->setTransform(grid->transform().copy()); + first_grid = false; } - - /* We already have a node here. */ - if (grid[index] == 1) { - return; + /* if the transforms do not match, we need to resample one of the grids so that + * its index space registers with that of the other, here we resample our mask + * grid so memory usage is kept low */ + else if (topology_grid->transform() != grid->transform()) { + openvdb::MaskGrid::Ptr temp_grid = topology_grid->copyWithNewTree(); + temp_grid->setTransform(grid->transform().copy()); + openvdb::tools::resampleToMatch<openvdb::tools::BoxSampler>(*topology_grid, *temp_grid); + topology_grid = temp_grid; + topology_grid->setTransform(grid->transform().copy()); } - ++number_of_nodes; - - grid[index] = 1; + if (grid->isType<openvdb::FloatGrid>()) { + merge_grid<openvdb::FloatGrid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::Vec3fGrid>()) { + merge_grid<openvdb::Vec3fGrid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::Vec4fGrid>()) { + merge_grid<openvdb::Vec4fGrid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::BoolGrid>()) { + merge_grid<openvdb::BoolGrid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::DoubleGrid>()) { + merge_grid<openvdb::DoubleGrid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::Int32Grid>()) { + merge_grid<openvdb::Int32Grid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::Int64Grid>()) { + merge_grid<openvdb::Int64Grid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::Vec3IGrid>()) { + merge_grid<openvdb::Vec3IGrid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::Vec3dGrid>()) { + merge_grid<openvdb::Vec3dGrid>(grid, do_clipping, volume_clipping); + } + else if (grid->isType<openvdb::MaskGrid>()) { + topology_grid->topologyUnion(*openvdb::gridConstPtrCast<openvdb::MaskGrid>(grid)); + } } +#endif -void VolumeMeshBuilder::add_node_with_padding(int x, int y, int z) +void VolumeMeshBuilder::add_padding(int pad_size) { - for (int px = x - params->pad_size; px < x + params->pad_size; ++px) { - for (int py = y - params->pad_size; py < y + params->pad_size; ++py) { - for (int pz = z - params->pad_size; pz < z + params->pad_size; ++pz) { - add_node(px, py, pz); - } - } - } +#ifdef WITH_OPENVDB + openvdb::tools::dilateVoxels(topology_grid->tree(), pad_size); +#else + (void)pad_size; +#endif } void VolumeMeshBuilder::create_mesh(vector<float3> &vertices, vector<int> &indices, - vector<float3> &face_normals) + vector<float3> &face_normals, + const float face_overlap_avoidance) { /* We create vertices in index space (is), and only convert them to object * space when done. */ @@ -247,7 +262,7 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices, generate_vertices_and_quads(vertices_is, quads); - convert_object_space(vertices_is, vertices); + convert_object_space(vertices_is, vertices, face_overlap_avoidance); convert_quads_to_tris(quads, indices, face_normals); } @@ -255,85 +270,97 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices, void VolumeMeshBuilder::generate_vertices_and_quads(vector<ccl::int3> &vertices_is, vector<QuadData> &quads) { - unordered_map<size_t, int> used_verts; +#ifdef WITH_OPENVDB + const openvdb::MaskGrid::TreeType &tree = topology_grid->tree(); + tree.evalLeafBoundingBox(bbox); - for (int z = 0; z < res.z; ++z) { - for (int y = 0; y < res.y; ++y) { - for (int x = 0; x < res.x; ++x) { - int64_t voxel_index = compute_voxel_index(res, x, y, z); - if (grid[voxel_index] == 0) { - continue; - } + const int3 resolution = make_int3(bbox.dim().x(), bbox.dim().y(), bbox.dim().z()); - /* Compute min and max coords of the node in index space. */ - int3 min = make_int3((x - pad_offset.x) * CUBE_SIZE, - (y - pad_offset.y) * CUBE_SIZE, - (z - pad_offset.z) * CUBE_SIZE); - - /* Maximum is just CUBE_SIZE voxels away from minimum on each axis. */ - int3 max = make_int3(min.x + CUBE_SIZE, min.y + CUBE_SIZE, min.z + CUBE_SIZE); - - int3 