1 | #include <stdio.h> |
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2 | #include <stdlib.h> |
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3 | |
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4 | #include <math.h> |
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5 | |
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6 | #include "../include/saliency.h" |
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7 | #include "../include/global.h" |
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8 | #include "../include/simplify.h" |
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9 | |
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10 | #define round(x) ((x)>=0?(long)((x)+0.5):(long)((x)-0.5)) |
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11 | |
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12 | #define MAX_NUM_TRI 450 |
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13 | |
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14 | namespace VMI |
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15 | { |
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16 | double maxSal = 0.0, minSal = 0.0; |
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17 | int alpha = 30; // 30th percentile |
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18 | int lambda = /*100*/1; |
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19 | double percentile = 0.0; // percentile |
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20 | } |
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21 | |
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22 | using namespace VMI; |
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23 | |
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24 | void VMI::computeSaliency(Mesh *mesh, GLuint **histogram, GLuint numCameras) { |
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25 | GLuint i = 0; |
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26 | double sal; |
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27 | |
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28 | maxSal = minSal = computeTriangleSaliency(mesh, histogram, numCameras, 0); |
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29 | |
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30 | mesh->triangles[0].saliency = maxSal; |
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31 | |
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32 | for (i=1; i<mesh->numTriangles; i++) { |
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33 | |
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34 | sal = computeTriangleSaliency(mesh, histogram, numCameras, i); |
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35 | |
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36 | if (sal > maxSal) maxSal = sal; |
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37 | if (sal < minSal) minSal = sal; |
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38 | |
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39 | mesh->triangles[i].saliency = sal; |
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40 | } |
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41 | |
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42 | printf("\nMax Sal: %f Min Sal: %f\n", maxSal, minSal); |
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43 | |
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44 | percentile = computePercentile(alpha, mesh->triangles, mesh->numTriangles); |
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45 | printf("\n%dth percentile: %f\n", alpha, percentile); |
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46 | } |
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47 | |
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48 | double VMI::computeTriangleSaliency(Mesh *mesh, GLuint **histogram, GLuint numCameras, GLuint k) { |
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49 | GLuint i, l, v0, v1, v2; |
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50 | int triangles[MAX_NUM_TRI], n = 0; |
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51 | double sal = 0.0; |
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52 | |
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53 | v0 = mesh->triangles[k].indices[0]; |
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54 | v1 = mesh->triangles[k].indices[1]; |
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55 | v2 = mesh->triangles[k].indices[2]; |
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56 | |
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57 | for(i=0; i<mesh->vertices[v0].numTriangles; i++) { |
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58 | l = mesh->vertices[v0].triangles[i]; |
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59 | |
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60 | if (l != k) |
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61 | addItem(triangles, &n, l); |
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62 | } |
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63 | |
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64 | for(i=0; i<mesh->vertices[v1].numTriangles; i++) { |
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65 | l = mesh->vertices[v1].triangles[i]; |
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66 | |
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67 | if (l != k) |
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68 | addItem(triangles, &n, l); |
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69 | } |
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70 | |
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71 | for(i=0; i<mesh->vertices[v2].numTriangles; i++) { |
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72 | l = mesh->vertices[v2].triangles[i]; |
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73 | |
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74 | if (l != k) |
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75 | addItem(triangles, &n, l); |
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76 | } |
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77 | |
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78 | //printItemList(triangles, n); |
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79 | |
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80 | for(i=0; i<(GLuint)n; i++) { |
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81 | //printf("\n%d %d", k, triangles[i]); |
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82 | //sal += computeJS(histogram, numCameras, k, triangles[i]); |
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83 | sal = MAX ( sal, computeJS(histogram, numCameras, k, triangles[i])); |
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84 | } |
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85 | //printf("\nT%d Sal: %f\n", k, (sal / n)); |
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86 | //getchar(); |
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87 | |
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88 | return (sal /*/ n*/); |
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89 | } |
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90 | |
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91 | double VMI::computeEdgeSaliency(Mesh *mesh, Change *c, double p) { |
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92 | int i, t; |
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93 | double sal, edgeSal = 0.0; |
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94 | |
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95 | // edge saliency |
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96 | for(i=0; i<c->numDel; i++) { |
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97 | |
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98 | t = c->deleted[i].id; |
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99 | |
