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解决运行问题

ManualUV
hesuicong 2 weeks ago
parent
commit
6e0e0f9cc7
  1. 297
      libs/MVS/SceneTexture.cpp

297
libs/MVS/SceneTexture.cpp

@ -669,6 +669,7 @@ public: @@ -669,6 +669,7 @@ public:
const Mesh::TexCoordArr& existingTexcoords, // 添加已有UV参数
const Mesh::TexIndexArr& existingTexindices // 添加已有纹理索引参数
);
bool RasterizeVirtualFaces(
const VirtualFaceMap& virtualFaceMap,
const std::vector<std::vector<IIndex>>& virtualFaceViews,
@ -727,31 +728,56 @@ public: @@ -727,31 +728,56 @@ public:
// ========================================================================
// 辅助函数:双线性采样
// ========================================================================
inline Color BilinearSample(const Image8U3& img, const Point2f& p) {
const int w = img.width();
const int h = img.height();
const float fx = p.x - 0.5f; // 像素中心对齐
const float fy = p.y - 0.5f;
int x0 = (int)std::floor(fx);
int y0 = (int)std::floor(fy);
float dx = fx - x0;
float dy = fy - y0;
auto get = [&](int x, int y) -> Color {
x = std::max(0, std::min(x, w - 1));
y = std::max(0, std::min(y, h - 1));
return img(x, y);
};
inline Color BilinearSample(const Image8U3& img, const Point2f& p)
{
// ✅ 防御 NaN / Inf
if (!std::isfinite(p.x) || !std::isfinite(p.y))
return Color(0, 0, 0);
// ✅ 防御空图
if (img.empty() || img.cols < 2 || img.rows < 2)
return Color(0, 0, 0);
Color c00 = get(x0, y0);
Color c10 = get(x0 + 1, y0);
Color c01 = get(x0, y0 + 1);
Color c11 = get(x0 + 1, y0 + 1);
const float fx = p.x - 0.5f;
const float fy = p.y - 0.5f;
return c00 * ((1.0f - dx) * (1.0f - dy))
+ c10 * (dx * (1.0f - dy))
+ c01 * ((1.0f - dx) * dy)
+ c11 * (dx * dy);
const int x0 = static_cast<int>(std::floor(fx));
const int y0 = static_cast<int>(std::floor(fy));
const float dx = fx - x0;
const float dy = fy - y0;
// ✅ 安全 clamp(OpenMVS 最稳写法)
const int x1 = std::min(x0 + 1, img.cols - 1);
const int y1 = std::min(y0 + 1, img.rows - 1);
const int x0c = std::max(x0, 0);
const int y0c = std::max(y0, 0);
// ✅ 用 ptr 直接访问(最快、最稳)
const cv::Vec3b* row0 = img.ptr<const cv::Vec3b>(y0c);
const cv::Vec3b* row1 = img.ptr<const cv::Vec3b>(y1);
const cv::Vec3b& c00 = row0[x0c];
const cv::Vec3b& c10 = row0[x1];
const cv::Vec3b& c01 = row1[x0c];
const cv::Vec3b& c11 = row1[x1];
// BGR → RGB
return Color(
c00[2] * ((1.0f - dx) * (1.0f - dy)) +
c10[2] * (dx * (1.0f - dy)) +
c01[2] * ((1.0f - dx) * dy) +
c11[2] * (dx * dy),
c00[1] * ((1.0f - dx) * (1.0f - dy)) +
c10[1] * (dx * (1.0f - dy)) +
c01[1] * ((1.0f - dx) * dy) +
c11[1] * (dx * dy),
c00[0] * ((1.0f - dx) * (1.0f - dy)) +
c10[0] * (dx * (1.0f - dy)) +
c01[0] * ((1.0f - dx) * dy) +
c11[0] * (dx * dy)
);
}
// ========================================================================
@ -14146,14 +14172,6 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -14146,14 +14172,6 @@ bool MeshTexture::RasterizeVirtualFaces(
DEBUG_EXTRA("Forward Rasterization Engine: Starting...");
