CGAL: problem accessing the neighbors of every vertex using edge iterator in periodic triangulation - cgal

I am using periodic Delaunay triangulation in CGAL in my code, and producing for each vertex all neighboring vertices. For this I use Edge iterator, since in my case it will be much more faster than Vertex iterator.
Here is the code snippet,
typedef CGAL::Exact_predicates_inexact_constructions_kernel Kernel;
typedef CGAL::Periodic_2_triangulation_traits_2<Kernel> Gt;
typedef CGAL::Triangulation_vertex_base_with_info_2<unsigned int, Gt> Vb;
typedef CGAL::Periodic_2_triangulation_face_base_2<Gt> Fb;
typedef CGAL::Triangulation_data_structure_2<Vb, Fb> Tds;
typedef CGAL::Periodic_2_Delaunay_triangulation_2<Gt, Tds> Triangulation;
typedef Triangulation::Iso_rectangle Iso_rectangle;
typedef Triangulation::Edge_iterator Edge_iterator;
typedef Triangulation::Vertex_handle Vertex_handle;
typedef Triangulation::Point Point;
typedef vector<pair<Point, unsigned> > Vector_Paired;
Vector_Paired points;
Iso_rectangle domain(0,0,L,L);
for(int iat = 0; iat < N; iat++)
{
points.push_back(make_pair(Point(r_tot[iat][0],r_tot[iat][1]),iat));
}
Triangulation T(points.begin(), points.end(), domain);
for(Edge_iterator ei=T.finite_edges_begin(); ei!=T.finite_edges_end(); ei++)
{
Triangulation::Face& f = *(ei->first);
int ii = ei->second;
Vertex_handle vi = f.vertex(f.cw(ii));
Vertex_handle vj = f.vertex(f.ccw(ii));
int iat = vi->info();
int jat = vj->info();
VecInd[iat].push_back(jat);
VecInd[jat].push_back(iat);
}
But, sometimes instead of one special neighbors for each vertex I get 8 or 9 or ... copy of the same neighbor.
For example in VecInd which is a 2D vector containing neighboring indices I get some thing like this:
VecInd[0]=[2,2,2,2,4,4,4,...]
I couldn't find an example using edge iterator in CGAL website, and nothing related in stackoverflow.
I am wondering whether this implementation is correct? What should I add to my code in order to get one copy per each neighbor, I can use STL::sets, but I would like to know the source of problem.

Here is the answer that was posted on the CGAL-discuss mailing-list, by Mael:
If your point set is not geometrically well spaced, it's possible that the triangulation of these points do not form a simplicial complex over the flat torus (in other words, there are short cycles in the triangulation). In this case, the algorithm uses 8 copies of the triangulation to artificially create a simplicial complex. You can check if this is the case using the function is_triangulation_in_1_sheet() and read more about these mechanisms in the User Manual.
When copies are being used, iterating over the edges will indeed give you exactly what the underlying data structure has : 9 entities for each edge. To get unique ones, you can simply filter 8 out of the 9 by looking at the offset of the vertices of the edge. This is what is done in the iterator that returns unique periodic segments. Unfortunately, you want edges and this iterator converts directly to the geometry of the edge (the segment). Nevertheless, you can simply use the main filtering function from that iterator, that is: is_canonical(). This function will look at the offset of the two vertices of your edges, and keep only those that have at least one vertex in the first copy of the domain, which is enough to make it unique.

Related

OpenCL Kernel and traditional loops

I'm studying OpenCL and I don't understand the relationship between traditional loop in a C/C++ code and kernel code.
Just for be clear a situation like that:
So my question is: In the traditional loops I have n variable as my boundary while in kernel code I don't have it but I have get_global_id(0) that indicates the memory scope of my array, this means that I start from 0, and iterate until get_global_id matches with the maximum size of the array, n in this case? Or is something different?
Because in this other example I don't know how to write the correspond kernel code
I hope my question is clear because I'm not very well in english, sorry.
Thanks in advance for the help, if there are problems let me know!
An OpenCL kernel is coded like a single iteration of a for-loop, but all iterations are run in parallel with random order.
Consider this vector addition example in C++, where for i=0..N-1, you add each element of the vectors one after the other:
for(int i=0; i<N; i++) { // loop index i
C[i] = A[i]+B[i]; // compute one after the other
}
In OpenCL, the vector addition looks like the inside of this for-loop, but as a function with the kernel keyword and all vectors as parameters:
kernel void add_kernel(const global float* A, const global float* B, global float* C) {
const int i = get_global_id(0);
C[i] = A[i]+B[i]; // compute all loop indices i in parallel
}
You might be wondering: Where is N? You give N to the kernel on the C++ side as its "global range", so the kernel knows how much elements i to calculate in parallel.
Because in the OpenCL kernel every iteration runs in parallel, there must not be any data dependencies from one iteration to the next; otherwise you have to use a double buffer (only read from one buffer and only write to the other). In your second example with A[i] = B[i-1]+B[i]+B[i+1] you do exactly that: only read from B, only write to A. The implementation with periodic boundaries can be done branch-less, see here.

Fill holes in 3d mesh from image segmentation with CGAL or something else?

