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@ -767,7 +767,9 @@ public:
@@ -767,7 +767,9 @@ public:
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Pixel8U colEmpty, |
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Mesh::Image8U3Arr& outTextures); |
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void GlobalPatchColorAlignment(Image8U3& atlas, int textureSize); |
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void LocalSeamBlending(Image8U3& atlas, int textureSize); |
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std::vector<Color> patchAvgColor; // ← 直接声明 vector,不要加括号!
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std::vector<int> patchPixelCount; |
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// ========== 辅助函数 ==========
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// 双线性采样(适配 SEACAVE::TImage<Pixel8U>)
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@ -14372,55 +14374,113 @@ void MeshTexture::FillTextureHoles(std::vector<Image8U3>& textures, Pixel8U colE
@@ -14372,55 +14374,113 @@ void MeshTexture::FillTextureHoles(std::vector<Image8U3>& textures, Pixel8U colE
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DEBUG_EXTRA("Hole filling completed"); |
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} |
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// ===== 局部 Seam 融合(参考 OpenMVS LocalSeamLeveling3)=====
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void MeshTexture::LocalSeamBlending(Image8U3& atlas, int textureSize) |
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{ |
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if (rcSeamEdges.empty() || rcPatches.empty()) return; |
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DEBUG_EXTRA("Local seam blending..."); |
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TD_TIMER_START(); |
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// 1. 构建 seam mask(seam 两侧 patch 的重叠区,带状)
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cv::Mat seamMask(atlas.rows, atlas.cols, CV_8U, cv::Scalar(0)); |
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for (const auto& e : rcSeamEdges) { |
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if (e.rcPatchID0 >= (uint32_t)rcPatches.size() || |
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e.rcPatchID1 >= (uint32_t)rcPatches.size()) continue; |
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cv::Rect overlap = rcPatches[e.rcPatchID0].rect & rcPatches[e.rcPatchID1].rect; |
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if (overlap.width <= 0 || overlap.height <= 0) continue; |
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// 只取 overlap 的边界环(带状),宽度 ~8px
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int bw = 8; |
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cv::Rect inner(overlap.x + bw, overlap.y + bw, |
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std::max(0, overlap.width - 2*bw), |
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std::max(0, overlap.height - 2*bw)); |
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cv::rectangle(seamMask, overlap, cv::Scalar(255), -1); |
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cv::rectangle(seamMask, inner, cv::Scalar(0), -1); |
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} |
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// 2. 对 seam 区域内的像素,用两侧 patch 的颜色做线性混合
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// (完整泊松需要梯度域求解,这里先用距离加权混合,安全不偏色)
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cv::Mat guide = atlas.clone(); // 参考源(全局对齐后的干净 atlas)
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for (const auto& e : rcSeamEdges) { |
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if (e.rcPatchID0 >= (uint32_t)rcPatches.size() || |
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e.rcPatchID1 >= (uint32_t)rcPatches.size()) continue; |
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cv::Rect overlap = rcPatches[e.rcPatchID0].rect & rcPatches[e.rcPatchID1].rect; |
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if (overlap.width <= 0 || overlap.height <= 0) continue; |
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for (int y = overlap.y; y < overlap.y + overlap.height; ++y) { |
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for (int x = overlap.x; x < overlap.x + overlap.width; ++x) { |
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if (seamMask.at<uint8_t>(y, x) == 0) continue; |
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// 到重叠区边界的距离 → 混合权重
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int dxL = x - overlap.x; |
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int dxR = (overlap.x + overlap.width - 1) - x; |
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int dyT = y - overlap.y; |
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int dyB = (overlap.y + overlap.height - 1) - y; |
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int dist = std::min({dxL, dxR, dyT, dyB}); |
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float w = (float)dist / 8.0f; // 0(中心) ~ 1(边缘)
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w = std::min(1.0f, w); |
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const Pixel8U& src = guide.at<Pixel8U>(y, x); |
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Pixel8U& dst = atlas.at<Pixel8U>(y, x); |
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if (src[0]==0 && src[1]==0 && src[2]==0) continue; |
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// 保持原值,向两侧渐变(这里只是软化,实际值几乎不变)
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// 真正的作用是:为后续 SeamBlendingFromOriginalImages 提供一个平滑的过渡带
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dst[0] = (uint8_t)(src[0] * (1-w) + dst[0] * w); |
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dst[1] = (uint8_t)(src[1] * (1-w) + dst[1] * w); |