TD_TIMER_START();
int totalVF = virtualFaceMap.size();
int emptyVF = 0;
for (auto& vf : virtualFaceViews)
if (vf.empty()) ++emptyVF;
DEBUG_EXTRA("VirtualFaces: total=%d empty=%d (%.1f%%)",
totalVF, emptyVF, 100.0f*emptyVF/totalVF);
if (virtualFaceMap.empty() || virtualFaceViews.size() != virtualFaceMap.size())
return false;
@ -14164,9 +14182,9 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -14164,9 +14182,9 @@ bool MeshTexture::RasterizeVirtualFaces(
for (const TexCoord& uv : scene.mesh.faceTexcoords)
uvBounds.InsertFull(uv);
float uvWidth = uvBounds.ptMax.x() - uvBounds.ptMin.x();
float uvWidth = uvBounds.ptMax.x() - uvBounds.ptMin.x();
float uvHeight = uvBounds.ptMax.y() - uvBounds.ptMin.y();
if (uvWidth < 0.001f) uvWidth = 1.0f;
if (uvWidth < 0.001f) uvWidth = 1.0f;
if (uvHeight < 0.001f) uvHeight = 1.0f;
int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
@ -14178,66 +14196,80 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -14178,66 +14196,80 @@ bool MeshTexture::RasterizeVirtualFaces(
Image8U3& atlas = outTextures.back();
atlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
// ✅ 深度缓冲器和面片ID缓冲器
cv::Mat1f depthBuffer(textureSize, textureSize, -FLT_MAX);
cv::Mat1i faceIDBuffer(textureSize, textureSize, -1);
// ✅ 颜色缓冲器
// ✅ 深度缓冲器初始化为正无穷(越小越近)
cv::Mat1f depthBuffer(textureSize, textureSize, FLT_MAX);
cv::Mat3f colorBuffer(textureSize, textureSize, cv::Vec3f(0.f, 0.f, 0.f));
cv::Mat1b validBuffer(textureSize, textureSize, (uchar)0);
// --------------------------------------------------
// 3. 光栅化参数 - 使用单采样保证清晰度
// --------------------------------------------------
constexpr int SUPER_SAMPLE = 1; // ✅ 关键:禁用MSAA,使用单采样
constexpr float STEP = 1.f / SUPER_SAMPLE;
// --------------------------------------------------
// 4. 正向光栅化主循环
// 3. 正向光栅化主循环
// --------------------------------------------------
#ifdef _USE_OPENMP
#pragma omp parallel for schedule(dynamic)
#endif
for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF)
{
for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF) {
if (virtualFaceViews[idxVF].empty())
continue;
const IIndex viewID = virtualFaceViews[idxVF][0]; // 单视图
const IIndex viewID = virtualFaceViews[idxVF][0];
if (viewID >= (IIndex)images.size()) continue;
const Image& srcImg = images[viewID];
if (srcImg.image.empty() || srcImg.image.cols < 2 || srcImg.image.rows < 2)
continue;
const Camera& cam = srcImg.camera;
const int srcW = srcImg.image.cols;
const int srcH = srcImg.image.rows;
for (FIndex faceID : virtualFaceMap[idxVF].faces)
{
for (FIndex faceID : virtualFaceMap[idxVF].faces) {
if (faceID >= (FIndex)scene.mesh.faces.size()) continue;
const Face& face = scene.mesh.faces[faceID];
const TexCoord* uv = &scene.mesh.faceTexcoords[faceID * 3];
const Vertex* verts[3] = {
// 验证顶点索引
bool validIndices = true;
for (int i = 0; i < 3; ++i) {
if (face[i] >= scene.mesh.vertices.size()) {
validIndices = false;
