根据几何规则的曲面剖分

        点云场景中进行物体识别,使用全局特征的方法严重依赖于点云分割,难以适应杂乱场景。使用局部特征,即对点云进行提取类似于3D SURF、ROPS之类的局部特征,需要寻找离散点云块的局部显著性。

       点云的基本局部显著性有某一点处的曲率。


一、几何尺寸

        可表述为显著性曲率的曲率阈值与物体的几何大小有关。        

        根据几何规则的曲面剖分_第1张图片                


        典型三维模型Dragon和ball两个物体,ball也可以进行三维剖分,但其三维剖分没有任何几何意义,而deagon的三维剖分有特异性。



二、无规则三角化

参考PCL官方网站链接:Fast triangulation of unordered point clouds

代码:

     

#include <pcl/point_types.h>
#include <pcl/io/pcd_io.h>
#include <pcl/kdtree/kdtree_flann.h>
#include <pcl/features/normal_3d.h>
#include <pcl/surface/gp3.h>

int
main (int argc, char** argv)
{
  // Load input file into a PointCloud<T> with an appropriate type
  pcl::PointCloud<pcl::PointXYZ>::Ptr cloud (new pcl::PointCloud<pcl::PointXYZ>);
  pcl::PCLPointCloud2 cloud_blob;
  pcl::io::loadPCDFile ("bun0.pcd", cloud_blob);
  pcl::fromPCLPointCloud2 (cloud_blob, *cloud);
  //* the data should be available in cloud

  // Normal estimation*
  pcl::NormalEstimation<pcl::PointXYZ, pcl::Normal> n;
  pcl::PointCloud<pcl::Normal>::Ptr normals (new pcl::PointCloud<pcl::Normal>);
  pcl::search::KdTree<pcl::PointXYZ>::Ptr tree (new pcl::search::KdTree<pcl::PointXYZ>);
  tree->setInputCloud (cloud);
  n.setInputCloud (cloud);
  n.setSearchMethod (tree);
  n.setKSearch (20);
  n.compute (*normals);
  //* normals should not contain the point normals + surface curvatures

  // Concatenate the XYZ and normal fields*
  pcl::PointCloud<pcl::PointNormal>::Ptr cloud_with_normals (new pcl::PointCloud<pcl::PointNormal>);
  pcl::concatenateFields (*cloud, *normals, *cloud_with_normals);
  //* cloud_with_normals = cloud + normals

  // Create search tree*
  pcl::search::KdTree<pcl::PointNormal>::Ptr tree2 (new pcl::search::KdTree<pcl::PointNormal>);
  tree2->setInputCloud (cloud_with_normals);

  // Initialize objects
  pcl::GreedyProjectionTriangulation<pcl::PointNormal> gp3;
  pcl::PolygonMesh triangles;

  // Set the maximum distance between connected points (maximum edge length)
  gp3.setSearchRadius (0.025);

  // Set typical values for the parameters
  gp3.setMu (2.5);
  gp3.setMaximumNearestNeighbors (100);
  gp3.setMaximumSurfaceAngle(M_PI/4); // 45 degrees
  gp3.setMinimumAngle(M_PI/18); // 10 degrees
  gp3.setMaximumAngle(2*M_PI/3); // 120 degrees
  gp3.setNormalConsistency(false);

  // Get result
  gp3.setInputCloud (cloud_with_normals);
  gp3.setSearchMethod (tree2);
  gp3.reconstruct (triangles);

  // Additional vertex information
  std::vector<int> parts = gp3.getPartIDs();
  std::vector<int> states = gp3.getPointStates();

  // Finish
  return (0);
}

图形效果:

       根据几何规则的曲面剖分_第2张图片



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