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100 | sal = mesh->triangles[t].saliency; |
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101 | |
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102 | //printf("\nt%d: osal: %f\n",t, mesh->triangles[t].saliency); |
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103 | |
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104 | // weight map derived from saliency map |
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105 | if (sal>= p) sal *= lambda; |
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106 | |
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107 | //printf("\nt%d: nsal: %f\n",t, sal); |
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108 | |
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109 | edgeSal += sal; |
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110 | } |
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111 | |
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112 | //printf("\ne:%d sal: %f\n",c->e, edgeSal); |
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113 | |
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114 | //getchar(); |
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115 | |
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116 | return edgeSal; |
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117 | } |
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118 | |
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119 | void VMI::saveSaliencyMap(Mesh *mesh, char* filename) { |
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120 | FILE *fp; |
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121 | GLuint i; |
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122 | |
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123 | |
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124 | if((fp= fopen(filename, "wt"))== NULL) { |
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125 | printf("Can't open file %s\n", filename); |
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126 | exit(1); |
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127 | } |
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128 | |
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129 | printf("Writing file %s\n", filename); |
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130 | |
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131 | fprintf (fp, "%d\n", mesh->numTriangles); |
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132 | //printf("%d\n", num); |
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133 | |
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134 | for (i=0; i<mesh->numTriangles; i++) { |
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135 | |
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136 | fprintf(fp, "t%d %f\n", i, mesh->triangles[i].saliency); |
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137 | |
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138 | } |
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139 | |
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140 | fclose(fp); |
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141 | printf("File writen.\n"); |
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142 | } |
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143 | |
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144 | void VMI::loadSaliencyMap(Mesh *mesh, char* filename) { |
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145 | FILE *fp; |
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146 | unsigned int i, num; |
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147 | float s; |
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148 | |
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149 | |
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150 | if((fp= fopen(filename, "rt"))== NULL) { |
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151 | printf("Can't open file %s\n", filename); |
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152 | exit(1); |
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153 | } |
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154 | |
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155 | printf("Reading file %s\n", filename); |
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156 | |
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157 | maxSal = minSal = 0.0; |
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158 | |
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159 | // Reading number of triangles |
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160 | fscanf (fp, "%d\n", &num); |
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161 | //printf("%d\n", num); |
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162 | |
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163 | while (!feof(fp)) { |
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164 | |
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165 | fscanf(fp, "t%d %f\n", &i, &s); |
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166 | |
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167 | if (s > maxSal) maxSal = s; |
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168 | if (s < minSal) minSal = s; |
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169 | |
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170 | // Save the saliency into the triangle i |
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171 | mesh->triangles[i].saliency = s; |
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172 | |
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173 | } |
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174 | |
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175 | fclose(fp); |
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176 | printf("File read.\n"); |
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177 | |
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178 | printf("\nMax Sal: %f Min Sal: %f\n", maxSal, minSal); |
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179 | |
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180 | percentile = computePercentile(alpha, mesh->triangles, mesh->numTriangles); |
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181 | printf("\n%dth percentile: %f\n", alpha, percentile); |
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182 | } |
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183 | |
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184 | void VMI::viewSaliency(Mesh *mesh, Camera *cameras, int cam) { |
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185 | GLuint i, v1, v2, v3; |
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186 | float r, g, b; |
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187 | |
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188 | // Clear color and depth buffers |
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189 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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190 | |
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191 | glMatrixMode(GL_MODELVIEW); |
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192 | glLoadIdentity(); |
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193 | |
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194 | // Camera i |
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195 | gluLookAt(cameras[cam].eyeX, cameras[cam].eyeY, cameras[cam].eyeZ, |
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196 | cameras[cam].centerX, cameras[cam].centerY, cameras[cam].centerZ, |
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197 | cameras[cam].upX, cameras[cam].upY, cameras[cam].upZ); |
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198 | |
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199 | // Immediate mode |
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200 | glBegin (GL_TRIANGLES); |
