Projecting a 3D surface onto a 2D plane (unfolding/unwrapping) in Python - python

I don't know if I am just searching for the wrong terms but I cannot find any examples of code to do this. I have a surface that is almost flat but not quite and would like to "unfold" or "unwrap" it so that it is all in one plane while keeping the distance between points the same. From what I understand this process is called developing a surface, but all I can find are old mathematical papers on the process would be quite a bit of work trying to recreate.
Can't really provide any code for it but I have data in the form of points like
coords = [(x_1, y_1, z_1), (x_2, y_2, z_2),..., (x_n, y_n, z_n)]
It doesn't seem like it should be that hard to do but maybe I am mistaken, any input?

Related

3D pipe drawing in Python/Matlab

I'm working on this paper in which I'm simulating Vibration of Pipe Elbows with FEM, originally I made this in Matlab but then I migrated to Python.
Basically my data is stored in nodes, like this, where I have the coordinates of the node on the centerline of the pipe and the coordinates of the centerline of the cross-section.
I would like to use these data to make a smooth surface plot like this other one from this paper. But I'm not really sure about what function of Matplotlib I could use to work this out.
Somebody has an idea for this?

Noisy 3D point cloud to interpolated surface mesh in python

My general goal is going from a noisy point cloud describing a surface, to a regular surface mesh, in Python. I have found a few solution to this problem, none of which apply to my case well enough. The best ones I found:
B-spline -> sample it -> get new points. This calculates the z values of a function based on a regular set of x,y coordinates, which won't work well for near-vertical surfaces, of which I have a lot.
Rolling ball / convex hull algorithms. My data is noisy along the normal to the surface, so I would get a surface that's "inflated". I would need first to denoise it, which itself requires the calculation of a spline, or something similar.
I feel like there must be an "easy" way to do this, but I just don't know what to look for. Can someone point me in the right direction?
My best guess is that there should be a way to sample a spline surface "regularly" relatively to itself, but I can't figure out how.
The problem which you describe is named surface reconstruction. There is many algorithms and software (standalone program or libraries) able to reconstruct one surface from a set of sample points. There is important differences depending if you have only the XYZ coordinates of the points, or you have more information as the color or the normal to the surface.
Naming some examples, you can use:
Screened Poisson, by Kazhdan and Bolitho. Which is implemented in meshlab, and many other python libraries. Probably your best option.
PowerCRUST, by Nina Amenta, Sunghee Choi and Ravi Kolluri.
Ball Pivoting, by Bernardini, Mittleman, et al. Quite simple and easy to implement by yourself.

Calculate 3D Plane that Rests on a 3D Surface

I have about 300,000 points defining my 3D surface. I would like to know if I dropped a infinitely stiff sheet onto my 3D surface, what the equation of that plane would be. I know I need to find the 3 points the sheet would rest on as that defines a plane, but I'm not sure how to find my 3 points out of the ~300,000. You can assume this 3D surface is very bumpy and that this sheet will most likely lie on 3 "hills".
Edit: Some more background knowledge. This is point cloud data for a scan of a 3D surface which is nearly flat. What I would like to know is how this object would rest if I flipped it over and put it on a completely flat surface. I realize that this surface may be able to rest on the table in various different ways depending on the density and thickness of the object but you can assume the number of ways is finite and I would like to know all of the different ways just in case.
Edit: After looking at some point cloud libraries I'm thinking of doing something like computing the curvature using a kd tree (using SciPy) and only looking at regions that have a negative curvature and then there should be 3+ regions with negative curvature so some combinatorics + iterations should give the correct 3 points for the plane(s).

Calculating the normal between a straight line and a curved surface in three dimensions - python

For the time being I am asking for more conceptual answers than coding answers as I have been racking my brain as to how to do this and I am fairly new to python (I only properly started about 3 days ago but I have reached the point of being able to define the straight lines as classes and calculate dot products and what not using numpy arrays).
The problem I am trying to solve is as follows. I have a bunch of objects that I will just describe as a vector in my code as they are straight rigid cylinders. These cylinders interact with a non-smooth curved surface in three dimensions that I think I can define as a point cloud although I am still not entirely sure how I will go about this.
I need to calculate the normal to the surface at the point the vector describing the cylinder intercepts the surface. I assume I can just calculate when cylinder[x,y,z] - surface[x,y,z] = 0 in a few more words so I think that bit will be ok.
My main issue is that I am struggling to understand how best to create the 3D point cloud from a 2D image stack and then how to calculate the normal. When I have the normal I can envision how to calculate Euler angles and what not.
Any help would be appreciated.

Pipeline to create Voronoi Meshes

I would like to implement a Maya plugin (this question is independent from Maya) to create 3D Voronoi patterns, Something like
I just know that I have to start from point sampling (I implemented the adaptive poisson sampling algorithm described in this paper).
I thought that, from those points, I should create the 3D wire of the mesh applying Voronoi but the result was something different from what I expected.
Here are a few example of what I get handling the result i get from scipy.spatial.Voronoi like this (as suggested here):
vor = Voronoi(points)
for vpair in vor.ridge_vertices:
for i in range(len(vpair) - 1):
if all(x >= 0 for x in vpair):
v0 = vor.vertices[vpair[i]]
v1 = vor.vertices[vpair[i+1]]
create_line(v0.tolist(), v1.tolist())
The grey vertices are the sampled points (the original shape was a simple sphere):
Here is a more complex shape (an arm)
I am missing something? Can anyone suggest the proper pipeline and algorithms I have to implement to create such patterns?
I saw your question since you posted it but didn’t have a real answer for you, however as I see you still didn’t get any response I’ll at least write down some ideas from me. Unfortunately it’s still not a full solution for your problem.
For me it seems you’re mixing few separate problems in this question so it would help to break it down to few pieces:
Voronoi diagram:
The diagram is by definition infinite, so when you draw it directly you should expect a similar mess you’ve got on your second image, so this seems fine. I don’t know how the SciPy does that, but the implementation I’ve used flagged some edge ends as ‘infinite’ and provided me the edges direction, so I could clip it at some distance by myself. You’ll need to check the exact data you get from SciPy.
In the 3D world you’ll almost always want to remove such infinite areas to get any meaningful rendering, or at least remove the area that contains your camera.
Points generation:
The Poisson disc is fine as some sample data or for early R&D but it’s also the most boring one :). You’ll need more ways to generate input points.
I tried to imagine the input needed for your ball-like example and I came up with something like this:
Create two spheres of points, with the same center but different radius.
When you create a Voronoi diagram out of it and remove infinite areas you should end up with something like a football ball.
If you created both spheres randomly you’ll get very irregular boundaries of the ‘ball’, but if you scale the points of one sphere, to use for the 2nd one you should get a regular mesh, similar to ball. You can also use similar points, but add some random offset to control the level of surface irregularity.
Get your computed diagram and for each edge create few points along this edge - this will give you small areas building up the edges of bigger areas. Play with random offsets again. Try to ignore edges, that doesn't touch any infinite region to get result similar to your image.
Get the points from both stages and compute the diagram once more.
Mesh generation:
Up to now it didn’t look like your target images. In fact it may be really hard to do it with production quality (for a Maya plugin) but I see some tricks that may help.
What I would try first would be to get all my edges and extrude some circle along them. You may modulate circle size to make it slightly bigger at the ends. Then do Boolean ‘OR’ between all those meshes and some Mesh Smooth at the end.
This way may give you similar results but you’ll need to be careful at mesh intersections, they can get ugly and need some special treatment.

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