I got some segmented image data from a CT scan of a body part in .raw file format. Segmentation was performed in Amira.
In CGAL, I created an .inr file, read this, then meshed this with certain mesh criteria:
typedef CGAL::Labeled_mesh_domain_3<K> Mesh_domain;
typedef CGAL::Mesh_triangulation_3<Mesh_domain,CGAL::Default,Concurrency_tag>::type Tr;
typedef CGAL::Mesh_complex_3_in_triangulation_3<Tr> C3t3;
typedef CGAL::Mesh_criteria_3<Tr> Mesh_criteria;
(...)
Mesh_domain domain = Mesh_domain::create_labeled_image_mesh_domain(inr_image);
Mesh_criteria criteria(facet_angle=fangle, facet_size=fsize, facet_distance=fdist,
cell_radius_edge_ratio=creratio, cell_size=csize);
C3t3 c3t3 = CGAL::make_mesh_3<C3t3>(domain, criteria, lloyd());
I could create a 3d tetrahedral mesh (.vtu) with CGAL for finite element stuff which works fine.
BUT: Unfortunately the final mesh contains too much "holes" between the different tissue types and that's... very bad. So my question is: Is there a way to fill these holes with CGAL? I am open for other ways, too, because it won't be possible to segment the huge amount of data again (this was not done by me).
Thanks a lot, any help appreciated.

CGAL static AABB tree to intersect many spheres with rays

I would like to use CGAL's AABB Tree to compute intersection between many static spheres and rays. I am fairly new to CGAL and might need some guidance.
As there does not seem to be direct support for spheres in the AABB tree, I think need to complement the functionality by creating AABB_sphere_primitive. Is that the only thing that is needed to get something like AABB_tree/AABB_triangle_3_example.cpp, with spheres instead of triangles? Do I need to also define an analogue of Point_from_triangle_3_iterator_property_map?
typedef CGAL::Simple_cartesian<double> K;
typedef K::FT FT;
typedef K::Point_3 Point;
typedef K::Plane_3 Plane;
typedef K::Sphere_3 Sphere; // <-- this is done already
typedef std::list<Sphere>::iterator Iterator;
typedef CGAL::AABB_sphere_primitive<K,Iterator> Primitive; // <---- must be defined newly
typedef CGAL::AABB_traits<K, Primitive> Traits;
typedef CGAL::AABB_tree<Traits> Tree;
The routine for intersection between sphere and ray is already implemented somewhere (Spherical_kernel_intersections.h?) and will be used?
Thanks for pointers.
You need to provide a new primitive type that is a model of the concept AABBPrimitive. Basically you can copy/paste the implementation of CGAL::AABB_triangle_primitive and adapt it to the case of a sphere.
The next tricky part is to provide the intersection predicate for a ray and a sphere as required by the AABBTraits concept.
If you are not looking for exact predicates, you can simply using the distance of the center of the sphere to the support line of the ray + the direction of the center of the sphere with reference to the source of the ray.
If you want exact predicates, the class Filtered_predicate can help you make your predicate robust.

Triangulating Polyhedron faces in CGAL

Having an arbitrary polyhedron in CGAL (one that can be convex, concave or, even, have holes) how can I triangulate its faces so that I can create OpenGL Buffers for rendering?
I have seen the convex_hull_3() returns a polyhedron that has triangulated faces, but it won't do what I want for arbitrary polyhedrons.
The header file <CGAL/triangulate_polyhedron.h> contains a non-documented function
template <typename Polyhedron>
void triangulate_polyhedron(Polyhedron& p)
that is working with CGAL::Exact_predicates_inexact_constructions_kernel for example.
The Polygon Mesh Processing package provides the function CGAL::Polygon_mesh_processing::triangulate_faces with multiple overloads. The simplest thing to do would be
typedef CGAL::Simple_cartesian<float> Kernel;
typedef CGAL::Polyhedron_3<Kernel> Polyhedron_3;
Polyhedron_3 polyhedron = load_my_polyhedron();
CGAL::Polygon_mesh_processing::triangulate_faces(polyhedron);
After that, all faces in polyhedron are triangles.
The function modifies the model in-place, so one has to use a HalfedgeDS that supports removal. This is the default, but, for example, HalfedgeDS_vector won't do.
See also an official example that uses Surface_mesh instead of Polyhedron_3:
Polygon_mesh_processing/triangulate_faces_example.cpp

Best (and fastest) way to store triangles and lines in C++?

I've got a few 3D apps going, and I was wondering, what is the best way to store lines and triangles? At the moment, I have lines as an array of typedef'd vectors as such:
typedef struct
{
float x, y, z;
}
Vector
Vector line[2];
Now, I could do it like this:
typedef struct
{
Vector start, end;
}
Line
Line lineVar;
Faces could be similar:
typdef struct
{
Vector v1, v2, v3;
}
Face faceVar;
My question is this: Is there a better or faster way to store lines and faces? Or am I doing it OK?
Thanks,
James
What you have is pretty much how vectors are represented in computer programs. I can't imagine any other way to do it. This is perfectly fine:
typedef struct
{
float x, y, z;
} Vector;
(DirectX stores vector components like this, by the way.)
However, 3D intensive programs typically have the faces index into a vector array to save space since the same points often appear on different faces of a 3D model:
typedef struct
{
int vectorIndex1, vectorIndex2, vectorIndex3;
} Face;