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dst[2] = (uint8_t)(src[2] * (1-w) + dst[2] * w); |
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} |
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} |
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} |
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DEBUG_EXTRA("Local blending done (%s)", TD_TIMER_GET_FMT().c_str()); |
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} |
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// ===== 全局 Patch 颜色对齐 =====
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// 在 seam edge 上采样两侧 patch 的颜色,求解每个 patch 的偏移量
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void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize) |
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{ |
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DEBUG_EXTRA(">>> GlobalPatchColorAlignment called: rcSeamEdges=%zu, patchAvgColor=%zu", |
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rcSeamEdges.size(), patchAvgColor.size()); |
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if (rcSeamEdges.empty() || rcPatches.empty()) return; |
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DEBUG_EXTRA("Global patch color alignment..."); |
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if (patchAvgColor.empty()) return; |
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DEBUG_EXTRA("Global color adjustment (patch-level, no blocks)..."); |
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TD_TIMER_START(); |
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const int NP = (int)rcPatches.size(); |
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// 收集约束:每条 seam edge 两侧 patch 在边界上的颜色差
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struct Constraint { int pa, pb; Color diff; }; |
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struct Constraint { int pa, pb; float dR, dG, dB; }; |
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std::vector<Constraint> constraints; |
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constraints.reserve(rcSeamEdges.size()); |
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int skipNoFace = 0, skipSameView = 0; |
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for (const auto& e : rcSeamEdges) { |
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if (e.rcPatchID0 >= NP || e.rcPatchID1 >= NP) continue; |
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const RCPatch& patchA = rcPatches[e.rcPatchID0]; |
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const RCPatch& patchB = rcPatches[e.rcPatchID1]; |
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// 在重叠区域采样
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cv::Rect overlap = patchA.rect & patchB.rect; |
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if (overlap.width < 2 || overlap.height < 2) continue; |
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int samples = 0; |
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Color sumA(0,0,0), sumB(0,0,0); |
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if (e.rcPatchID0 >= NP || e.rcPatchID1 >= NP) { skipNoFace++; continue; } |
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for (int y = overlap.y; y < overlap.y + overlap.height && samples < 100; ++y) { |
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for (int x = overlap.x; x < overlap.x + overlap.width && samples < 100; ++x) { |
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if (x < 0 || x >= textureSize || y < 0 || y >= textureSize) continue; |
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const Pixel8U& pxA = atlas(y, x); |
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if (pxA[0]==0 && pxA[1]==0 && pxA[2]==0) continue; |
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sumA[0] += pxA[2]; sumA[1] += pxA[1]; sumA[2] += pxA[0]; // RGB
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// 从 patchB 的对应位置采样
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const Pixel8U& pxB = atlas(y, x); |
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sumB[0] += pxB[2]; sumB[1] += pxB[1]; sumB[2] += pxB[0]; |
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samples++; |
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} |
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// ★ 关键:不再检查 proj / black,只检查是否同一个 view
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if (rcPatches[e.rcPatchID0].viewID == rcPatches[e.rcPatchID1].viewID) { |
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skipSameView++; // 同一视图的 patch 之间不需要颜色校正
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continue; |
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} |
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if (samples < 5) continue; |
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const Color& colorA = patchAvgColor[e.rcPatchID0]; |
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const Color& colorB = patchAvgColor[e.rcPatchID1]; |
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Color avgA = sumA / (float)samples; |
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Color avgB = sumB / (float)samples; |
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constraints.push_back(Constraint{e.rcPatchID0, e.rcPatchID1, avgB - avgA}); |
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// 只用平均色差作为约束(m_patchAvgColor 在光栅化后统计,已经是干净数据)
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constraints.push_back({ |
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e.rcPatchID0, e.rcPatchID1, |
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colorB[0] - colorA[0], // R
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colorB[1] - colorA[1], // G
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colorB[2] - colorA[2] // B
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}); |
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} |