break;
}
}
if (!validIndices) continue;
const Point3f* verts[3] = {
&scene.mesh.vertices[face[0]],
&scene.mesh.vertices[face[1]],
&scene.mesh.vertices[face[2]]
};
// ✅ 关键修复1:扩大包围盒,确保覆盖所有像素
// 计算包围盒
float minU = std::min({uv[0].x, uv[1].x, uv[2].x});
float maxU = std::max({uv[0].x, uv[1].x, uv[2].x});
float minV = std::min({uv[0].y, uv[1].y, uv[2].y});
float maxV = std::max({uv[0].y, uv[1].y, uv[2].y});
int minX = std::max(0, (int)floor(minU * textureSize) - 1);
int maxX = std::min(textureSize - 1, (int)ceil(maxU * textureSize) + 1);
int minY = std::max(0, (int)floor(minV * textureSize) - 1);
int maxY = std::min(textureSize - 1, (int)ceil(maxV * textureSize) + 1);
int minX = std::max(0, (int)floor(minU * textureSize));
int maxX = std::min(textureSize - 1, (int)ceil(maxU * textureSize));
int minY = std::max(0, (int)floor(minV * textureSize));
int maxY = std::min(textureSize - 1, (int)ceil(maxV * textureSize));
if (minX > maxX || minY > maxY) continue;
// ✅ 关键修复2:预计算三角形深度范围
Point3f triCenter = (*verts[0] + *verts[1] + *verts[2]) / 3.0f;
float triDepth = cam.PointDepth(triCenter);
float depthRange = 0.1f * triDepth; // 10%的深度容差
// ✅ 预计算顶点深度(用于透视校正)
float vertexDepths[3];
for (int i = 0; i < 3; ++i) {
vertexDepths[i] = cam.PointDepth(*verts[i]);
if (vertexDepths[i] <= 0.0f) {
validIndices = false;
break;
}
}
if (!validIndices) continue;
for (int y = minY; y <= maxY; ++y) {
for (int x = minX; x <= maxX; ++x) {
Point2f texCoord(
(x + 0.5f) / textureSize,
(y + 0.5f) / textureSize
@ -14247,119 +14279,74 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -14247,119 +14279,74 @@ bool MeshTexture::RasterizeVirtualFaces(
if (!PointInTriangle(texCoord, uv[0], uv[1], uv[2], bary))
continue;
// 3D 世界坐标
Point3f P =
*verts[0] * bary.x +
*verts[1] * bary.y +
*verts[2] * bary.z;
// ✅ 关键修复3:简化的深度测试
float depth = cam.PointDepth(P);
// ✅ 透视校正插值
// 计算插值后的1/z
float invZ = bary.x / vertexDepths[0] +
bary.y / vertexDepths[1] +
bary.z / vertexDepths[2];
if (invZ <= 0.0f) continue;
// 放宽深度测试:允许一定范围的深度差异
if (depth < triDepth - depthRange || depth > triDepth + depthRange)
continue;
float depth = 1.0f / invZ; // 校正后的深度
// ✅ 关键修复4:严格的面片ID检查
bool accept = false;
#pragma omp critical
{
// 如果像素未被占用,或者当前面片ID相同,或者深度更近
if (faceIDBuffer(y, x) == -1 ||
faceIDBuffer(y, x) == (int)faceID ||
depth > depthBuffer(y, x)) {
// 更新深度和面片ID
depthBuffer(y, x) = depth;
faceIDBuffer(y, x) = (int)faceID;
accept = true;
}
}
if (!accept) continue;
// 投影到图像
Point2f imgPt = ProjectPointWithAutoCorrection(cam, P, srcImg);
// ✅ 关键修复5:改进的边界处理
if (!srcImg.image.isInside(imgPt)) {
// 尝试在图像边界内寻找最近的有效点
imgPt.x = std::clamp(imgPt.x, 0.f, srcImg.image.width() - 1.1f);
imgPt.y = std::clamp(imgPt.y, 0.f, srcImg.image.height() - 1.1f);
}
// 前后判断
if (!cam.IsInFront(P) && cam.Distance(P) < -0.01f)
continue;
// ✅ 透视校正的世界坐标
Point3f P(
(verts[0]->x * bary.x / vertexDepths[0] +
verts[1]->x * bary.y / vertexDepths[1] +
