防止高质量视图被低质量邻居覆盖,从而减少局部染色
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+134
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@@ -14846,8 +14846,9 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
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}
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}
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// faceToView 映射
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// faceToView 映射 + 面评分存储
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std::vector<IIndex> faceToView(scene.mesh.faces.size(), NO_ID);
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std::vector<float> faceScores(scene.mesh.faces.size(), -FLT_MAX); // ✅ 存储每个面的选图评分
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// ---------- 1. 初始视图分配 ----------
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size_t emptyCandidateViews = 0;
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@@ -14881,94 +14882,93 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
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faceViews[i].push_back(forcedView);
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faceViewWeights[i].push_back(1.0f);
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for (FIndex fid : vf.faces) {
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if (fid < faceToView.size())
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if (fid < faceToView.size()) {
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faceToView[fid] = forcedView;
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faceScores[fid] = 1.0f; // 兜底视图给中等评分
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}
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}
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++fallbackByCenterFace;
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}
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continue;
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}
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// ✅ 获取面的顶点(必须在循环内定义!)
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const Mesh::Face& face = scene.mesh.faces[faceID];
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const Point3f& v0 = scene.mesh.vertices[face[0]];
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const Point3f& v1 = scene.mesh.vertices[face[1]];
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const Point3f& v2 = scene.mesh.vertices[face[2]];
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// ✅ 计算面中心(手动计算)
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Point3f faceCenter = (v0 + v1 + v2) / 3.0f;
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Point3f faceNormal = scene.mesh.faceNormals[faceID];
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// 归一化
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float norm = std::sqrt(faceNormal.x * faceNormal.x +
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faceNormal.y * faceNormal.y +
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faceNormal.z * faceNormal.z);
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if (norm > FLT_EPSILON) {
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faceNormal.x /= norm;
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faceNormal.y /= norm;
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faceNormal.z /= norm;
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} else {
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// 退化三角形,使用默认法线
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faceNormal = Point3f(0, 0, 1);
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}
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// 选第一个候选(简单策略,后续可优化为角度最优)
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// IIndex bestView = *candidateViews.begin();
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IIndex bestView = NO_ID;
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float bestScore = -FLT_MAX;
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for (IIndex vid : candidateViews) {
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if (vid >= (IIndex)images.size()) continue;
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const Image& img = images[vid];
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if (img.image.empty() || img.image.cols < 2 || img.image.rows < 2)
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continue;
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const Camera& cam = img.camera;
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// 1. 正面度评分
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float s_normal = ComputeViewNormalScore(faceNormal, cam, faceCenter);
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if (s_normal <= 0.0f) continue;
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// 2. 分辨率评分
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float s_resolution = ComputeResolutionScore(
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cam, v0, v1, v2,
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img.image.cols, img.image.rows
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);
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// 3. 遮挡惩罚
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Point2f p0 = cam.ProjectPoint(Point3d(v0));
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Point2f p1 = cam.ProjectPoint(Point3d(v1));
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Point2f p2 = cam.ProjectPoint(Point3d(v2));
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float s_occlusion = ComputeOcclusionPenalty(
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p0, p1, p2,
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img.image.cols, img.image.rows,
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8 // border pixels
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);
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// 综合评分
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float score = 1.0f * s_normal
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+ 0.7f * s_resolution
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- 0.3f * s_occlusion;
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if (score > bestScore) {
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bestScore = score;
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bestView = vid;
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}
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}
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faceViews[i].push_back(bestView);
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faceViewWeights[i].push_back(1.0f);
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for (FIndex fid : vf.faces) {
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if (fid < faceToView.size())
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faceToView[fid] = bestView;
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Point3f faceNormal = scene.mesh.faceNormals[faceID];
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float norm = std::sqrt(faceNormal.x * faceNormal.x +
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faceNormal.y * faceNormal.y +
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faceNormal.z * faceNormal.z);
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if (norm > FLT_EPSILON) {
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faceNormal.x /= norm;
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faceNormal.y /= norm;
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faceNormal.z /= norm;
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} else {
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faceNormal = Point3f(0, 0, 1);
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}
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IIndex bestView = NO_ID;
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float bestScore = -FLT_MAX;
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for (IIndex vid : candidateViews) {
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if (vid >= (IIndex)images.size()) continue;
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const Image& img = images[vid];
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if (img.image.empty() || img.image.cols < 2 || img.image.rows < 2)
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continue;
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const Camera& cam = img.camera;
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// 1. 正面度评分
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float s_normal = ComputeViewNormalScore(faceNormal, cam, faceCenter);
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if (s_normal <= 0.0f) continue;
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// 2. 分辨率评分
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float s_resolution = ComputeResolutionScore(
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cam, v0, v1, v2,
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img.image.cols, img.image.rows
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);
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// 3. 遮挡惩罚
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Point2f p0 = cam.ProjectPoint(Point3d(v0));
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Point2f p1 = cam.ProjectPoint(Point3d(v1));
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Point2f p2 = cam.ProjectPoint(Point3d(v2));
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float s_occlusion = ComputeOcclusionPenalty(
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p0, p1, p2,
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img.image.cols, img.image.rows,
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8
