填满小黄点
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74271d0ad6
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+67
-52
@@ -828,50 +828,6 @@ public:
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Pixel8U colEmpty,
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Mesh::Image8U3Arr& outTextures);
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inline float ComputeLocalVariance(const cv::Mat& image, int patchW, int patchH) {
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cv::Mat gray;
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if (image.channels() == 3) {
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cv::cvtColor(image, gray, cv::COLOR_BGR2GRAY);
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} else {
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gray = image.clone();
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}
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// 1. 局部方差
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cv::Mat mean, sqrMean;
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cv::boxFilter(gray, mean, CV_32F, cv::Size(5, 5));
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cv::boxFilter(gray.mul(gray), sqrMean, CV_32F, cv::Size(5, 5));
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cv::Mat variance = sqrMean - mean.mul(mean);
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float varScore = cv::mean(variance)[0] / 0.08f;
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// 2. 梯度幅值
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cv::Mat gradX, gradY;
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cv::Sobel(gray, gradX, CV_32F, 1, 0, 3);
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cv::Sobel(gray, gradY, CV_32F, 0, 1, 3);
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cv::Mat magnitude;
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cv::magnitude(gradX, gradY, magnitude);
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float gradScore = cv::mean(magnitude)[0] * 3.0f;
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// 3. 直方图熵(可选,衡量纹理丰富度)
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int histSize = 256;
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float range[] = {0, 256};
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const float* histRange = {range};
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cv::Mat hist;
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cv::calcHist(&gray, 1, 0, cv::Mat(), hist, 1, &histSize, &histRange);
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hist /= gray.total();
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float entropy = 0;
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for (int i = 0; i < histSize; i++) {
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float p = hist.at<float>(i);
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if (p > 0) entropy -= p * log2f(p);
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}
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float entropyScore = entropy / 8.0f; // 8 bits 的最大熵
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// 综合评分(可调整权重)
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float complexity = 0.4f * varScore + 0.4f * gradScore + 0.2f * entropyScore;
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return std::min(complexity, 1.0f);
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}
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inline bool ComputeBarycentric(float u, float v,
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const TexCoord& uv0, const TexCoord& uv1, const TexCoord& uv2,
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float& b0, float& b1, float& b2) {
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@@ -16708,8 +16664,8 @@ bool MeshTexture::RasterizeVirtualFaces(
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mainPatch.convertTo(mainFloat, CV_32FC3, 1.0f / 255.0f);
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cv::Mat mainLowFreq;
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cv::GaussianBlur(mainFloat, mainLowFreq, cv::Size(5, 5), 1.5);
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cv::Mat highFreqAccum = (mainFloat - mainLowFreq) * 0.9f;
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cv::GaussianBlur(mainFloat, mainLowFreq, cv::Size(31, 31), 10.0);
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cv::Mat highFreqAccum = (mainFloat - mainLowFreq) * 0.6f;
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float highFreqTotalWeight = 0.6f;
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if (hasLowFreqViews) {
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@@ -16828,10 +16784,8 @@ bool MeshTexture::RasterizeVirtualFaces(
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}
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}
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// 使用自适应权重,根据纹理复杂度决定
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float textureComplexity = ComputeLocalVariance(mainFloat, patchW, patchH);
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float lowFreqWeight = 0.3f + 0.4f * (1.0f - textureComplexity);
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cv::Mat finalPatch = filledLowFreq * lowFreqWeight + mainFloat * (1.0f - lowFreqWeight);
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// cv::Mat finalPatch = filledLowFreq * 0.7f + mainFloat * 0.3f;
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cv::Mat finalPatch = filledLowFreq;
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// 钳制到 [0, 1]
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cv::Mat clampedPatch;
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@@ -16863,8 +16817,7 @@ bool MeshTexture::RasterizeVirtualFaces(
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if (minDist < pad) {
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weight = minDist / (float)pad;
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// 使用线性衰减而非平方衰减
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weight = std::min(minDist / (float)pad, 1.0f); // 原 weight * weight
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weight = weight * weight;
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}
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if (currentScore > m_texelScores[idx].score) {
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@@ -17159,6 +17112,68 @@ bool MeshTexture::RasterizeVirtualFaces(
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if (m_texelPatchID[i] != NO_ID) validPixels++;
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DEBUG_EXTRA("m_texelPatchID: %d valid pixels out of %zu", validPixels, m_texelPatchID.size());
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// ★★★ 全局空洞终极填充(优化版)★★★
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cv::Mat holeMask(textureSize, textureSize, CV_8UC1);
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for (int y = 0; y < textureSize; ++y) {
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for (int x = 0; x < textureSize; ++x) {
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Pixel8U px = atlas(y, x);
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holeMask.at<uchar>(y, x) = (px[0] == colEmpty.b && px[1] == colEmpty.g && px[2] == colEmpty.r) ? 255 : 0;
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}
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}
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// 多次膨胀,逐步向内填充
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cv::Mat kernel = cv::getStructuringElement(cv::MORPH_ELLIPSE, cv::Size(5, 5));
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cv::Mat dilatedMask;
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cv::Mat prevMask = holeMask.clone();
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for (int iter = 0; iter < 30; ++iter) { // 最多膨胀30次(约150像素半径)
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cv::dilate(prevMask, dilatedMask, kernel);
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// 找出新覆盖的区域
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cv::Mat newPixels = dilatedMask & ~prevMask;
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if (cv::countNonZero(newPixels) == 0) break; // 没有新像素了
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// 对新像素赋值为最近的非空洞像素颜色
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for (int y = 0; y < textureSize; ++y) {
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for (int x = 0; x < textureSize; ++x) {
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if (newPixels.at<uchar>(y, x)) {
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// 在原始非空洞区域找最近的颜色
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int bestDist = INT_MAX;
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Pixel8U bestColor(128, 128, 128);
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int rad = 3;
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for (int dy = -rad; dy <= rad && bestDist > 1; ++dy) {
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for (int dx = -rad; dx <= rad && bestDist > 1; ++dx) {
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int sx = x + dx, sy = y + dy;
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if (sx < 0 || sx >= textureSize || sy < 0 || sy >= textureSize) continue;
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if (!holeMask.at<uchar>(sy, sx)) { // 原始非空洞像素
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Pixel8U spx = atlas(sy, sx);
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int dist = dx*dx + dy*dy;
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if (dist < bestDist) {
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bestDist = dist;
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bestColor = spx;
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}
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}
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}
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}
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atlas(y, x) = bestColor;
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}
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}
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}
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prevMask = dilatedMask;
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}
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// 如果还有剩余空洞,用整体平均色填充
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cv::Scalar avgColor = cv::mean(atlas, holeMask == 0);
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Pixel8U avgPx((uchar)avgColor[0], (uchar)avgColor[1], (uchar)avgColor[2]);
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for (int y = 0; y < textureSize; ++y) {
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for (int x = 0; x < textureSize; ++x) {
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if (holeMask.at<uchar>(y, x)) {
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atlas(y, x) = avgPx;
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}
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}
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}
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return true;
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}
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