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MeshTexture #39

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Apr 15, 2017
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6 changes: 6 additions & 0 deletions include/taichi/geometry/primitives.h
Original file line number Diff line number Diff line change
Expand Up @@ -169,6 +169,12 @@ struct Triangle {
}
};

class BoundingBox {
public:
Vector3 lower_boundary;
Vector3 upper_boundary;
};

class Instance {
Matrix4 transform;
int id;
Expand Down
10 changes: 9 additions & 1 deletion include/taichi/visual/scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ void Scene::add_mesh(std::shared_ptr<Mesh> mesh) {
meshes.push_back(*mesh);
}

void Scene::finalize() {
void Scene::finalize_geometry() {
int triangle_count = 0;
for (auto &mesh : meshes) {
triangle_id_start[&mesh] = triangle_count;
Expand All @@ -142,6 +142,9 @@ void Scene::finalize() {
}
num_triangles = triangle_count;
printf("Scene loaded. Triangle count: %d\n", triangle_count);
};

void Scene::finalize_lighting() {
if (!emissive_triangles.empty()) {
update_emission_cdf();
update_light_emission_cdf();
Expand All @@ -152,4 +155,9 @@ void Scene::finalize() {
}
}

void Scene::finalize() {
finalize_geometry();
finalize_lighting();
}

TC_NAMESPACE_END
24 changes: 24 additions & 0 deletions include/taichi/visual/scene.h
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,26 @@ class Mesh {
void set_untransformed_triangles(const std::vector<Triangle> &triangles) {
untransformed_triangles = triangles;
}
// bounding box
BoundingBox get_bounding_box() {
BoundingBox bb;
bool is_first_triangle = true;
for (auto t : untransformed_triangles) {
if (is_first_triangle) {
bb.lower_boundary = t.v[0];
bb.upper_boundary = t.v[0];
is_first_triangle = false;
}
// loop for xyz
for (int i = 0; i < 3; ++i)
// loop for each vertex
for (int j = 0; j < 3; ++j){
bb.lower_boundary[i] = std::min(bb.lower_boundary[i], t.v[j][i]);
bb.upper_boundary[i] = std::max(bb.upper_boundary[i], t.v[j][i]);
}
}
return bb;
}
std::vector<Triangle> get_triangles() {
std::vector<Triangle> triangles;
for (auto t : untransformed_triangles) {
Expand Down Expand Up @@ -141,6 +161,10 @@ class Scene {

void add_mesh(std::shared_ptr<Mesh> mesh);

void finalize_geometry();

void finalize_lighting();

void finalize();

void update_light_emission_cdf() {
Expand Down
106 changes: 106 additions & 0 deletions python/examples/simulation/3d/mpm_snow_ball_hit_3d.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,106 @@
import math

from taichi.dynamics.mpm import MPM3
from taichi.core import tc_core
from taichi.misc.util import Vector
from taichi.visual import *
from taichi.visual.post_process import *
from taichi.visual.texture import Texture
import taichi as tc

gi_render = True
step_number = 400
# step_number = 1
# total_frames = 1
grid_downsample = 2
output_downsample = 1
render_epoch = 20


def create_mpm_sand_block(fn):
particles = tc_core.RenderParticles()
assert particles.read(fn)
downsample = grid_downsample
tex = Texture.from_render_particles((255 / downsample, 255 / downsample, 255 / downsample), particles) * 5
# mesh_transform = tc_core.Matrix4(1.0).scale_s(0.5).translate(Vector(0.5, 0.5, 0.5))
# transform = tc_core.Matrix4(1.0).scale_s(2).scale(Vector(2.0, 0.5, 1.0)).translate(Vector(-2, -0.99, -1))
mesh_transform = tc_core.Matrix4(1.0).translate(Vector(0, 0.01, 0))
transform = tc_core.Matrix4(1.0).scale_s(2).translate(Vector(-1, -1, -1))
vol = VolumeMaterial('sdf_voxel', scattering=5, absorption=0, tex=tex,
resolution=(255 / downsample, 255 / downsample, 255 / downsample),
transform_ptr=transform.get_ptr_string())
material = SurfaceMaterial('plain_interface')
material.set_internal_material(vol)
return Mesh('cube', material=material, transform=transform * mesh_transform)