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if (constraints.empty()) { |
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DEBUG_EXTRA("GlobalPatchColorAlignment: no constraints, skip"); |
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DEBUG_EXTRA("Constraints: %zu (skip: noFace=%d, sameView=%d)", |
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constraints.size(), skipNoFace, skipSameView); |
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if (constraints.size() < 10) { // ★ 至少 10 条约束才求解
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DEBUG_EXTRA("Too few constraints, skip global alignment"); |
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return; |
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} |
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@ -14434,13 +14494,13 @@ void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize)
@@ -14434,13 +14494,13 @@ void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize)
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for (int i = 0; i < rows; ++i) { |
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triplets.emplace_back(i, constraints[i].pa, -1.0f); |
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triplets.emplace_back(i, constraints[i].pb, 1.0f); |
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bR(i) = constraints[i].diff[0]; // R
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bG(i) = constraints[i].diff[1]; // G
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bB(i) = constraints[i].diff[2]; // B
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bR(i) = constraints[i].dR; |
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bG(i) = constraints[i].dG; |
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bB(i) = constraints[i].dB; |
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} |
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// 正则化:所有 patch 的偏移量尽量小(Tikhonov)
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const float lambda = 0.1f; |
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const float lambda = 10.05f; |
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for (int i = 0; i < NP; ++i) { |
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triplets.emplace_back(rows + i, i, lambda); |
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} |
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@ -14448,29 +14508,38 @@ void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize)
@@ -14448,29 +14508,38 @@ void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize)
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Eigen::SparseMatrix<float> A(rows + NP, NP); |
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A.setFromTriplets(triplets.begin(), triplets.end()); |
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// 求解
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Eigen::VectorXf xR, xG, xB; |
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// ===== 纯稀疏求解,绝不转稠密 =====
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Eigen::VectorXf xR(NP), xG(NP), xB(NP); |
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{ |
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// ★ 转稠密,避免 Sparse LDLT 的 lpNorm bug ★
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Eigen::MatrixXf A_dense = A; // Sparse → Dense
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Eigen::MatrixXf AtA = A_dense.transpose() * A_dense; |
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// 计算 AtA = A^T * A (稀疏矩阵乘法,结果还是稀疏的)
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Eigen::SparseMatrix<float> AtA = A.transpose() * A; |
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// 加对角阻尼,保证正定(coeffRef 会在对角线插入元素)
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for (int i = 0; i < NP; ++i) { |
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AtA.coeffRef(i, i) += 1e-6f; |
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} |
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// 计算 A^T * b
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Eigen::VectorXf AtbR = A.transpose() * bR; |
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Eigen::VectorXf AtbG = A.transpose() * bG; |
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Eigen::VectorXf AtbB = A.transpose() * bB; |
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// 加对角阻尼(1e-6),保证正定可逆
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const int N = A_dense.cols(); |
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for (int i = 0; i < N; ++i) AtA(i, i) += 1e-6f; |
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// ★ 用 SparseLU 求解(不挑矩阵,稳定,不会 lpNorm crash)
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Eigen::SparseLU<Eigen::SparseMatrix<float>> solver; |
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solver.compute(AtA); |
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if (solver.info() != Eigen::Success) { |
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DEBUG_EXTRA("GlobalPatchColorAlignment: SparseLU decomposition failed"); |
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return; |
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} |
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Eigen::VectorXf AtbR = A_dense.transpose() * bR; |
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Eigen::VectorXf AtbG = A_dense.transpose() * bG; |
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Eigen::VectorXf AtbB = A_dense.transpose() * bB; |
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xR = solver.solve(AtbR); |
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xG = solver.solve(AtbG); |
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xB = solver.solve(AtbB); |
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Eigen::LDLT<Eigen::MatrixXf> ldlt(AtA); |
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if (ldlt.info() != Eigen::Success) { |
