* 提高纹素密度
* 写入 Atlas 时加优先级(Texel 级竞争) 消除接缝模糊、局部染色 每个 texel 只相信“最正面”的那个视图。
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73b8d77980
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1 file changed
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-5
+125
-5
@@ -641,6 +641,21 @@ public:
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);
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);
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float ComputeOcclusionPenalty(const cv::Point2f& p0, const cv::Point2f& p1, const cv::Point2f& p2,
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float ComputeOcclusionPenalty(const cv::Point2f& p0, const cv::Point2f& p1, const cv::Point2f& p2,
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int imageWidth, int imageHeight, int border = 8);
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int imageWidth, int imageHeight, int border = 8);
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int ComputeOptimalTextureSizeAdaptive(
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const VirtualFaceMap& virtualFaceMap,
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const std::vector<std::vector<IIndex>>& virtualFaceViews,
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unsigned nTextureSizeMultiple);
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// 辅助函数:向上取整到最近的2的幂
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static int RoundUpPowerOfTwo(int x) {
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if (x <= 0) return 1;
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--x;
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x |= x >> 1;
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x |= x >> 2;
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x |= x >> 4;
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x |= x >> 8;
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x |= x >> 16;
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return x + 1;
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}
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bool ComputeVirtualFaceGeometry(const VirtualFaceMap& virtualFaceMap);
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bool ComputeVirtualFaceGeometry(const VirtualFaceMap& virtualFaceMap);
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@@ -706,6 +721,12 @@ public:
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Pixel8U colEmpty,
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Pixel8U colEmpty,
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Mesh::Image8U3Arr& outTextures);
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Mesh::Image8U3Arr& outTextures);
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struct TexelScore {
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float score = -1.0f;
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IIndex viewID = NO_ID;
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};
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std::vector<TexelScore> m_texelScores;
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float ComputeComprehensiveScore(const FaceData& data, const Normal& faceNormal,
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float ComputeComprehensiveScore(const FaceData& data, const Normal& faceNormal,
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const Point3f& faceCenter, const Image& image);
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const Point3f& faceCenter, const Image& image);
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float EstimatePixelSize(const Point3f& faceCenter, const Normal& faceNormal,
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float EstimatePixelSize(const Point3f& faceCenter, const Normal& faceNormal,
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@@ -14218,7 +14239,13 @@ bool MeshTexture::RasterizeVirtualFaces(
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if (uvWidth < 0.001f) uvWidth = 1.0f;
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if (uvWidth < 0.001f) uvWidth = 1.0f;
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if (uvHeight < 0.001f) uvHeight = 1.0f;
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if (uvHeight < 0.001f) uvHeight = 1.0f;
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int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
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// int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
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int textureSize = ComputeOptimalTextureSizeAdaptive(
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virtualFaceMap, virtualFaceViews, nTextureSizeMultiple);
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// 兜底
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if (textureSize < 1024) textureSize = 1024;
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if (textureSize > 16384) textureSize = 16384;
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// --------------------------------------------------
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// --------------------------------------------------
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// 2. 创建纹理
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// 2. 创建纹理
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@@ -14227,6 +14254,9 @@ bool MeshTexture::RasterizeVirtualFaces(
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Image8U3& atlas = outTextures.back();
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Image8U3& atlas = outTextures.back();
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atlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
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atlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
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// ✅ 初始化评分缓冲
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m_texelScores.assign(textureSize * textureSize, TexelScore{});
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// ✅ 计算所有虚拟面的几何和映射矩阵
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// ✅ 计算所有虚拟面的几何和映射矩阵
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if (!ComputeVirtualFaceGeometry(virtualFaceMap)) {
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if (!ComputeVirtualFaceGeometry(virtualFaceMap)) {
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DEBUG_EXTRA("Failed to compute virtual face geometries");
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DEBUG_EXTRA("Failed to compute virtual face geometries");
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@@ -14305,24 +14335,36 @@ bool MeshTexture::RasterizeVirtualFaces(
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for (int y = 0; y < patchH; ++y) {
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for (int y = 0; y < patchH; ++y) {
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for (int x = 0; x < patchW; ++x) {
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for (int x = 0; x < patchW; ++x) {
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cv::Vec3b color = patch.at<cv::Vec3b>(y, x);
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cv::Vec3b color = patch.at<cv::Vec3b>(y, x);
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// 跳过无效像素(BORDER_CONSTANT 产生的黑色)
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if (color[0] == 0 && color[1] == 0 && color[2] == 0)
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if (color[0] == 0 && color[1] == 0 && color[2] == 0)
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continue;
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continue;
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int atlasX = x + minX;
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int atlasX = x + minX;
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int atlasY = y + minY;
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int atlasY = y + minY;
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// ✅ 边界保护
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if (atlasX < 0 || atlasX >= textureSize ||