def create_sand_scene(frame, d, t):
downsample = output_downsample
width, height = 540 / downsample, 540 / downsample
camera = Camera('thinlens', width=width, height=height, fov=75,
origin=(0, 1, 4), look_at=(0.0, -0.9, 0.0), up=(0, 1, 0), aperture=0.01)

scene = Scene()
with scene:
scene.set_camera(camera)
rep = Texture.create_taichi_wallpaper(10, rotation=0, scale=0.95) * Texture('const', value=(0.7, 0.5, 0.5))
material = SurfaceMaterial('pbr', diffuse_map=rep)
scene.add_mesh(Mesh('holder', material=material, translate=(0, -1, -6), scale=2))

mesh = Mesh('plane', SurfaceMaterial('emissive', color=(1, 1, 1)),
translate=(1.0, 1.0, -1), scale=(0.1, 0.1, 0.1), rotation=(180, 0, 0))
scene.add_mesh(mesh)

material = tc.SurfaceMaterial('microfacet', color=(1, 1, 0.5), roughness=(0.1, 0, 0, 0), f0=1)
sphere = tc.Mesh('sphere', material,
translate=((t+0.05) * 0.5 - 0.35, -0.61, 0), scale=0.1, rotation=(0, 0, 0))
scene.add_mesh(sphere)

# Change this line to your particle output path pls.
# fn = r'../sand-sim/particles%05d.bin' % frame
fn = d + r'/particles%05d.bin' % frame
mesh = create_mpm_sand_block(fn)
scene.add_mesh(mesh)

return scene


def render_sand_frame(frame, d, t):
renderer = Renderer(output_dir='volumetric', overwrite=True, frame=frame)
renderer.initialize(preset='pt', scene=create_sand_scene(frame, d, t), sampler='prand')
renderer.set_post_processor(LDRDisplay(exposure=0.6, bloom_radius=0.0, bloom_threshold=1.0))
renderer.render(render_epoch)


if __name__ == '__main__':
downsample = grid_downsample
resolution = (255 / downsample, 255 / downsample, 255 / downsample)
# tex = Texture('ring', outer=0.15) * 4
# tex = Texture('bound', tex=tex, axis=2, bounds=(0.0, 0.4), outside_val=(0, 0, 0))
# tex = Texture('rotate', tex=tex, rotate_axis=0, rotate_times=1)
tex = Texture('mesh', resolution=resolution, filename=tc.get_asset_path('meshes/suzanne.obj')) * 8
tex = tex.zoom((0.5, 0.5, 0.5), (0.5, 0.5, 0.5), False)
# tex = Texture('rotate', tex=tex, rotate_axis=1, rotate_times=1)
mpm = MPM3(resolution=resolution, gravity=(0, -10, 0), initial_velocity=(0, 0, 0), delta_t=0.0005, num_threads=8,
density_tex=tex.id)


# Dynamic Levelset
def levelset_generator(t):
levelset = mpm.create_levelset()
levelset.add_sphere(Vector(0.325 + 0.25 * (t+0.05), 0.2, 0.5), 0, False)
# levelset.add_sphere(Vector(0.5, 0.2, 0.5), t, False)
return levelset
mpm.set_levelset(levelset_generator, True)

