添加视图综合评分函数
This commit is contained in:
1 parent
e208883638
commit
73b8d77980
1 file changed
+163
-1
+163
-1
@@ -630,6 +630,17 @@ public:
|
||||
unsigned minCommonCameras, float fOutlierThreshold,
|
||||
float fRatioDataSmoothness, int nIgnoreMaskLabel,
|
||||
const IIndexArr& views);
|
||||
float ComputeViewNormalScore(const Mesh::Normal& faceNormal, const Camera& camera, const Point3f& faceCenter);
|
||||
float ComputeResolutionScore(
|
||||
const Camera& camera,
|
||||
const Point3f& v0,
|
||||
const Point3f& v1,
|
||||
const Point3f& v2,
|
||||
int imageWidth,
|
||||
int imageHeight
|
||||
);
|
||||
float ComputeOcclusionPenalty(const cv::Point2f& p0, const cv::Point2f& p1, const cv::Point2f& p2,
|
||||
int imageWidth, int imageHeight, int border = 8);
|
||||
|
||||
bool ComputeVirtualFaceGeometry(const VirtualFaceMap& virtualFaceMap);
|
||||
|
||||
@@ -14606,6 +14617,90 @@ bool MeshTexture::GenerateTextureWithVirtualFaces(bool bGlobalSeamLeveling, bool
|
||||
}
|
||||
}
|
||||
|
||||
float MeshTexture::ComputeViewNormalScore(
|
||||
const Mesh::Normal& faceNormal,
|
||||
const Camera& camera,
|
||||
const Point3f& faceCenter)
|
||||
{
|
||||
// ✅ 转换为 double 避免 float/double 混用
|
||||
Point3d C(camera.C);
|
||||
Point3d FC(faceCenter);
|
||||
|
||||
// 视线方向:相机 → 面中心(手动计算)
|
||||
Point3d viewDir(
|
||||
C.x - FC.x,
|
||||
C.y - FC.y,
|
||||
C.z - FC.z
|
||||
);
|
||||
|
||||
float vlen = std::sqrt(viewDir.x*viewDir.x +
|
||||
viewDir.y*viewDir.y +
|
||||
viewDir.z*viewDir.z);
|
||||
if (vlen < 1e-8f) return 0.0f;
|
||||
viewDir /= vlen;
|
||||
|
||||
// 面法线
|
||||
Point3f normal = faceNormal;
|
||||
float nlen = std::sqrt(normal.x*normal.x +
|
||||
normal.y*normal.y +
|
||||
normal.z*normal.z);
|
||||
if (nlen < 1e-8f) return 0.0f;
|
||||
normal /= nlen;
|
||||
|
||||
float cosTheta = viewDir.x*normal.x +
|
||||
viewDir.y*normal.y +
|
||||
viewDir.z*normal.z;
|
||||
return (cosTheta > 0.0f) ? cosTheta : 0.0f;
|
||||
}
|
||||
|
||||
float MeshTexture::ComputeResolutionScore(
|
||||
const Camera& camera,
|
||||
const Point3f& v0,
|
||||
const Point3f& v1,
|
||||
const Point3f& v2,
|
||||
int imageWidth,
|
||||
int imageHeight)
|
||||
{
|
||||
Point2d p0 = camera.ProjectPoint(Point3d(v0));
|
||||
Point2d p1 = camera.ProjectPoint(Point3d(v1));
|
||||
Point2d p2 = camera.ProjectPoint(Point3d(v2));
|
||||
|
||||
auto inImage = [&](const Point2f& p) {
|
||||
return p.x >= 0 && p.x < imageWidth &&
|
||||
p.y >= 0 && p.y < imageHeight;
|
||||
};
|
||||
|
||||
if (!inImage(p0) || !inImage(p1) || !inImage(p2))
|
||||
return 0.0f;
|
||||
|
||||
float area =
|
||||
std::abs((p1.x - p0.x) * (p2.y - p0.y) -
|
||||
(p2.x - p0.x) * (p1.y - p0.y)) * 0.5f;
|
||||
|
||||
if (area < 1.0f) return 0.0f;
|
||||
return std::log2(area + 1.0f);
|
||||
}
|
||||
|
||||
float MeshTexture::ComputeOcclusionPenalty(
|
||||
const cv::Point2f& p0,
|
||||
const cv::Point2f& p1,
|
||||
const cv::Point2f& p2,
|
||||
int imageWidth,
|
||||
int imageHeight,
|
||||
int border)
|
||||
{
|
||||
auto inside = [&](const cv::Point2f& p) {
|
||||
return p.x >= border && p.x < imageWidth - border &&
|
||||
p.y >= border && p.y < imageHeight - border;
|
||||
};
|
||||
|
||||
int count = 0;
|
||||
if (!inside(p0)) count++;
|
||||
if (!inside(p1)) count++;
|
||||
if (!inside(p2)) count++;
|
||||
|
||||
return float(count) / 3.0f; // [0, 1]
|
||||
}
|
||||
// ============================================================
|
||||
// 5. SelectBestViewsForVirtualFaces(带 patch 一致性传播)
|
||||
// ============================================================
|
||||
@@ -14674,8 +14769,75 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
|
||||
continue;
|
||||
}
|
||||
|
||||
// ✅ 获取面的顶点(必须在循环内定义!)
