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有优化

ManualUV
hesuicong 4 weeks ago
parent
commit
32a270b287
  1. 85
      libs/MVS/SceneTexture.cpp

85
libs/MVS/SceneTexture.cpp

@ -14616,73 +14616,70 @@ void MeshTexture::AlignPatchColors(Image8U3& atlas, @@ -14616,73 +14616,70 @@ void MeshTexture::AlignPatchColors(Image8U3& atlas,
const std::vector<IIndex>& texelPatchID,
int textureSize)
{
if (atlas.empty() || texelPatchID.empty()) return;
if (atlas.empty()) return;
const IIndex NP = (IIndex)rcPatches.size();
if (NP == 0) return;
// ---------- 一次遍历:记录每个 patch 的"向外边界颜色" ----------
// 边界像素的定义:它自己和某个邻居属于不同 patch。
// 对于这条边,颜色贡献到"我的 patch",同时也贡献到"邻居的 patch"。
struct Acc { cv::Vec3d sum = {0,0,0}; int count = 0; };
std::map<IIndex, Acc> myBorder; // patch -> 自己这侧的边界颜色累加
std::map<IIndex, Acc> neighborBorder; // patch -> 所有邻居边界颜色的累加
// 每个 patch 的边界颜色累加(自己侧 + 邻居侧)
struct Acc { cv::Vec3d self = {0,0,0}, nb = {0,0,0}; int selfCnt = 0, nbCnt = 0; };
std::vector<Acc> acc(NP);
const int dx4[] = { -1, 1, 0, 0 };
const int dy4[] = { 0, 0, -1, 1 };
const int dy4[] = { 0, 0,-1, 1 };
// 一次遍历:只处理边界像素
for (int y = 1; y < textureSize - 1; ++y) {
for (int x = 1; x < textureSize - 1; ++x) {
int idx = y * textureSize + x;
if (texelPatchID[idx] == NO_ID) continue;
IIndex myPatch = texelPatchID[idx];
const Pixel8U& myPx = atlas(y, x);
cv::Vec3f myColor(myPx[2], myPx[1], myPx[0]); // BGR -> RGB
IIndex pid = texelPatchID[idx];
if (pid >= NP) continue;
const Pixel8U& px = atlas(y, x);
cv::Vec3d color(px[2], px[1], px[0]);
for (int d = 0; d < 4; ++d) {
int nx = x + dx4[d], ny = y + dy4[d];
int nidx = ny * textureSize + nx;
IIndex nbPatch = texelPatchID[nidx];
if (nbPatch == NO_ID || nbPatch == myPatch) continue;
if (texelPatchID[nidx] == NO_ID || texelPatchID[nidx] == pid) continue;
// 这条边存在:两侧都记录
myBorder[myPatch].sum += cv::Vec3d(myColor);
myBorder[myPatch].count++;
neighborBorder[myPatch].sum += cv::Vec3d(atlas(ny, nx)[2],
atlas(ny, nx)[1],
atlas(ny, nx)[0]);
neighborBorder[myPatch].count++;
IIndex npid = texelPatchID[nidx];
if (npid >= NP) continue;
const Pixel8U& npx = atlas(ny, nx);
cv::Vec3d ncolor(npx[2], npx[1], npx[0]);
acc[pid].self += color; acc[pid].selfCnt++;
acc[npid].nb += color; acc[npid].nbCnt++;
}
}
}
// ---------- 计算增益(O(patch 数),不再扫全图)----------
std::map<IIndex, cv::Vec3f> patchGain;
for (const auto& entry : myBorder) {
IIndex pid = entry.first;
if (entry.second.count == 0 || neighborBorder[pid].count == 0) continue;
cv::Vec3d myMean = entry.second.sum / entry.second.count;
cv::Vec3d nbMean = neighborBorder[pid].sum / neighborBorder[pid].count;
cv::Vec3f gain(1, 1, 1);
// 计算每个 patch 的增益(向邻居对齐)
std::vector<cv::Vec3f> gain(NP, cv::Vec3f(1, 1, 1));
for (IIndex i = 0; i < NP; ++i) {
if (acc[i].selfCnt == 0 || acc[i].nbCnt == 0) continue;
cv::Vec3d selfMean = acc[i].self / acc[i].selfCnt;
cv::Vec3d nbMean = acc[i].nb / acc[i].nbCnt;
for (int c = 0; c < 3; ++c) {
if (myMean[c] > 1.0f)
gain[c] = (float)(nbMean[c] / myMean[c]);
gain[c] = std::max(0.5f, std::min(2.0f, gain[c]));
if (selfMean[c] > 1.0f) {
float g = (float)(nbMean[c] / selfMean[c]);
gain[i][c] = std::max(0.7f, std::min(1.4f, g)); // 保守范围
}
}
patchGain[pid] = gain;
}
// ---------- 应用增益 ----------
// 应用增益(整个 patch 统一乘)
for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) {
int idx = y * textureSize + x;
if (texelPatchID[idx] == NO_ID) continue;
auto it = patchGain.find(texelPatchID[idx]);
if (it == patchGain.end()) continue;
const cv::Vec3f& gain = it->second;
IIndex pid = texelPatchID[idx];
if (pid >= NP) continue;
if (gain[pid] == cv::Vec3f(1,1,1)) continue;
Pixel8U& px = atlas(y, x);
px[2] = cv::saturate_cast<uchar>(px[2] * gain[0]);
px[1] = cv::saturate_cast<uchar>(px[1] * gain[1]);
px[0] = cv::saturate_cast<uchar>(px[0] * gain[2]);
px[2] = cv::saturate_cast<uchar>(px[2] * gain[pid][0]);
px[1] = cv::saturate_cast<uchar>(px[1] * gain[pid][1]);
px[0] = cv::saturate_cast<uchar>(px[0] * gain[pid][2]);
}
}
}
@ -14920,6 +14917,10 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -14920,6 +14917,10 @@ bool MeshTexture::RasterizeVirtualFaces(
DEBUG_EXTRA("Patch avg color computed: %d patches, %d with pixels",
NP, NP - std::count(pixelCount.begin(), pixelCount.end(), 0));
for (int iter = 0; iter < 3; ++iter) {
AlignPatchColors(atlas, m_texelPatchID, textureSize);
}
// 5/6/7. 接缝
BuildSeamEdgesFromRCPatches();
if (!rcSeamEdges.empty()) {
@ -14935,7 +14936,7 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -14935,7 +14936,7 @@ bool MeshTexture::RasterizeVirtualFaces(
DEBUG_EXTRA("Seam blending completed: %zu edges (%s)", seamEdges.size(), TD_TIMER_GET_FMT().c_str());
}
AlignPatchColors(atlas, m_texelPatchID, textureSize);
// AlignPatchColors(atlas, m_texelPatchID, textureSize);
// FeatherTextureSeams(atlas, m_texelPatchID, textureSize, 3);
return true;
}

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