颜色溢出进一步优化
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@@ -794,31 +794,102 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr
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Mesh::Octree octree;
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Mesh::Octree octree;
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Mesh::FacesInserter::CreateOctree(octree, scene.mesh);
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Mesh::FacesInserter::CreateOctree(octree, scene.mesh);
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#ifdef TEXOPT_USE_OPENMP
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// #ifdef TEXOPT_USE_OPENMP
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#pragma omp critical(invalid_faces_access)
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// #pragma omp critical(invalid_faces_access)
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#endif
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// #endif
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{
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// {
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// scene.mesh.invalidFaces.clear();
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// // scene.mesh.invalidFaces.clear();
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}
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// }
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std::vector<int> faceViewCount(faces.size(), 0);
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std::vector<int> faceViewCount(faces.size(), 0);
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std::vector<std::vector<Color>> faceViewColors(faces.size()); // 存储每个面片在各个视图下的颜色
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std::vector<std::vector<float>> faceViewQualities(faces.size()); // 存储每个面片在各个视图下的质量
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// extract array of faces viewed by each image
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// extract array of faces viewed by each image
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IIndexArr views(_views);
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IIndexArr views(_views);
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if (views.empty()) {
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if (views.empty()) {
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views.resize(images.size());
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views.resize(images.size());
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std::iota(views.begin(), views.end(), IIndex(0));
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std::iota(views.begin(), views.end(), IIndex(0));
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}
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}
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Util::Progress progress(_T("Initialized views"), views.size());
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FaceMap faceMap;
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DepthMap depthMap;
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// Temp
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/*
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Util::Progress progress1(_T("Initialized views"), views.size());
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for (IIndex idxView: views) {
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Image& imageData = images[idxView];
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if (!imageData.IsValid()) {
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++progress;
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continue;
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}
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std::string strPath = imageData.name;
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size_t lastSlash = strPath.find_last_of("/\\");
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if (lastSlash == std::string::npos) lastSlash = 0;
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else lastSlash++;
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size_t lastDot = strPath.find_last_of('.');
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if (lastDot == std::string::npos) lastDot = strPath.size();
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std::string strName = strPath.substr(lastSlash, lastDot - lastSlash);
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// load image
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unsigned level(nResolutionLevel);
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const unsigned imageSize(imageData.RecomputeMaxResolution(level, nMinResolution));
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if ((imageData.image.empty() || MAXF(imageData.width,imageData.height) != imageSize) && !imageData.ReloadImage(imageSize)) {
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return false;
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}
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imageData.UpdateCamera(scene.platforms);
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// select faces inside view frustum
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Mesh::FaceIdxArr cameraFaces;
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Mesh::FacesInserter inserter(cameraFaces);
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const TFrustum<float,5> frustum(Matrix3x4f(imageData.camera.P), (float)imageData.width, (float)imageData.height);
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octree.Traverse(frustum, inserter);
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// project all triangles in this view and keep the closest ones
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faceMap.create(imageData.GetSize());
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depthMap.create(imageData.GetSize());
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RasterMesh rasterer(*this, vertices, imageData.camera, depthMap, faceMap, scene.mesh, false);
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RasterMesh::Triangle triangle;
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RasterMesh::TriangleRasterizer triangleRasterizer(triangle, rasterer);
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// 简化后的可见性检查
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for (FIndex idxFace : cameraFaces) {
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rasterer.validFace = true;
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const Face& facet = faces[idxFace];
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rasterer.idxFace = idxFace;
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// 只进行基本的可见性检查
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if (scene.is_face_visible(strName.c_str(), idxFace)) {
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// 尝试投影
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rasterer.Project(facet, triangleRasterizer);
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// 如果投影成功,增加计数
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if (rasterer.validFace) {
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faceViewCount[idxFace]++;
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}
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}
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}
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++progress;
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}
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//*/
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// Temp
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std::vector<std::vector<Color>> faceViewColors(faces.size()); // 存储每个面片在各个视图下的颜色
