清晰化

This commit is contained in:
hesuicong committed 2026-10-20 11:24:50 +08:00
1 parent 6b67c75c7e
commit 272d3900d0
1 file changed
+52 -4
+52 -4
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@@ -828,6 +828,50 @@ public:
Pixel8U colEmpty, Pixel8U colEmpty,
Mesh::Image8U3Arr& outTextures); Mesh::Image8U3Arr& outTextures);
inline float ComputeLocalVariance(const cv::Mat& image, int patchW, int patchH) {
cv::Mat gray;
if (image.channels() == 3) {
cv::cvtColor(image, gray, cv::COLOR_BGR2GRAY);
} else {
gray = image.clone();
}
// 1. 局部方差
cv::Mat mean, sqrMean;
cv::boxFilter(gray, mean, CV_32F, cv::Size(5, 5));
cv::boxFilter(gray.mul(gray), sqrMean, CV_32F, cv::Size(5, 5));
cv::Mat variance = sqrMean - mean.mul(mean);
float varScore = cv::mean(variance)[0] / 0.08f;
// 2. 梯度幅值
cv::Mat gradX, gradY;
cv::Sobel(gray, gradX, CV_32F, 1, 0, 3);
cv::Sobel(gray, gradY, CV_32F, 0, 1, 3);
cv::Mat magnitude;
cv::magnitude(gradX, gradY, magnitude);
float gradScore = cv::mean(magnitude)[0] * 3.0f;
// 3. 直方图熵(可选,衡量纹理丰富度)
int histSize = 256;
float range[] = {0, 256};
const float* histRange = {range};
cv::Mat hist;
cv::calcHist(&gray, 1, 0, cv::Mat(), hist, 1, &histSize, &histRange);
hist /= gray.total();
float entropy = 0;
for (int i = 0; i < histSize; i++) {
float p = hist.at<float>(i);
if (p > 0) entropy -= p * log2f(p);
}
float entropyScore = entropy / 8.0f; // 8 bits 的最大熵
// 综合评分(可调整权重)
float complexity = 0.4f * varScore + 0.4f * gradScore + 0.2f * entropyScore;
return std::min(complexity, 1.0f);
}
inline bool ComputeBarycentric(float u, float v, inline bool ComputeBarycentric(float u, float v,
const TexCoord& uv0, const TexCoord& uv1, const TexCoord& uv2, const TexCoord& uv0, const TexCoord& uv1, const TexCoord& uv2,
float& b0, float& b1, float& b2) { float& b0, float& b1, float& b2) {
@@ -16664,8 +16708,8 @@ bool MeshTexture::RasterizeVirtualFaces(
mainPatch.convertTo(mainFloat, CV_32FC3, 1.0f / 255.0f); mainPatch.convertTo(mainFloat, CV_32FC3, 1.0f / 255.0f);
cv::Mat mainLowFreq; cv::Mat mainLowFreq;
cv::GaussianBlur(mainFloat, mainLowFreq, cv::Size(31, 31), 10.0); cv::GaussianBlur(mainFloat, mainLowFreq, cv::Size(5, 5), 1.5);
cv::Mat highFreqAccum = (mainFloat - mainLowFreq) * 0.6f; cv::Mat highFreqAccum = (mainFloat - mainLowFreq) * 0.9f;
float highFreqTotalWeight = 0.6f; float highFreqTotalWeight = 0.6f;
if (hasLowFreqViews) { if (hasLowFreqViews) {
@@ -16784,7 +16828,10 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
} }
} }
cv::Mat finalPatch = filledLowFreq * 0.7f + mainFloat * 0.3f; // 使用自适应权重,根据纹理复杂度决定
float textureComplexity = ComputeLocalVariance(mainFloat, patchW, patchH);
float lowFreqWeight = 0.3f + 0.4f * (1.0f - textureComplexity);
cv::Mat finalPatch = filledLowFreq * lowFreqWeight + mainFloat * (1.0f - lowFreqWeight);
// 钳制到 [0, 1] // 钳制到 [0, 1]
cv::Mat clampedPatch; cv::Mat clampedPatch;
@@ -16816,7 +16863,8 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
if (minDist < pad) { if (minDist < pad) {
weight = minDist / (float)pad; weight = minDist / (float)pad;
weight = weight * weight; // 使用线性衰减而非平方衰减
weight = std::min(minDist / (float)pad, 1.0f); // 原 weight * weight
} }
if (currentScore > m_texelScores[idx].score) { if (currentScore > m_texelScores[idx].score) {