corners[8] = { - make_int3(min[0], min[1], min[2]), - make_int3(max[0], min[1], min[2]), - make_int3(max[0], max[1], min[2]), - make_int3(min[0], max[1], min[2]), - make_int3(min[0], min[1], max[2]), - make_int3(max[0], min[1], max[2]), - make_int3(max[0], max[1], max[2]), - make_int3(min[0], max[1], max[2]), - }; - - /* Only create a quad if on the border between an active and - * an inactive node. - */ - - voxel_index = compute_voxel_index(res, x - 1, y, z); - if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) { - create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MIN); - } + unordered_map<size_t, int> used_verts; - voxel_index = compute_voxel_index(res, x + 1, y, z); - if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) { - create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MAX); - } + for (auto iter = tree.cbeginLeaf(); iter; ++iter) { + openvdb::CoordBBox leaf_bbox = iter->getNodeBoundingBox(); + /* +1 to convert from exclusive to include bounds. */ + leaf_bbox.max() = leaf_bbox.max().offsetBy(1); + + int3 min = make_int3(leaf_bbox.min().x(), leaf_bbox.min().y(), leaf_bbox.min().z()); + int3 max = make_int3(leaf_bbox.max().x(), leaf_bbox.max().y(), leaf_bbox.max().z()); + + int3 corners[8] = { + make_int3(min[0], min[1], min[2]), + make_int3(max[0], min[1], min[2]), + make_int3(max[0], max[1], min[2]), + make_int3(min[0], max[1], min[2]), + make_int3(min[0], min[1], max[2]), + make_int3(max[0], min[1], max[2]), + make_int3(max[0], max[1], max[2]), + make_int3(min[0], max[1], max[2]), + }; + + /* Only create a quad if on the border between an active and an inactive leaf. + * + * We verify that a leaf exists by probing a coordinate that is at its center, + * to do so we compute the center of the current leaf and offset this coordinate + * by the size of a leaf in each direction. + */ + static const int LEAF_DIM = openvdb::MaskGrid::TreeType::LeafNodeType::DIM; + auto center = leaf_bbox.min() + openvdb::Coord(LEAF_DIM / 2); + + if (!tree.probeLeaf(openvdb::Coord(center.x() - LEAF_DIM, center.y(), center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MIN); + } - voxel_index = compute_voxel_index(res, x, y - 1, z); - if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) { - create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MIN); - } + if (!tree.probeLeaf(openvdb::Coord(center.x() + LEAF_DIM, center.y(), center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MAX); + } - voxel_index = compute_voxel_index(res, x, y + 1, z); - if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) { - create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MAX); - } + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() - LEAF_DIM, center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MIN); + } - voxel_index = compute_voxel_index(res, x, y, z - 1); - if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) { - create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MIN); - } + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() + LEAF_DIM, center.z()))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MAX); + } - voxel_index = compute_voxel_index(res, x, y, z + 1); - if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) { - create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MAX); - } - } + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() - LEAF_DIM))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MIN); + } + + if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() + LEAF_DIM))) { + create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MAX); } } +#else + (void)vertices_is; + (void)quads; +#endif } void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices, - vector<float3> &out_vertices) + vector<float3> &out_vertices, + const float face_overlap_avoidance) { +#ifdef WITH_OPENVDB + /* compute the offset for the face overlap avoidance */ + bbox = topology_grid->evalActiveVoxelBoundingBox(); + openvdb::Coord dim = bbox.dim(); + + float3 cell_size = make_float3(1.0f / dim.x(), 1.0f / dim.y(), 1.0f / dim.z()); + float3 point_offset = cell_size * face_overlap_avoidance; + out_vertices.reserve(vertices.size()); for (size_t