清晰化
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6b67c75c7e
commit
272d3900d0
1 file changed
+68
-20
+68
-20
@@ -828,6 +828,50 @@ public:
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Pixel8U colEmpty,
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Mesh::Image8U3Arr& outTextures);
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inline float ComputeLocalVariance(const cv::Mat& image, int patchW, int patchH) {
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cv::Mat gray;
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if (image.channels() == 3) {
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cv::cvtColor(image, gray, cv::COLOR_BGR2GRAY);
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} else {
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gray = image.clone();
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}
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// 1. 局部方差
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cv::Mat mean, sqrMean;
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cv::boxFilter(gray, mean, CV_32F, cv::Size(5, 5));
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cv::boxFilter(gray.mul(gray), sqrMean, CV_32F, cv::Size(5, 5));
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cv::Mat variance = sqrMean - mean.mul(mean);
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float varScore = cv::mean(variance)[0] / 0.08f;
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// 2. 梯度幅值
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cv::Mat gradX, gradY;
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cv::Sobel(gray, gradX, CV_32F, 1, 0, 3);
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cv::Sobel(gray, gradY, CV_32F, 0, 1, 3);
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cv::Mat magnitude;
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cv::magnitude(gradX, gradY, magnitude);
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float gradScore = cv::mean(magnitude)[0] * 3.0f;
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// 3. 直方图熵(可选,衡量纹理丰富度)
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int histSize = 256;
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float range[] = {0, 256};
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const float* histRange = {range};
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cv::Mat hist;
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cv::calcHist(&gray, 1, 0, cv::Mat(), hist, 1, &histSize, &histRange);
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hist /= gray.total();
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float entropy = 0;
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for (int i = 0; i < histSize; i++) {
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float p = hist.at<float>(i);
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if (p > 0) entropy -= p * log2f(p);
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}
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float entropyScore = entropy / 8.0f; // 8 bits 的最大熵
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// 综合评分(可调整权重)
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float complexity = 0.4f * varScore + 0.4f * gradScore + 0.2f * entropyScore;
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return std::min(complexity, 1.0f);
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}
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inline bool ComputeBarycentric(float u, float v,
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const TexCoord& uv0, const TexCoord& uv1, const TexCoord& uv2,
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float& b0, float& b1, float& b2) {
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@@ -16664,8 +16708,8 @@ bool MeshTexture::RasterizeVirtualFaces(
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mainPatch.convertTo(mainFloat, CV_32FC3, 1.0f / 255.0f);
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cv::Mat mainLowFreq;
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cv::GaussianBlur(mainFloat, mainLowFreq, cv::Size(31, 31), 10.0);
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cv::Mat highFreqAccum = (mainFloat - mainLowFreq) * 0.6f;
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cv::GaussianBlur(mainFloat, mainLowFreq, cv::Size(5, 5), 1.5);
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cv::Mat highFreqAccum = (mainFloat - mainLowFreq) * 0.9f;
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float highFreqTotalWeight = 0.6f;
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if (hasLowFreqViews) {
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@@ -16695,12 +16739,12 @@ bool MeshTexture::RasterizeVirtualFaces(
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cv::Mat highFreq = highFreqAccum;
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// ========== 每个顶点独立判断可见性(增强版)==========
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bool vertexVisible[3] = {false, false, false};
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cv::Vec3f vertexBestColor[3] = {cv::Vec3f(0,0,0), cv::Vec3f(0,0,0), cv::Vec3f(0,0,0)};
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// ========== 每个顶点独立判断可见性(增强版)==========
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bool vertexVisible[3] = {false, false, false};
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cv::Vec3f vertexBestColor[3] = {cv::Vec3f(0,0,0), cv::Vec3f(0,0,0), cv::Vec3f(0,0,0)};
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// 检查主视图
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for (int j = 0; j < 3; ++j) {
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// 检查主视图
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for (int j = 0; j < 3; ++j) {
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int vx = (int)(uv[j].x * textureSize) - minX;
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int vy = (int)(uv[j].y * textureSize) - minY;
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if (vx >= 0 && vx < patchW && vy >= 0 && vy < patchH) {
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@@ -16710,10 +16754,10 @@ for (int j = 0; j < 3; ++j) {
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vertexBestColor[j] = color;
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}
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}
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}
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}
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// 如果主视图不可见,检查辅助视图
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if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible[2])) {
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// 如果主视图不可见,检查辅助视图
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if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible[2])) {
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for (const auto& lfv : lowFreqViews) {
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if (lfv.viewId >= (IIndex)images.size() || images[lfv.viewId].image.empty()) continue;
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@@ -16760,10 +16804,10 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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if (vertexVisible[0] && vertexVisible[1] && vertexVisible[2])
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break;
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}
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}
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}
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#pragma omp critical (vertex_visibility)
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{
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#pragma omp critical (vertex_visibility)
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{
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for (int j = 0; j < 3; ++j) {
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VIndex vi = face[j];
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if (vi < m_vertexColors.size() && vertexVisible[j]) {
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@@ -16771,7 +16815,7 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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m_vertexColors[vi].mainColor = vertexBestColor[j];
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}
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}
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}
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}
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// ========== 空洞填充与合成 ==========
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cv::Mat filledLowFreq = lowFreqPatch.clone();
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@@ -16784,7 +16828,10 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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}
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}
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cv::Mat finalPatch = filledLowFreq * 0.7f + mainFloat * 0.3f;
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// 使用自适应权重,根据纹理复杂度决定
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float textureComplexity = ComputeLocalVariance(mainFloat, patchW, patchH);
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float lowFreqWeight = 0.3f + 0.4f * (1.0f - textureComplexity);
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cv::Mat finalPatch = filledLowFreq * lowFreqWeight + mainFloat * (1.0f - lowFreqWeight);
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// 钳制到 [0, 1]
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cv::Mat clampedPatch;
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@@ -16816,7 +16863,8 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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if (minDist < pad) {
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weight = minDist / (float)pad;
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weight = weight * weight;
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// 使用线性衰减而非平方衰减
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weight = std::min(minDist / (float)pad, 1.0f); // 原 weight * weight
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}
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if (currentScore > m_texelScores[idx].score) {
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@@ -16920,10 +16968,10 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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// 找到这个像素属于哪个面
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int patchID = m_texelPatchID[idx];
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if (patchID >= (int)virtualFaceMap.size())
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if (patchID >= (int)virtualFaceMap.size())
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continue;
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if (patchID == NO_ID) {
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if (patchID == NO_ID) {
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// 尝试找最近的已填充像素
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int bestDist = INT_MAX;
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int bestPatchID = NO_ID;
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@@ -16947,7 +16995,7 @@ if (patchID == NO_ID) {
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} else {
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continue; // 实在找不到归属面,跳过
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}
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}
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}
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const VirtualFace& vf = virtualFaceMap[patchID];
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if (vf.faces.empty()) continue;
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@@ -16993,7 +17041,7 @@ if (patchID == NO_ID) {
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fillColor = vertexColors[bestVertex];
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}
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// ★★★ 新增:检查 fillColor 是否有效(接近黑色)★★★
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// ★★★ 新增:检查 fillColor 是否有效(接近黑色)★★★
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bool fillIsBlack = (fillColor[0] < 0.05f && fillColor[1] < 0.05f && fillColor[2] < 0.05f);
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if (fillIsBlack) {
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// Fallback:从邻近非空洞像素采样
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