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清晰化版本

ManualUV
hesuicong 3 weeks ago
parent
commit
81036ad095
  1. 319
      libs/MVS/SceneTexture.cpp

319
libs/MVS/SceneTexture.cpp

@ -717,7 +717,8 @@ public: @@ -717,7 +717,8 @@ public:
const std::vector<IIndex>& visibleViews,
int baseTexelSize);
Pixel8U SampleImageBicubic(const Image8U3& img, const Point2f& pt);
void ApplyUnsharpMask(cv::Mat& image, float strength);
void FillTextureGaps2(cv::Mat& texture, const cv::Mat1f& weights, Pixel8U colEmpty);
Mesh::Image8U3Arr GenerateMultiViewTextureAtlasWithVirtualFaces(
const VirtualFaceMap& virtualFaceMap,
const VirtualFaceDataArr& virtualFaceDatas, // 改为 VirtualFaceDataArr
@ -15578,7 +15579,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces( @@ -15578,7 +15579,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
//*
Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
const VirtualFaceMap& virtualFaceMap,
const VirtualFaceDataArr& virtualFaceDatas, // 这个参数现在不被使用,但保留以保持接口兼容
const VirtualFaceDataArr& virtualFaceDatas,
const std::vector<std::vector<IIndex>>& faceViews,
const std::vector<std::vector<float>>& faceViewWeights,
unsigned nTextureSizeMultiple,
@ -15586,6 +15587,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces( @@ -15586,6 +15587,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
float fSharpnessWeight)
{
DEBUG_EXTRA("Generating multi-view texture atlas with virtual faces (SHARPENED)");
TD_TIMER_START();
// 1. 分析UV布局
AABB2f uvBounds(true);
@ -15603,25 +15605,24 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces( @@ -15603,25 +15605,24 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
const int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
// 3. 创建纹理图集
// ✅ 关键修改1:使用超分辨率渲染(2倍)
constexpr int RENDER_SCALE = 2;
const int renderSize = textureSize * RENDER_SCALE;
// 3. 创建纹理图集(最终输出尺寸)
Mesh::Image8U3Arr textures;
Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize);
textureAtlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
// 4. 创建权重图、累积颜色图和采样计数图,用于混合
cv::Mat1f weightAccum(textureSize, textureSize, 0.0f);
cv::Mat3f colorAccum(textureSize, textureSize, cv::Vec3f(0, 0, 0)); // 用浮点数累积颜色
cv::Mat1i sampleCount(textureSize, textureSize, 0); // 采样计数,用于统计每个像素被采样了多少次
// 4. 创建高分辨率累积缓冲区
cv::Mat1f weightAccum(renderSize, renderSize, 0.0f);
cv::Mat3f colorAccum(renderSize, renderSize, cv::Vec3f(0, 0, 0));
DEBUG_EXTRA("Texture atlas size: %dx%d, UV bounds: [%.3f,%.3f]-[%.3f,%.3f]",
textureSize, textureSize,
DEBUG_EXTRA("Texture atlas size: %dx%d, Render size: %dx%d, UV bounds: [%.3f,%.3f]-[%.3f,%.3f]",
textureSize, textureSize, renderSize, renderSize,
uvBounds.ptMin.x(), uvBounds.ptMin.y(),
uvBounds.ptMax.x(), uvBounds.ptMax.y());
// ✅ 超采样参数
const int SUPER_SAMPLE = 2; // 2x2超采样
const float STEP = 1.0f / SUPER_SAMPLE;
// 5. 处理每个虚拟面
#ifdef _USE_OPENMP
#pragma omp parallel for schedule(dynamic)
@ -15641,161 +15642,83 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces( @@ -15641,161 +15642,83 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
const Face& face = scene.mesh.faces[faceID];
const TexCoord* uvCoords = &scene.mesh.faceTexcoords[faceID * 3];
// 计算面片在纹理空间中的边界框
AABB2f faceUVBounds(true);
// ✅ 关键修改2:计算高分辨率下的边界框
cv::Rect bbox;
for (int i = 0; i < 3; ++i) {
faceUVBounds.InsertFull(uvCoords[i]);
int px = int(uvCoords[i].x * renderSize);
int py = int(uvCoords[i].y * renderSize);
if (bbox.empty())
bbox = cv::Rect(px, py, 1, 1);
else
bbox |= cv::Rect(px, py, 1, 1);
}
bbox &= cv::Rect(0, 0, renderSize, renderSize);
const int startX = std::max(0, (int)(faceUVBounds.ptMin.x() * textureSize));
const int startY = std::max(0, (int)(faceUVBounds.ptMin.y() * textureSize));
const int endX = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.x() * textureSize));
const int endY = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.y() * textureSize));
// 为当前面片预计算3D点的重心坐标映射
std::vector<Point2f> texPoints;
std::vector<cv::Vec3f> pointColors; // 存储每个采样点的颜色
