POV-Ray : Newsgroups : povray.general : Minimum Distance Function : Re: Minimum Distance Function Server Time
19 Apr 2024 12:26:20 EDT (-0400)
  Re: Minimum Distance Function  
From: jceddy
Date: 22 Jul 2022 09:55:00
Message: <web.62daab4b6fb4e448864166f75d51d79c@news.povray.org>
>  if (py < Data->min_y || py > Data->max_y) {
>   diff = nearest - transformedPoint;
>  }

After I posted this, I realized that this is not correct and might be causing
the issue, since it will be incorrect for sample points "above" or "below" flat
triangles at min_y or max_y.


I think I can still optimize for points above or below the y bounding planes. I
should only have to check triangles within one "step" of the nearest vertex.

So I modified the code thusly:

 if (py < Data->min_y || py > Data->max_y) {
  minX = int(nearest[X]) - 1;
  maxX = int(nearest[X]) + 2;
  minZ = int(nearest[Z]) - 1;
  maxZ = int(nearest[Z]) + 2;
 }

Here is the new version of the method I am currently testing:

DBL HField::Proximity(Vector3d &pointOnObject, const Vector3d &samplePoint,
TraceThreadData *threaddata) {
 if (Data->kdTree == nullptr) {
  return MAX_PROXIMITY_DISTANCE;
 }

 Vector3d transformedPoint = samplePoint;
 Vector3d diff;
 if (Trans != nullptr) {
  MInvTransPoint(transformedPoint, transformedPoint, Trans);
 }
 DBL px = transformedPoint[X];
 DBL py = transformedPoint[Y];
 DBL pz = transformedPoint[Z];

 Vector3d nearest = Data->kdTree->nearest_point(transformedPoint);

 DBL dist = (nearest - transformedPoint).length();
 DBL xmin = px - dist;
 DBL zmin = pz - dist;
 DBL xmax = px + dist;
 DBL zmax = pz + dist;
 int minX = max(0, int(xmin) - 1);
 int maxX = min(Data->max_x, int(xmax) + 2);
 int minZ = max(0, int(zmin) - 1);
 int maxZ = min(Data->max_z, int(zmax) + 2);

 if (py < Data->min_y || py > Data->max_y) {
  minX = int(nearest[X]) - 1;
  maxX = int(nearest[X]) + 2;
  minZ = int(nearest[Z]) - 1;
  maxZ = int(nearest[Z]) + 2;
 }

 dist = MAX_PROXIMITY_DISTANCE;
 for (int z = minZ; z < maxZ - 1; z++)
 {
  for (int x = minX; x < maxX - 1; x++)
  {
   Vector3d p1(x, Data->Map[z][x], z);
   Vector3d p2(x + 1, Data->Map[z][x + 1], z);
   Vector3d p3(x + 1, Data->Map[z + 1][x + 1], z + 1);
   Vector3d p4(x, Data->Map[z + 1][x], z + 1);

   Vector3d trianglePt;
   DBL test = NearestOnTriangle(trianglePt, transformedPoint, p1, p2, p3);
   if (test < dist) {
    dist = test;
    nearest[X] = trianglePt[X];
    nearest[Y] = trianglePt[Y];
    nearest[Z] = trianglePt[Z];
   }

   test = NearestOnTriangle(trianglePt, transformedPoint, p1, p3, p4);
   if (test < dist) {
    dist = test;
    nearest[X] = trianglePt[X];
    nearest[Y] = trianglePt[Y];
    nearest[Z] = trianglePt[Z];
   }
  }
 }

 diff = nearest - transformedPoint;

 if (Trans != nullptr) {
  MTransDirection(diff, diff, Trans);
 }

 pointOnObject = samplePoint + diff;
 return diff.length();
}

Sorry for the SPAM...sometimes just putting my code in front of other people
forces me to thing more deeply about it and I can figure out issues that I
hadn't previously.

Cheers,
Joe


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