|
||||
const Mesh::Face& face = scene.mesh.faces[faceID];
|
||||
const Point3f& v0 = scene.mesh.vertices[face[0]];
|
||||
const Point3f& v1 = scene.mesh.vertices[face[1]];
|
||||
const Point3f& v2 = scene.mesh.vertices[face[2]];
|
||||
|
||||
// ✅ 计算面中心(手动计算)
|
||||
Point3f faceCenter = (v0 + v1 + v2) / 3.0f;
|
||||
|
||||
Point3f faceNormal = scene.mesh.faceNormals[faceID];
|
||||
// 归一化
|
||||
float norm = std::sqrt(faceNormal.x * faceNormal.x +
|
||||
faceNormal.y * faceNormal.y +
|
||||
faceNormal.z * faceNormal.z);
|
||||
if (norm > FLT_EPSILON) {
|
||||
faceNormal.x /= norm;
|
||||
faceNormal.y /= norm;
|
||||
faceNormal.z /= norm;
|
||||
} else {
|
||||
// 退化三角形,使用默认法线
|
||||
faceNormal = Point3f(0, 0, 1);
|
||||
}
|
||||
|
||||
|
||||
// 选第一个候选(简单策略,后续可优化为角度最优)
|
||||
IIndex bestView = *candidateViews.begin();
|
||||
// IIndex bestView = *candidateViews.begin();
|
||||
IIndex bestView = NO_ID;
|
||||
float bestScore = -FLT_MAX;
|
||||
|
||||
for (IIndex vid : candidateViews) {
|
||||
if (vid >= (IIndex)images.size()) continue;
|
||||
|
||||
const Image& img = images[vid];
|
||||
if (img.image.empty() || img.image.cols < 2 || img.image.rows < 2)
|
||||
continue;
|
||||
|
||||
const Camera& cam = img.camera;
|
||||
|
||||
// 1. 正面度评分
|
||||
float s_normal = ComputeViewNormalScore(faceNormal, cam, faceCenter);
|
||||
if (s_normal <= 0.0f) continue;
|
||||
|
||||
// 2. 分辨率评分
|
||||
float s_resolution = ComputeResolutionScore(
|
||||
cam, v0, v1, v2,
|
||||
img.image.cols, img.image.rows
|
||||
);
|
||||
|
||||
// 3. 遮挡惩罚
|
||||
Point2f p0 = cam.ProjectPoint(Point3d(v0));
|
||||
Point2f p1 = cam.ProjectPoint(Point3d(v1));
|
||||
Point2f p2 = cam.ProjectPoint(Point3d(v2));
|
||||
float s_occlusion = ComputeOcclusionPenalty(
|
||||
p0, p1, p2,
|
||||
img.image.cols, img.image.rows,
|
||||
8 // border pixels
|
||||
);
|
||||
|
||||
// 综合评分
|
||||
float score = 1.0f * s_normal
|
||||
+ 0.7f * s_resolution
|
||||
- 0.3f * s_occlusion;
|
||||
|
||||
if (score > bestScore) {
|
||||
bestScore = score;
|
||||
bestView = vid;
|
||||
}
|
||||
}
|
||||
|
||||
faceViews[i].push_back(bestView);
|
||||
faceViewWeights[i].push_back(1.0f);
|
||||
|
||||
|
||||
Reference in new issue
Block a user