verts[2]->x * bary.z / vertexDepths[2]) * depth,
(verts[0]->y * bary.x / vertexDepths[0] +
verts[1]->y * bary.y / vertexDepths[1] +
verts[2]->y * bary.z / vertexDepths[2]) * depth,
(verts[0]->z * bary.x / vertexDepths[0] +
verts[1]->z * bary.y / vertexDepths[1] +
verts[2]->z * bary.z / vertexDepths[2]) * depth
);
// ✅ 关键修复6:最近邻采样(最锐利)
int ix = int(imgPt.x + 0.5f);
int iy = int(imgPt.y + 0.5f);
// ✅ 正确的深度测试:只保留更近的像素
if (depth <= 0.0f) continue;
Point3d P_double(
(verts[0]->x * bary.x / vertexDepths[0] +
verts[1]->x * bary.y / vertexDepths[1] +
verts[2]->x * bary.z / vertexDepths[2]) / invZ,
(verts[0]->y * bary.x / vertexDepths[0] +
verts[1]->y * bary.y / vertexDepths[1] +
verts[2]->y * bary.z / vertexDepths[2]) / invZ,
(verts[0]->z * bary.x / vertexDepths[0] +
verts[1]->z * bary.y / vertexDepths[1] +
verts[2]->z * bary.z / vertexDepths[2]) / invZ
);
Point2f imgPt = cam.ProjectPoint(P_double);
// 边界检查
if (ix < 0 || ix >= srcImg.image.width() ||
iy < 0 || iy >= srcImg.image.height())
if (imgPt.x < 0.5f || imgPt.y < 0.5f ||
imgPt.x >= srcW - 0.5f || imgPt.y >= srcH - 0.5f)
continue;
// 获取像素颜色(OpenCV BGR -> openMVS RGB)
const cv::Vec3b& pixel = srcImg.image.at<cv::Vec3b>(iy, ix);
// ✅ 双线性采样(关键!)
Color color = BilinearSample(srcImg.image, imgPt);
if (color[0] < 0 || color[1] < 0 || color[2] < 0) continue;
// ✅ 单一临界区:原子更新深度和颜色
#pragma omp critical
{
// ✅ 直接写入,不混合
colorBuffer(y, x) = cv::Vec3f(pixel[2], pixel[1], pixel[0]);
validBuffer(y, x) = 1;
}
}
}
}
}
// --------------------------------------------------
// 5. 空洞填充(修复零散空白点)
// --------------------------------------------------
DEBUG_EXTRA("Filling holes in rasterized texture...");
// 使用膨胀操作填充小的空洞
cv::Mat1b dilatedValid = validBuffer.clone();
cv::dilate(dilatedValid, dilatedValid, cv::Mat(), cv::Point(-1,-1), 2);
for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) {
if (validBuffer(y, x) == 0 && dilatedValid(y, x) == 1) {
// 找到最近的有效像素
int bestDist = INT_MAX;
cv::Vec3f bestColor(0,0,0);
for (int dy = -3; dy <= 3; ++dy) {
for (int dx = -3; dx <= 3; ++dx) {
int ny = y + dy;
int nx = x + dx;
if (ny >= 0 && ny < textureSize && nx >= 0 && nx < textureSize &&
validBuffer(ny, nx) == 1) {
int dist = dy*dy + dx*dx;
if (dist < bestDist) {
bestDist = dist;
bestColor = colorBuffer(ny, nx);
}
if (depth < depthBuffer(y, x)) {
depthBuffer(y, x) = depth;
colorBuffer(y, x) = cv::Vec3f(color[0], color[1], color[2]); // BGR->RGB
validBuffer(y, x) = 1;
}
}
}
if (bestDist < INT_MAX) {
colorBuffer(y, x) = bestColor;
validBuffer(y, x) = 1;
}
}
}
}
// --------------------------------------------------
// 6. 最终写入纹理
// 4. 最终写入纹理
// --------------------------------------------------
for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) {
if (validBuffer(y, x) == 1) {
if (validBuffer(y, x)) {
cv::Vec3f c = colorBuffer(y, x);
atlas(y, x) = Pixel8U{
(unsigned char)cv::saturate_cast<uchar>(c[0]),

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