如何增加 rgl 中 spheres3d 的平滑度

How to increase smoothness of spheres3d in rgl

当我使用 rgl::spheres3d() 时,渲染的球体有笨重的多面边。

spheres = data.frame(x = c(1,2,3), y = c(1,3,1),
                     color = c("#992222" , "#222299", "#229922"))
open3d()
spheres3d(spheres$x, spheres$y, radius = 1, color = spheres$color)

设置material3d(smooth = TRUE, line_antialias = TRUE)并不能改善这一点。增加半径也无济于事。有什么方法可以增加绘制的平滑度吗?

这并不容易;我 认为 如果你想这样做,你将不得不

sphereMesh.setGlobe(16,16);

以较大的值调用函数(此函数在src/SphereMesh.cpp的第25行定义;参数为in_segmentsin_sections ...)

  • build/install 来自源的包;这不仅需要标准编译工具,还需要相关的 OpenGL 库(在 Debian Linux OS 上你可以使用 sudo apt-get build-dep r-cran-rgl 来获取它们,我认为......)

我没试过这个。祝你好运......或者,你可以要求包维护者通过 materials3d 或其他方式将其设置为可设置的参数......

虽然rgl::spheres3d()不能这样做,但另一种方法是编写自己的函数来绘制球体。这是一个将球体渲染为以相等的纬度和经度间隔的四边形网格的函数。

drawSphere = function(xc=0, yc=0, zc=0, r=1, lats=50L, longs=50L, ...) {
  #xc,yc,zc give centre of sphere, r is radius, lats/longs for resolution
  vertices = vector(mode = "numeric", length = 12L * lats * longs)
  vi = 1L
  for(i in 1:lats) {
    lat0 = pi * (-0.5 + (i - 1) / lats)
    z0   = sin(lat0)*r
    zr0  = cos(lat0)*r
    lat1 = pi * (-0.5 + i / lats)
    z1   = sin(lat1)*r
    zr1  = cos(lat1)*r
    for(j in 1:longs) {
      lng1 = 2 * pi *  (j - 1) / longs
      lng2 = 2 * pi *  (j) / longs
      x1 = cos(lng1)
      y1 = sin(lng1)
      x2 = cos(lng2)
      y2 = sin(lng2)
      vertices[vi] = x1 * zr0 + xc;    vi = vi + 1L
      vertices[vi] = y1 * zr0 + yc;    vi = vi + 1L 
      vertices[vi] = z0 + zc;          vi = vi + 1L
      vertices[vi] = x1 * zr1 + xc;    vi = vi + 1L
      vertices[vi] = y1 * zr1 + yc;    vi = vi + 1L
      vertices[vi] = z1 + zc;          vi = vi + 1L
      vertices[vi] = x2 * zr1 + xc;    vi = vi + 1L
      vertices[vi] = y2 * zr1 + yc;    vi = vi + 1L
      vertices[vi] = z1 + zc;          vi = vi + 1L
      vertices[vi] = x2 * zr0 + xc;    vi = vi + 1L
      vertices[vi] = y2 * zr0 + yc;    vi = vi + 1L
      vertices[vi] = z0 + zc;          vi = vi + 1L
    }
  }
  indices = 1:(length(vertices)/3)
  shade3d(qmesh3d(vertices, indices, homogeneous=F), ...)
}

应该可以对此进行改进,例如使用 icospheres(即将球体绘制为拉伸的二十面体)。但是如果你把纬度和经度设置得足够高,这个版本已经画出了相当不错的球体。

函数的一个例子:

spheres = data.frame(x = c(1,2,3), y = c(1,3,1), z=c(0,0,0), color = c("#992222" , "#222299", "#229922"))
open3d() 
material3d(ambient = "black", specular = "grey60", emission = "black", shininess = 30.0)
rgl.clear(type = "lights")
rgl.light(theta = -30, phi = 60, viewpoint.rel = TRUE, ambient = "#FFFFFF", diffuse = "#FFFFFF", specular = "#FFFFFF", x = NULL, y = NULL, z = NULL)
rgl.light(theta = -0, phi = 0, viewpoint.rel = TRUE,  diffuse = "gray20", specular = "gray25", ambient = "gray80", x = NULL, y = NULL, z = NULL)
sapply(1:NROW(spheres), function(i) 
  drawSphere(spheres$x[i], spheres$y[i], spheres$z[i], r=1, lats = 400, longs = 400, color=spheres$color[i]))

一种更简单的方法是使用 subdivision3d()。在这里,depth=4 不是那么平滑,但您可以增加它。

library(rgl)
sphere <- subdivision3d(cube3d(),depth=4)
sphere$vb[4,] <- apply(sphere$vb[1:3,], 2, function(x) sqrt(sum(x^2)))
open3d()
shade3d(sphere, col="red")

这是我使用 persp3d.function()

的方法
sphere.f <- function(x0 = 0, y0 = 0, z0 = 0, r = 1, n = 101, ...){
  f <- function(s, t) cbind(r * cos(s) * cos(t) + x0,
                            r * sin(s) * cos(t) + y0, 
                            r * sin(t) + z0)
  persp3d(f, slim = c(0, pi), tlim = c(0, 2*pi), n = n, add = T, ...)
}

sphere.f(col = rainbow)

扩展 ,我发现了一个效果更好的参数化 - 即它在两极没有缺陷(图像中浅蓝色球体上的黑色伪影)。

library(rgl)
sphere.f <- function(x0 = 0, y0 = 0, z0 = 0, r = 1, n = 101, ...){
  f <- function(s, t) cbind(r * cos(s) * cos(t) + x0,
                            r * sin(s) * cos(t) + y0, 
                            r * sin(t) + z0)
  persp3d(f, slim = c(0, pi), tlim = c(0, 2*pi), n = n, add = T, ...)
}


sphere1.f <- function(x0 = 0, y0 = 0, z0 = 0, r = 1, n = 101, ...){
  f <- function(s,t){ 
    cbind(   r * cos(t)*cos(s) + x0,
             r *        sin(s) + y0,
             r * sin(t)*cos(s) + z0)
  }
  persp3d(f, slim = c(-pi/2,pi/2), tlim = c(0, 2*pi), n = n, add = T, ...)
}


sphere.f( -1.5,0, col = "lightblue")
sphere1.f( 1.5,0, col = "pink")

图片:

另一种可能是使用 Rvcg 包的 vcgSphere 函数。

library(Rvcg)
sphr <- vcgSphere(subdivision = 4) # unit sphere centered at (0,0,0)
library(rgl)
shade3d(sphr, color="red")

# sphere with given radius and center
radius <- 0.5
center <- c(2,1,1)
sphr2 <- translate3d(
  scale3d(sphr, radius, radius, radius), 
  center[1], center[2], center[3])
shade3d(sphr2, color="green")