I wish to smooth a given 3D mesh, which uses the Half-Edge structure to store adjacency information, using a Gaussian function. The following is the algorithm that was proposed:
Smooth the mesh by moving every vertex to a position determined by a weighted average of its immediate neighbors (with weights determined by a Gaussian with sigma equal to the average length of edges attached to the vertex, normalized such that the weights sum to one).
So for each vertex curr_vertex
, I
- calculate the average length of its attached edges
- obtain all of the neighboring vertices
- determine the weight of each neighboring vertex by doing the following: `
weight = exp(-(distance*distance)/(2.sigmasigma))
where distance is the 3D distance between the
curr_vertexand the neighbor and
sigma= average length of attached edges of
curr_vertex`
- sum up all of the weights and divide each neighbor s weight by this sum (normalization step)
- multiply the position of each neighboring vertex by its corresponding weight
- add up all of the weighted vertices and add the result to curr_vertex to produce the new vertex.
When I do this and run my algorithm, instead of smoothing what actually happens is a scale - my mesh just becomes enlarged without any apparent smoothing.
Any thoughts on what I m doing wrong?
Edit: Here s the code that I have:
void R3Mesh::
Smooth(void)
{
R3Mesh *new_mesh = new R3Mesh(*this);
for(int i = 0; i < NVertices(); i++)
{
R3MeshVertex *v = Vertex(i);
map<R3MeshVertex *, double> neighbors; // stores vertex-weight pairs
map<R3MeshVertex *, double>::iterator neighbors_iter;
// store each vertex neighbor by going through
// all adjacent edges and obtaining those edges vertices
R3MeshHalfEdge *tmp = v->half_edge;
do
{
neighbors.insert(make_pair(tmp->opposite->vertex,0));
tmp = tmp->opposite->next;
}while(tmp != v->half_edge);
// determine the sigma to use for Gaussian
double sigma = v->AverageEdgeLength();
double weight = 0, total_weight = 0;
double distance;
// determine and store the weight of each neighboring vertex
for(neighbors_iter = neighbors.begin(); neighbors_iter != neighbors.end();
neighbors_iter++)
{
distance = R3Distance(v->position, neighbors_iter->first->position);
weight = (1./(sigma*sqrt(2.*3.14)))*exp(-(distance*distance)/(2.*sigma*sigma));
total_weight += weight;
neighbors_iter->second = weight;
}
// determine new position of current vertex
R3Point new_pos = v->position;
for(neighbors_iter = neighbors.begin(); neighbors_iter != neighbors.end();
neighbors_iter++)
{
new_pos += (neighbors_iter->second/total_weight)*(neighbors_iter->first->position);
}
new_pos.Translate(new_pos - v->position);
new_mesh->Vertex(i)->position.Reset(new_pos.X(), new_pos.Y(), new_pos.Z());
neighbors.clear();
}
*this = *new_mesh;
}