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std::vector<std::vector<float>> faceViewQualities(faces.size()); // 存储每个面片在各个视图下的质量
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facesDatas.resize(faces.size());
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facesDatas.resize(faces.size());
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// viewDepthMaps.resize(views.size()); // 初始化深度图存储
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// viewDepthMaps.resize(views.size()); // 初始化深度图存储
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Util::Progress progress(_T("Initialized views"), views.size());
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typedef float real;
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typedef float real;
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TImage<real> imageGradMag;
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TImage<real> imageGradMag;
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TImage<real>::EMat mGrad[2];
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TImage<real>::EMat mGrad[2];
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FaceMap faceMap;
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DepthMap depthMap;
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Util::Progress progress2(_T("Processing views"), views.size());
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#ifdef TEXOPT_USE_OPENMP
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#ifdef TEXOPT_USE_OPENMP
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bool bAbort(false);
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bool bAbort(false);
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#pragma omp parallel for private(imageGradMag, mGrad, faceMap, depthMap)
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#pragma omp parallel for private(imageGradMag, mGrad, faceMap, depthMap)
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@@ -957,27 +1028,32 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr
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const Face& facet = faces[idxFace];
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const Face& facet = faces[idxFace];
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rasterer.idxFace = idxFace;
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rasterer.idxFace = idxFace;
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bool skipVisibilityCheck = false;
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bool normal_visible_check = false;
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int coverage = faceViewCount[idxFace];
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int coverage = faceViewCount[idxFace];
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if (coverage < 5) {
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// if (coverage<2||coverage>=8) {
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skipVisibilityCheck = true;
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// normal_visible_check = true;
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}
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// }
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bool is_face_visible = scene.is_face_visible(strName.c_str(), idxFace);
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bool is_face_visible = scene.is_face_visible(strName.c_str(), idxFace);
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// bool is_face_normal_visible_map = scene.is_face_normal_visible_map(strName.c_str(), idxFace);
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bool is_face_normal_visible_map = scene.is_face_normal_visible_map(strName.c_str(), idxFace);
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bool is_face_edge = scene.is_face_edge(strName.c_str(), idxFace);
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bool is_face_delete_edge = scene.is_face_delete_edge(strName.c_str(), idxFace);
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// if (is_face_visible && is_face_normal_visible_map)
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if (!is_face_edge)
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if (is_face_visible)
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is_face_normal_visible_map = true;
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// if (skipVisibilityCheck || scene.is_face_visible(strName.c_str(), idxFace))
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if (is_face_visible && is_face_normal_visible_map)
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// if (is_face_visible)
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{
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{
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rasterer.Project(facet, triangleRasterizer);
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rasterer.Project(facet, triangleRasterizer);
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if (!rasterer.validFace)
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if (!rasterer.validFace)
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rasterer.Project(facet, triangleRasterizer);
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rasterer.Project(facet, triangleRasterizer);
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// 如果投影成功,增加面片覆盖率计数
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// 如果投影成功,增加面片覆盖率计数
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// if (rasterer.validFace) {
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// if (rasterer.validFace)
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// {
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// faceViewCount[idxFace]++;
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// faceViewCount[idxFace]++;
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// }
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// }
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}
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}
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@@ -1146,94 +1222,6 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr
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++progress;
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++progress;
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}
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}
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// Temp
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/*
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// 第一步:计算每个面片的最终颜色(基于最接近平均颜色的3个视图)
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#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
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Colors faceFinalColors; // 存储每个面片的最终颜色
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std::vector<float> faceFinalQualities(faces.size(), 0.0f); // 存储每个面片的最终质量
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// 使用循环初始化
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for (size_t i = 0; i < faces.size(); ++i) {
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faceFinalColors.push_back(Color::ZERO);
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}
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for (FIndex idxFace = 0; idxFace < faces.size(); ++idxFace) {
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const std::vector<Color>& colors = faceViewColors[idxFace];
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const std::vector<float>& qualities = faceViewQualities[idxFace];
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if (colors.empty()) {
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continue;
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}
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// 1. 计算所有视图颜色的平均值
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Color avgColor = Color::ZERO;