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);
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// 综合评分
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float score = 1.0f * s_normal
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+ 0.7f * s_resolution
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- 0.3f * s_occlusion;
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if (score > bestScore) {
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bestScore = score;
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bestView = vid;
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}
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}
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if (bestView != NO_ID) {
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faceViews[i].push_back(bestView);
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faceViewWeights[i].push_back(bestScore); // ✅ 存储实际评分,不是固定值
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for (FIndex fid : vf.faces) {
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if (fid < faceToView.size()) {
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faceToView[fid] = bestView;
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faceScores[fid] = bestScore; // ✅ 记录面的评分
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}
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}
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++successVF;
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}
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++successVF;
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}
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// ---------- 2. Patch 一致性传播 ----------
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// ---------- 2. 改进的 Patch 一致性传播 ----------
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if (scene.mesh.faceFaces.empty()) {
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scene.mesh.ListIncidenteFaceFaces();
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}
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@@ -14976,12 +14976,21 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
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const int PROPAGATION_ITER = 2;
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for (int iter = 0; iter < PROPAGATION_ITER; ++iter) {
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std::vector<IIndex> newFaceToView = faceToView;
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std::vector<float> newFaceScores = faceScores; // ✅ 同步更新评分
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for (FIndex fid = 0; fid < (FIndex)faceToView.size(); ++fid) {
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if (faceToView[fid] == NO_ID) continue;
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if (fid >= (FIndex)scene.mesh.faceFaces.size()) continue;
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const Mesh::Face& neighbors = scene.mesh.faceFaces[fid];
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// ✅ 获取当前面的评分
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float currentScore = faceScores[fid];
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// ✅ 如果当前视图质量已经很高(>0.8),锁死,不参与传播
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if (currentScore > 0.8f) {
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continue;
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}
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std::unordered_map<IIndex, int> vote;
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vote[faceToView[fid]] = 1;
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@@ -15003,11 +15012,54 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
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}
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}
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// ✅ 改进的传播条件
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if (maxVote >= 3 && majorityView != faceToView[fid]) {
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newFaceToView[fid] = majorityView;
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// 获取多数视图在邻居中的平均评分
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float majorityAvgScore = 0.0f;
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int count = 0;
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for (int k = 0; k < 3; ++k) {
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FIndex nb = neighbors[k];
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if (nb == NO_ID) continue;
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if (nb < (FIndex)faceToView.size() && faceToView[nb] == majorityView) {
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majorityAvgScore += faceScores[nb];
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count++;
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}
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}
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if (count > 0) {
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majorityAvgScore /= count;
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}
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// ✅ 条件1:当前评分较低才考虑传播
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// ✅ 条件2:多数视图的评分与当前评分相差不大(防止引入更差的视图)
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// ✅ 条件3:或者多数视图明显更好
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bool shouldPropagate = false;
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if (currentScore < 0.3f) {
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// 当前评分很低,只要多数视图不是特别差就接受
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shouldPropagate = (majorityAvgScore > currentScore - 0.2f);
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} else if (currentScore < 0.6f) {
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// 当前评分中等,要求多数视图相当或更好
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shouldPropagate = (majorityAvgScore > currentScore - 0.1f);
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} else {
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// 当前评分较高(0.6-0.8之间),要求多数视图明显更好
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shouldPropagate = (majorityAvgScore > currentScore + 0.05f);
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}
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// ✅ 额外保护:如果当前评分已经不错,且多数视图没有显著优势,保持原样
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if (currentScore > 0.6f && std::abs(majorityAvgScore - currentScore) < 0.1f) {
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shouldPropagate = false;
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}
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if (shouldPropagate) {
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newFaceToView[fid] = majorityView;
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newFaceScores[fid] = majorityAvgScore; // ✅ 更新为邻居的平均评分
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}
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}
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}
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}防止高质量视图被低质量邻居覆盖,从而减少局部染色
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faceToView.swap(newFaceToView);
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faceScores.swap(newFaceScores); // ✅ 同步更新评分
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}
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// ---------- 3. 写回 ----------
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@@ -15018,8 +15070,10 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
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FIndex firstFace = vf.faces[0];
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if (firstFace < faceToView.size() && faceToView[firstFace] != NO_ID) {
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IIndex consistentView = faceToView[firstFace];
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float consistentScore = faceScores[firstFace]; // ✅ 使用更新后的评分
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faceViews[i] = {consistentView};
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faceViewWeights[i] = {1.0f};
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faceViewWeights[i] = {consistentScore}; // ✅ 更新权重为实际评分
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}
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}
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@@ -18937,11 +18991,11 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
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if (!texture.CreateVirtualFacesForExistingUV(virtualFaceMap))
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return false;
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// ✅ 2. 计算可见性(填充 faceNeighbors)
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if (!texture.ComputePureFaceVisibility(
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fOutlierThreshold, nIgnoreMaskLabel, views)) {
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return false;
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}
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// // ✅ 2. 计算可见性(填充 faceNeighbors)
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// if (!texture.ComputePureFaceVisibility(
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// fOutlierThreshold, nIgnoreMaskLabel, views)) {
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// return false;
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// }
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// ✅ 3. 选择最佳视图(带 patch 一致性)
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if (!texture.SelectBestViewsForVirtualFaces(
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