i = 0; i < vertices.size(); ++i) { - float3 vertex = make_float3(vertices[i].x, vertices[i].y, vertices[i].z); - vertex *= params->cell_size; - vertex += params->start_point; - - out_vertices.push_back(vertex); + openvdb::math::Vec3d p = topology_grid->indexToWorld( + openvdb::math::Vec3d(vertices[i].x, vertices[i].y, vertices[i].z)); + float3 vertex = make_float3((float)p.x(), (float)p.y(), (float)p.z()); + out_vertices.push_back(vertex + point_offset); } +#else + (void)vertices; + (void)out_vertices; + (void)face_overlap_avoidance; +#endif } void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads, @@ -359,57 +386,115 @@ void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads, } } -/* ************************************************************************** */ +bool VolumeMeshBuilder::empty_grid() const +{ +#ifdef WITH_OPENVDB + return !topology_grid || topology_grid->tree().leafCount() == 0; +#else + return true; +#endif +} -struct VoxelAttributeGrid { - float *data; - int channels; -}; +#ifdef WITH_OPENVDB +template<typename GridType> +static openvdb::GridBase::ConstPtr openvdb_grid_from_device_texture(device_texture *image_memory, + float volume_clipping, + Transform transform_3d) +{ + using ValueType = typename GridType::ValueType; + + openvdb::CoordBBox dense_bbox(0, + 0, + 0, + image_memory->data_width - 1, + image_memory->data_height - 1, + image_memory->data_depth - 1); + openvdb::tools::Dense<ValueType, openvdb::tools::MemoryLayout::LayoutXYZ> dense( + dense_bbox, static_cast<ValueType *>(image_memory->host_pointer)); + + typename GridType::Ptr sparse = GridType::create(ValueType(0.0f)); + openvdb::tools::copyFromDense(dense, *sparse, ValueType(volume_clipping)); + + /* copyFromDense will remove any leaf node that contains constant data and replace it with a tile, + * however, we need to preserve the leaves in order to generate the mesh, so revoxelize the leaves + * that were pruned. This should not affect areas that were skipped due to the volume_clipping parameter. */ + sparse->tree().voxelizeActiveTiles(); + + /* Compute index to world matrix. */ + float3 voxel_size = make_float3(1.0f / image_memory->data_width, 1.0f / image_memory->data_height, 1.0f / image_memory->data_depth); + + transform_3d = transform_inverse(transform_3d); + + openvdb::Mat4R index_to_world_mat((double)(voxel_size.x * transform_3d[0][0]), 0.0, 0.0, 0.0, + 0.0, (double)(voxel_size.y * transform_3d[1][1]), 0.0, 0.0, + 0.0, 0.0, (double)(voxel_size.z * transform_3d[2][2]), 0.0, + (double)transform_3d[0][3], (double)transform_3d[1][3], (double)transform_3d[2][3], 1.0); + + openvdb::math::Transform::Ptr index_to_world_tfm = openvdb::math::Transform::createLinearTransform(index_to_world_mat); + + sparse->setTransform(index_to_world_tfm); + + return sparse; +} +#endif + +/* ************************************************************************** */ void GeometryManager::create_volume_mesh(Mesh *mesh, Progress &progress) { string msg = string_printf("Computing Volume Mesh %s", mesh->name.c_str()); progress.set_status("Updating Mesh", msg); - vector<VoxelAttributeGrid> voxel_grids; - - /* Compute volume parameters. */ - VolumeParams volume_params; - volume_params.resolution = make_int3(0, 0, 0); - - Transform transform = transform_identity(); + VolumeMeshBuilder builder; +#ifdef WITH_OPENVDB foreach (Attribute &attr, mesh->attributes.attributes) { if (attr.element != ATTR_ELEMENT_VOXEL) { continue; } + bool do_clipping = false; + ImageHandle &handle = attr.data_voxel(); - device_texture *image_memory = handle.image_memory(); - int3 resolution = make_int3( - image_memory->data_width, image_memory->data_height, image_memory->data_depth); - if (volume_params.resolution == make_int3(0, 0, 0)) { - volume_params.resolution = resolution; - } - else if (volume_params.resolution != resolution) { - /* TODO: support this as it's common for OpenVDB. */ - VLOG(1) << "Can't create accurate volume mesh, all voxel grid resolutions must be equal\n"; - continue; + /* Try building from OpenVDB