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for (const Color& color : colors) {
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avgColor += color;
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}
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avgColor /= (float)colors.size();
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// 2. 计算每个视图颜色与平均值的差异
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std::vector<std::pair<float, int>> colorDistances; // (距离, 索引)
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colorDistances.reserve(colors.size());
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for (size_t i = 0; i < colors.size(); ++i) {
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float distance = cv::norm(colors[i] - avgColor);
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colorDistances.emplace_back(distance, i);
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}
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// 3. 按距离排序(从小到大)
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std::sort(colorDistances.begin(), colorDistances.end(),
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[](const std::pair<float, int>& a, const std::pair<float, int>& b) {
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return a.first < b.first;
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});
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const Image& imageData = images[idxView];
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std::string strPath = imageData.name;
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size_t lastSlash = strPath.find_last_of("/\\");
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if (lastSlash == std::string::npos) lastSlash = 0; // 若无分隔符,从头开始
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else lastSlash++; // 跳过分隔符
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// 查找扩展名分隔符 '.' 的位置
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size_t lastDot = strPath.find_last_of('.');
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if (lastDot == std::string::npos) lastDot = strPath.size(); // 若无扩展名,截到末尾
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// 截取文件名(不含路径和扩展名)
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std::string strName = strPath.substr(lastSlash, lastDot - lastSlash);
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bool is_face_normal_visible_map = scene.is_face_normal_visible_map(strName.c_str(), idxFace);
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// 4. 只保留最接近的3个视图
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size_t numToKeep = colorDistances.size(); // std::min((size_t)3, colorDistances.size());
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Color finalColor = Color::ZERO;
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float finalQuality = 0.0f;
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for (size_t i = 0; i < numToKeep; ++i) {
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int viewIdx = colorDistances[i].second;
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finalColor += colors[viewIdx];
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finalQuality += qualities[viewIdx];
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}
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// 5. 计算最终颜色和质量
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finalColor /= (float)numToKeep;
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finalQuality /= (float)numToKeep;
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faceFinalColors[idxFace] = finalColor;
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faceFinalQualities[idxFace] = finalQuality;
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// 第二步:更新facesDatas,只保留最终颜色和质量
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FaceDataArr& faceDatas = facesDatas[idxFace];
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if (!faceDatas.empty()) {
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// 只保留第一个FaceData,并用最终颜色和质量更新它
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faceDatas.resize(1);
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FaceData& faceData = faceDatas.back();
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faceData.quality = finalQuality;
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faceData.color = finalColor;
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// 注意:这里不再保留原始的idxView,因为颜色是多个视图的混合
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// 您可能需要根据需要调整idxView的值
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}
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}
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#endif
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//*/
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// Temp
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#ifdef TEXOPT_USE_OPENMP
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#ifdef TEXOPT_USE_OPENMP
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if (bAbort)
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if (bAbort)
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return false;
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return false;
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@@ -1420,7 +1420,7 @@ class ModelProcessor:
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angles_deg = torch.acos(torch.clamp(cos_angles, -1.0, 1.0)) * 180.0 / torch.pi
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angles_deg = torch.acos(torch.clamp(cos_angles, -1.0, 1.0)) * 180.0 / torch.pi
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# 4. 创建法线可见性掩码(夹角 ≤ 45度)
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# 4. 创建法线可见性掩码(夹角 ≤ 45度)
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normal_visible_mask = angles_deg <= 70.0
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normal_visible_mask = angles_deg <= 40.0
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# 5. 结合遮挡可见性和法线可见性
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# 5. 结合遮挡可见性和法线可见性
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face_normal_visible = face_visible & normal_visible_mask
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face_normal_visible = face_visible & normal_visible_mask
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@@ -1428,8 +1428,8 @@ class ModelProcessor:
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# 使用与CPU版本相同的后续处理
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# 使用与CPU版本相同的后续处理
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shrunk_visibility = self._shrink_face_visibility(face_visible.cpu().numpy(), 9)
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shrunk_visibility = self._shrink_face_visibility(face_visible.cpu().numpy(), 9)
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expanded_visibility = self._expand_face_visibility(face_visible.cpu().numpy(), 30)
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expanded_visibility = self._expand_face_visibility(face_visible.cpu().numpy(), 0)
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shrunk_visibility2 = self._shrink_face_visibility(face_visible.cpu().numpy(), 50)
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shrunk_visibility2 = self._shrink_face_visibility(face_visible.cpu().numpy(), 0)
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expanded_edge = expanded_visibility & ~shrunk_visibility2
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expanded_edge = expanded_visibility & ~shrunk_visibility2
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delete_edge = face_visible.cpu().numpy() & ~shrunk_visibility
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delete_edge = face_visible.cpu().numpy() & ~shrunk_visibility
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