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if (atlasX < 0 || atlasX >= textureSize ||
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atlasY < 0 || atlasY >= textureSize)
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atlasY < 0 || atlasY >= textureSize)
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continue;
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continue;
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atlas(atlasY, atlasX) = Pixel8U{color[2], color[1], color[0]};
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size_t idx = atlasY * textureSize + atlasX;
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TexelScore& ts = m_texelScores[idx];
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// ✅ 获取当前虚拟面的评分
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float currentScore = virtualFaceViewWeights[i].empty()
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? -1.0f
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: virtualFaceViewWeights[i][0];
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// ✅ 只接受更高评分的写入
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if (currentScore > ts.score) {
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atlas(atlasY, atlasX) =
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Pixel8U{color[2], color[1], color[0]};
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ts.score = currentScore;
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ts.viewID = viewID;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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m_texelScores.clear();
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DEBUG_EXTRA("RC-style Rasterization completed: %s", TD_TIMER_GET_FMT().c_str());
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DEBUG_EXTRA("RC-style Rasterization completed: %s", TD_TIMER_GET_FMT().c_str());
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return true;
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return true;
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}
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}
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@@ -14701,6 +14743,84 @@ float MeshTexture::ComputeOcclusionPenalty(
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return float(count) / 3.0f; // [0, 1]
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return float(count) / 3.0f; // [0, 1]
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}
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}
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int MeshTexture::ComputeOptimalTextureSizeAdaptive(
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const VirtualFaceMap& virtualFaceMap,
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const std::vector<std::vector<IIndex>>& virtualFaceViews,
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unsigned nTextureSizeMultiple)
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{
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if (virtualFaceMap.empty()) return 2048;
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double totalPixels = 0.0;
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double totalAreaUV = 0.0;
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for (size_t i = 0; i < virtualFaceMap.size(); ++i) {
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const VirtualFace& vf = virtualFaceMap[i];
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if (vf.faces.empty() || virtualFaceViews[i].empty())
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continue;
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IIndex viewID = virtualFaceViews[i][0];
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if (viewID >= (IIndex)images.size()) continue;
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const Image& img = images[viewID];
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if (img.image.empty()) continue;
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// UV 面积
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const AABB2f& uv = vf.uvBounds;
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float uvArea = (uv.ptMax.x() - uv.ptMin.x()) *
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(uv.ptMax.y() - uv.ptMin.y());
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if (uvArea <= 0.0f) continue;
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// 投影到图像,估算像素覆盖
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const Mesh::Face& face = scene.mesh.faces[vf.faces[0]];
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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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Point2d p0 = img.camera.ProjectPoint(Point3d(v0));
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Point2d p1 = img.camera.ProjectPoint(Point3d(v1));
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Point2d p2 = img.camera.ProjectPoint(Point3d(v2));
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// 图像空间三角形面积(像素)
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double imgArea =
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std::abs((p1.x - p0.x) * (p2.y - p0.y) -
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(p2.x - p0.x) * (p1.y - p0.y)) * 0.5;
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if (imgArea < 1.0) continue;
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// 加权累加
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totalPixels += imgArea;
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totalAreaUV += uvArea;
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}
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if (totalAreaUV <= 0.0) return 2048;
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// 核心公式:
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// texelPerUV = sqrt(图像像素总面积 / UV总面积)
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double texelsPerUV = std::sqrt(totalPixels / totalAreaUV);
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// 用 UV 包围盒大小推算最终纹理尺寸
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AABB2f globalUV(true);
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for (const auto& vf : virtualFaceMap)
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globalUV.Insert(vf.uvBounds);
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float uvW = globalUV.ptMax.x() - globalUV.ptMin.x();
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float uvH = globalUV.ptMax.y() - globalUV.ptMin.y();
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int textureSize = static_cast<int>(
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std::max(uvW, uvH) * texelsPerUV
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);
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// 对齐到 2^n,不超过最大限制
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textureSize = RoundUpPowerOfTwo(textureSize);
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textureSize = std::min(textureSize, (int)nTextureSizeMultiple);
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DEBUG_EXTRA("Adaptive texture size: %d (texels/UV: %.1f)",
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textureSize, texelsPerUV);
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return textureSize;
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}
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// ============================================================
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// ============================================================
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// 5. SelectBestViewsForVirtualFaces(带 patch 一致性传播)
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// 5. SelectBestViewsForVirtualFaces(带 patch 一致性传播)
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// ============================================================
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// ============================================================
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