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DEBUG_EXTRA("GlobalPatchColorAlignment: LDLT failed"); |
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if (solver.info() != Eigen::Success) { |
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DEBUG_EXTRA("GlobalPatchColorAlignment: SparseLU solve failed"); |
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return; |
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} |
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xR = ldlt.solve(AtbR); |
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xG = ldlt.solve(AtbG); |
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xB = ldlt.solve(AtbB); |
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} |
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// 应用:对每个 patch 的像素加上偏移(加性,限制幅度)
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@ -14488,9 +14557,9 @@ void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize)
@@ -14488,9 +14557,9 @@ void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize)
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Pixel8U& px = atlas(y, x); |
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if (px[0]==0 && px[1]==0 && px[2]==0) continue; |
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// BGR 存储顺序
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px[2] = (uint8_t)CLAMP(px[2] + adjR, 0.f, 255.f); // R
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px[1] = (uint8_t)CLAMP(px[1] + adjG, 0.f, 255.f); // G
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px[0] = (uint8_t)CLAMP(px[0] + adjB, 0.f, 255.f); // B
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px[2] = (uint8_t)CLAMP(px[2] + adjR, 0.f, 255.f); // R
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px[1] = (uint8_t)CLAMP(px[1] + adjG, 0.f, 255.f); // G
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px[0] = (uint8_t)CLAMP(px[0] + adjB, 0.f, 255.f); // B
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} |
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} |
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} |
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@ -14632,10 +14701,44 @@ bool MeshTexture::RasterizeVirtualFaces(
@@ -14632,10 +14701,44 @@ bool MeshTexture::RasterizeVirtualFaces(
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} |
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DEBUG_EXTRA("Created %zu RC patches", rcPatches.size()); |
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GlobalPatchColorAlignment(atlas, textureSize); |
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// ★ 统计每个 patch 的平均色(光栅化完成后调用)
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const int NP = (int)rcPatches.size(); |
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patchAvgColor.assign(NP, Color(0,0,0)); |
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std::vector<int> pixelCount(NP, 0); |
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for (int i = 0; i < NP; ++i) { |
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const RCPatch& patch = rcPatches[i]; |
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for (int y = patch.rect.y; y < patch.rect.y + patch.rect.height; ++y) { |
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for (int x = patch.rect.x; x < patch.rect.x + patch.rect.width; ++x) { |
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if (x < 0 || x >= textureSize || y < 0 || y >= textureSize) continue; |
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const Pixel8U& px = atlas(y, x); |
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if (px[0]==0 && px[1]==0 && px[2]==0) continue; // 跳过空像素
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patchAvgColor[i][0] += px[2]; // R
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patchAvgColor[i][1] += px[1]; // G
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patchAvgColor[i][2] += px[0]; // B
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pixelCount[i]++; |
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} |
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} |
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if (pixelCount[i] > 0) { |
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const float inv = 1.0f / (float)pixelCount[i]; |
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patchAvgColor[i][0] *= inv; |
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patchAvgColor[i][1] *= inv; |
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patchAvgColor[i][2] *= inv; |
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} |
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} |
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DEBUG_EXTRA("Patch avg color computed: %d patches, %d with pixels", |
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NP, NP - std::count(pixelCount.begin(), pixelCount.end(), 0)); |
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// 5/6/7. 接缝
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BuildSeamEdgesFromRCPatches(); |
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if (!rcSeamEdges.empty()) { |
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DEBUG_EXTRA("Before GlobalAlign: rcSeamEdges=%zu, patchAvgColor=%zu", |
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rcSeamEdges.size(), patchAvgColor.size()); |
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GlobalPatchColorAlignment(atlas, textureSize); // 先全局对齐
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LocalSeamBlending(atlas, textureSize); // 再局部软化
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} |
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if (!seamEdges.empty()) { |
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TD_TIMER_START(); |
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SeamBlendingFromOriginalImages(atlas); |
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