t = 0
for i in range(step_number):
print 'process(%d/%d)' % (i, step_number)
mpm.step(0.01)
t += 0.01
if gi_render:
d = mpm.get_directory()
if i % 10 == 0:
render_sand_frame(i, d, t)
pass
mpm.make_video()
6 changes: 4 additions & 2 deletions python/taichi/dynamics/mpm.py
Original file line number Diff line number Diff line change
Expand Up @@ -52,14 +52,16 @@ def step(self, step_t):
print 'Simulation time:', t
T = time.time()
self.update_levelset(t, t + step_t)
print 'Update Leveset Time:', time.time() - T
T = time.time()
self.c.step(step_t)
print 'Time:', time.time() - T
print 'Step Time:', time.time() - T
image_buffer = tc_core.Array2DVector3(self.video_manager.width, self.video_manager.height, Vector(0, 0, 0.0))
particles = self.c.get_render_particles()
particles.write(self.directory + '/particles%05d.bin' % self.frame)
res = map(float, self.resolution)
camera = Camera('pinhole', origin=(0, res[1] * 0.4, res[2] * 1.4),
look_at=(0, -res[1] * 0.5, 0), up=(0, 1, 0), fov=70,
look_at=(0, -res[1] * 0.5, 0), up=(0, 1, 0), fov=90,
width=10, height=10)
self.particle_renderer.set_camera(camera)
self.particle_renderer.render(image_buffer, particles)
Expand Down
73 changes: 73 additions & 0 deletions src/texture/sources.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
*******************************************************************************/

#include <taichi/visual/texture.h>
#include <taichi/visual/scene_geometry.h>
#include <taichi/visualization/image_buffer.h>
#include <taichi/math/array_3d.h>
#include <taichi/common/asset_manager.h>
Expand Down Expand Up @@ -284,5 +285,77 @@ class SlicedTexture : public Texture {

TC_IMPLEMENTATION(Texture, SlicedTexture, "sliced");

class MeshTexture : public Texture {
protected:
Array3D<char> arr;
Vector3i resolution;
public:
// parameter name for mesh path is 'filename'
void initialize(const Config &config) override {
Texture::initialize(config);
Mesh mesh;
mesh.initialize(config);
Scene scene;
scene.add_mesh(std::make_shared<Mesh>(mesh));
scene.finalize_geometry();
auto ray_intersection = create_instance<RayIntersection>("embree");
std::shared_ptr<SceneGeometry> scene_geometry(new SceneGeometry(std::make_shared<Scene>(scene), ray_intersection));
BoundingBox bb = mesh.get_bounding_box();
// calc offset and delta_x to keep the mesh in the center of texture
resolution = config.get_vec3i("resolution");
arr = Array3D<char>(resolution.x, resolution.y, resolution.z);
real delta_x = 0;
Vector3i offset;
for (int i = 0; i < 3; ++i)
delta_x = std::max(delta_x, (bb.upper_boundary[i] - bb.lower_boundary[i]) / resolution[i]);
for (int i = 0; i < 3; ++i)
offset[i] = int(resolution[i] - (bb.upper_boundary[i] - bb.lower_boundary[i])/ delta_x) / 2;
// cast ray for each i, j
for (int i = 0; i < resolution.x; ++i)
for (int j = 0; j < resolution.y; ++j) {
real x = (i - offset.x) * delta_x + bb.lower_boundary.x;
real y = (j - offset.y) * delta_x + bb.lower_boundary.y;
real z = (0 - offset.z) * delta_x + bb.lower_boundary.z;
real base_z = z - eps;
int k = 0;
bool inside = false;
while (k < resolution.z) {
int next_k;
Ray ray(Vector3(x, y, z), Vector3(0, 0, 1));
scene_geometry->query(ray);
if (ray.dist == Ray::DIST_INFINITE) {
next_k = resolution.z;
inside = false;
}
else {
z += ray.dist;
next_k = std::min(int((z - base_z) / delta_x), resolution.z);
}
while (k < next_k) {
arr.set(i, j, k, char(inside));
++k;
}
inside = !inside;
}
}
}

bool inside(const Vector3 &coord) const {
return
0 < coord.x && coord.x < 1.f &&
0 < coord.y && coord.y < 1.f &&
0 < coord.z && coord.z < 1.f;
}

virtual Vector4 sample(const Vector3 &coord) const override {
if (inside(coord))
return Vector4(real(arr.sample_relative_coord(coord)));
else
return Vector4(0);
}
};

TC_IMPLEMENTATION(Texture, MeshTexture, "mesh")

TC_NAMESPACE_END