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201 | for (i=0; i<mesh->numTriangles; i++) { |
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202 | if (mesh->triangles[i].enable == TRUE) { |
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203 | |
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204 | v1= mesh->triangles[i].indices[0]; |
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205 | v2= mesh->triangles[i].indices[1]; |
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206 | v3= mesh->triangles[i].indices[2]; |
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207 | |
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208 | computeRGB(minSal, maxSal, mesh->triangles[i].saliency, &r, &g, &b); |
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209 | |
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210 | glColor3f(r, g, b); |
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211 | glVertex3f(mesh->vertices[v1].x, mesh->vertices[v1].y, mesh->vertices[v1].z); |
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212 | glVertex3f(mesh->vertices[v2].x, mesh->vertices[v2].y, mesh->vertices[v2].z); |
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213 | glVertex3f(mesh->vertices[v3].x, mesh->vertices[v3].y, mesh->vertices[v3].z); |
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214 | } |
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215 | } |
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216 | glEnd(); |
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217 | } |
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218 | |
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219 | void VMI::computeRGB(double min, double max,double value,float *r,float *g,float *b) |
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220 | { |
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221 | //Dados el valor máximo, el mínimo y el valor que le quieres calcular el color te devuelve el respectivo RGB. |
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222 | if(value>max) value=max; |
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223 | if(value<min) value=min; |
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224 | |
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225 | if(max==min) value=1; |
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226 | else value=(float)(value-min)/(float)(max-min); |
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227 | |
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228 | if (value<=0.25) |
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229 | { |
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230 | (*r)=0; |
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231 | (*g)=4*value; |
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232 | (*b)=1; |
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233 | } |
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234 | else if (value<=0.50) |
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235 | { |
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236 | (*r)=0; |
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237 | (*g)=1; |
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238 | (*b)=2-4*value; |
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239 | } |
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240 | else if (value<=0.75) |
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241 | { |
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242 | (*r)=4*value-2; |
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243 | (*g)=1; |
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244 | (*b)=0; |
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245 | } |
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246 | else |
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247 | { |
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248 | (*r)=1; |
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249 | (*g)=4-4*value; |
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250 | (*b)=0; |
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251 | } |
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252 | } |
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253 | |
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254 | int VMI::compare(const void *arg1, const void *arg2) |
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255 | { |
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256 | if(*(double *)arg1 < *(double *)arg2) return -1; |
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257 | else if(*(double *)arg1 > *(double *)arg2) return 1; |
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258 | else return 0; |
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259 | } |
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260 | |
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261 | int VMI::isDecimal(double value) { |
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262 | long r = round(value); |
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263 | |
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264 | //printf ("%d\n",r); |
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265 | |
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266 | if ((double)r != value) return TRUE; |
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267 | else return FALSE; |
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268 | } |
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269 | |
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270 | double VMI::computePercentile(int q, Triangle *triangles, int numTriangles) { |
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271 | double p = (numTriangles * q) / 100.0; |
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272 | double *list = (double *)malloc(numTriangles * sizeof(double)), l, per = 0.0; |
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273 | int i; |
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274 | |
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275 | //printf("%f\n",p); |
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276 | |
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277 | // filling the list |
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278 | for(i = 0; i < numTriangles; i++) |
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279 | list[i] = triangles[i].saliency; |
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280 | |
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281 | /* Quick-Sort */ |
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282 | qsort(list, numTriangles, sizeof(list[0]), compare); |
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283 | |
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284 | /* showing the sorted list */ |
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285 | /*for(i = 0; i < numTriangles; i++) |
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286 | printf("%f\n", list[i]); |
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287 | printf("\n");*/ |
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288 | |
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289 | if (isDecimal(p) == TRUE) per = list[(int)p + 1]; |
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290 | else { |
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291 | l = (list[(int)p + 1] - list[(int)p]) * (q /100.0); |
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292 | |
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293 | per = list[(int)p] + l; |
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294 | } |
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295 | |
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296 | free(list); |
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297 | |
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298 | return per; |
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299 | } |
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