grid directly. */ + VDBImageLoader *vdb_loader = handle.vdb_loader(); + openvdb::GridBase::ConstPtr grid; + if (vdb_loader) { + grid = vdb_loader->get_grid(); + + /* If building from an OpenVDB grid, we need to manually clip the values. */ + do_clipping = true; } - VoxelAttributeGrid voxel_grid; - voxel_grid.data = static_cast<float *>(image_memory->host_pointer); - voxel_grid.channels = image_memory->data_elements; - voxel_grids.push_back(voxel_grid); + /* Else fall back to creating an OpenVDB grid from the dense volume data. */ + if (!grid) { + device_texture *image_memory = handle.image_memory(); - /* TODO: support multiple transforms. */ - if (image_memory->info.use_transform_3d) { - transform = image_memory->info.transform_3d; + if (image_memory->data_elements == 1) { + grid = openvdb_grid_from_device_texture<openvdb::FloatGrid>(image_memory, + mesh->volume_clipping, + handle.metadata().transform_3d); + } + else if (image_memory->data_elements == 3) { + grid = openvdb_grid_from_device_texture<openvdb::Vec3fGrid>(image_memory, + mesh->volume_clipping, + handle.metadata().transform_3d); + } + else if (image_memory->data_elements == 4) { + grid = openvdb_grid_from_device_texture<openvdb::Vec4fGrid>(image_memory, + mesh->volume_clipping, + handle.metadata().transform_3d); + } + } + + if (grid) { + builder.add_grid(grid, do_clipping, mesh->volume_clipping); } } +#endif - if (voxel_grids.empty()) { + if (builder.empty_grid()) { return; } @@ -438,56 +523,19 @@ void GeometryManager::create_volume_mesh(Mesh *mesh, Progress &progress) return; } - /* Compute start point and cell size from transform. */ - const int3 resolution = volume_params.resolution; - float3 start_point = make_float3(0.0f, 0.0f, 0.0f); - float3 cell_size = make_float3(1.0f / resolution.x, 1.0f / resolution.y, 1.0f / resolution.z); - - /* TODO: support arbitrary transforms, not just scale + translate. */ - const Transform itfm = transform_inverse(transform); - start_point = transform_point(&itfm, start_point); - cell_size = transform_direction(&itfm, cell_size); + builder.add_padding(pad_size); /* Slightly offset vertex coordinates to avoid overlapping faces with other * volumes or meshes. The proper solution would be to improve intersection in * the kernel to support robust handling of multiple overlapping faces or use * an all-hit intersection similar to shadows. */ - const float3 face_overlap_avoidance = cell_size * 0.1f * - hash_uint_to_float(hash_string(mesh->name.c_str())); - - volume_params.start_point = start_point + face_overlap_avoidance; - volume_params.cell_size = cell_size; - volume_params.pad_size = pad_size; - - /* Build bounding mesh around non-empty volume cells. */ - VolumeMeshBuilder builder(&volume_params); - const float clipping = mesh->volume_clipping; - - for (int z = 0; z < resolution.z; ++z) { - for (int y = 0; y < resolution.y; ++y) { - for (int x = 0; x < resolution.x; ++x) { - int64_t voxel_index = compute_voxel_index(resolution, x, y, z); - - for (size_t i = 0; i < voxel_grids.size(); ++i) { - const VoxelAttributeGrid &voxel_grid = voxel_grids[i]; - const int channels = voxel_grid.channels; - - for (int c = 0; c < channels; c++) { - if (voxel_grid.data[voxel_index * channels + c] >= clipping) { - builder.add_node_with_padding(x, y, z); - break; - } - } - } - } - } - } + const float face_overlap_avoidance = 0.1f * hash_uint_to_float(hash_string(mesh->name.c_str())); /* Create mesh. */ vector<float3> vertices; vector<int> indices; vector<float3> face_normals; - builder.create_mesh(vertices, indices, face_normals); + builder.create_mesh(vertices, indices, face_normals, face_overlap_avoidance); mesh->clear(true); mesh->reserve_mesh(vertices.size(), indices.size() / 3); @@ -514,10 +562,6 @@ void GeometryManager::create_volume_mesh(Mesh *mesh, Progress &progress) indices.size() * sizeof(int)) / (1024.0 * 1024.0) << "Mb."; - - VLOG(1) << "Memory usage volume grid: " - << (resolution.x * resolution.y * resolution.z * sizeof(float)) / (1024.0 * 1024.0) - << "Mb."; } CCL_NAMESPACE_END |