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@ -766,6 +766,8 @@ public:
@@ -766,6 +766,8 @@ public:
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unsigned nTextureSizeMultiple, |
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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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// ========== 辅助函数 ==========
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// 双线性采样(适配 SEACAVE::TImage<Pixel8U>)
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@ -14370,6 +14372,132 @@ void MeshTexture::FillTextureHoles(std::vector<Image8U3>& textures, Pixel8U colE
@@ -14370,6 +14372,132 @@ 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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// ===== 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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if (rcSeamEdges.empty() || rcPatches.empty()) return; |
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DEBUG_EXTRA("Global patch color alignment..."); |
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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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std::vector<Constraint> constraints; |
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constraints.reserve(rcSeamEdges.size()); |
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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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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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} |
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if (samples < 5) continue; |
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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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} |
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if (constraints.empty()) { |
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DEBUG_EXTRA("GlobalPatchColorAlignment: no constraints, skip"); |
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return; |
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} |
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const int rows = (int)constraints.size(); |
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// 构建稀疏矩阵 A 和 b
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std::vector<Eigen::Triplet<float>> triplets; |
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triplets.reserve(rows * 2 + NP); // 约束 + 正则化
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Eigen::VectorXf bR(rows), bG(rows), bB(rows); |
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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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} |
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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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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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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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{ |
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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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// 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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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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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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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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const float maxAdj = 30.0f; // 8-bit 空间最大偏移
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#pragma omp parallel for |
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for (int i = 0; i < NP; ++i) { |
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const RCPatch& patch = rcPatches[i]; |
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float adjR = std::max(-maxAdj, std::min(maxAdj, xR(i))); |
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float adjG = std::max(-maxAdj, std::min(maxAdj, xG(i))); |
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float adjB = std::max(-maxAdj, std::min(maxAdj, xB(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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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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} |
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} |
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} |
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DEBUG_EXTRA("Global alignment done: %d constraints (%s)", rows, TD_TIMER_GET_FMT().c_str()); |
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} |
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// ============================================================
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// 3. RC 风格光栅化主函数(含接缝优化)
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// ============================================================
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@ -14504,6 +14632,8 @@ bool MeshTexture::RasterizeVirtualFaces(
@@ -14504,6 +14632,8 @@ 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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// 5/6/7. 接缝
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BuildSeamEdgesFromRCPatches(); |
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if (!seamEdges.empty()) { |
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