if (bbox.empty()) continue;
// ✅ 均匀采样面片内部(带超采样)
for (int y = startY; y <= endY; ++y) {
for (int x = startX; x <= endX; ++x) {
// ✅ 超采样循环:每个像素采样SUPER_SAMPLE x SUPER_SAMPLE次
for (int sy = 0; sy < SUPER_SAMPLE; ++sy) {
for (int sx = 0; sx < SUPER_SAMPLE; ++sx) {
// 计算亚像素纹理坐标(在像素中心偏移)
float fx = x + (sx + 0.5f) * STEP;
float fy = y + (sy + 0.5f) * STEP;
const Point2f texCoord(fx / textureSize, fy / textureSize);
// 计算重心坐标
Point3f barycentric;
if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
// 计算3D点
const Vertex worldPoint =
scene.mesh.vertices[face[0]] * barycentric.x +
scene.mesh.vertices[face[1]] * barycentric.y +
scene.mesh.vertices[face[2]] * barycentric.z;
// 为每个视图采样颜色
cv::Vec3f accumColor(0, 0, 0);
float totalWeight = 0.0f;
for (size_t viewIdx = 0; viewIdx < faceViews[idxVF].size(); ++viewIdx) {
const IIndex idxView = faceViews[idxVF][viewIdx];
const float viewWeight = faceViewWeights[idxVF][viewIdx];
if (idxView >= images.size()) continue;
const Image& sourceImage = images[idxView];
// 投影到图像
Point2f imgPoint = ProjectPointWithAutoCorrection(sourceImage.camera, worldPoint, sourceImage);
// 验证投影
if (!ValidateProjection(worldPoint, sourceImage, imgPoint) ||
!sourceImage.image.isInside(imgPoint) ||
!sourceImage.camera.IsInFront(worldPoint)) {
continue;
}
// ✅ 使用高质量采样(双三次插值)
Sampler sampler;
Color color = sourceImage.image.sample<Sampler, Color>(sampler, imgPoint);
// 累积加权颜色(注意:OpenMVS的Color顺序是BGR)
accumColor[0] += color[0] * viewWeight; // B
accumColor[1] += color[1] * viewWeight; // G
accumColor[2] += color[2] * viewWeight; // R
totalWeight += viewWeight;
}
if (totalWeight > 0.0f) {
// 平均颜色
accumColor /= totalWeight;
// 保存采样点和颜色
texPoints.emplace_back(texCoord);
pointColors.push_back(accumColor);
}
}
}
// ✅ 关键修改3:直接在高分辨率下逐像素采样(不再使用Delaunay插值)
for (int y = bbox.y; y < bbox.y + bbox.height; ++y) {
for (int x = bbox.x; x < bbox.x + bbox.width; ++x) {
// 计算当前像素的UV坐标(在高分辨率空间)
Point2f texCoord(
static_cast<float>(x) / renderSize,
static_cast<float>(y) / renderSize
);
// 计算重心坐标
Point3f barycentric;
if (!PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
continue;
}
}
}
// 使用Delaunay三角剖分在面片内部生成均匀采样
if (texPoints.size() >= 3) {
// 创建Delaunay三角剖分
cv::Subdiv2D subdiv(cv::Rect(0, 0, textureSize, textureSize));
for (const auto& pt : texPoints) {
subdiv.insert(cv::Point2f(pt.x * textureSize, pt.y * textureSize));
}
std::vector<cv::Vec6f> triangleList;
subdiv.getTriangleList(triangleList);
// 遍历三角形并填充
for (const auto& t : triangleList) {
cv::Point2f pt1(t[0], t[1]);
cv::Point2f pt2(t[2], t[3]);
cv::Point2f pt3(t[4], t[5]);
// 获取三角形内的像素
std::vector<cv::Point> pixels = GetPixelsInTriangle(pt1, pt2, pt3, textureSize);
// 计算3D世界坐标
const Vertex worldPoint =
scene.mesh.vertices[face[0]] * barycentric.x +
scene.mesh.vertices[face[1]] * barycentric.y +
scene.mesh.vertices[face[2]] * barycentric.z;
for (const auto& pixel : pixels) {
if (pixel.x < 0 || pixel.x >= textureSize ||
pixel.y < 0 || pixel.y >= textureSize) {
continue;
}
// 累积来自所有视图的颜色
cv::Vec3f accumColor(0, 0, 0);
float totalWeight = 0.0f;
for (size_t viewIdx = 0; viewIdx < faceViews[idxVF].size(); ++viewIdx) {
const IIndex idxView = faceViews[idxVF][viewIdx];
const float viewWeight = faceViewWeights[idxVF][viewIdx];
const Point2f texCoord((float)pixel.x / textureSize, (float)pixel.y / textureSize);
if (idxView >= images.size()) continue;
// ✅ 改进:使用距离加权插值(替代最近邻)
cv::Vec3f weightedColor(0, 0, 0);
float totalWeight = 0.0f;
const float POWER = 2.0f; // 距离幂次(2表示平方反比)
const float MAX_DIST_SQ = 100.0f / (textureSize * textureSize); // 最大距离平方
const Image& sourceImage = images[idxView];
for (size_t i = 0; i < texPoints.size(); ++i) {
float dx = texPoints[i].x - texCoord.x;
float dy = texPoints[i].y - texCoord.y;
float distSq = dx*dx + dy*dy; // 平方距离
// 跳过距离过远的点
if (distSq > MAX_DIST_SQ) continue;
// 避免除零
if (distSq < 1e-10f) distSq = 1e-10f;
// 计算权重(距离越近权重越大)
float weight = 1.0f / std::pow(distSq, POWER/2.0f);
weightedColor += pointColors[i] * weight;
totalWeight += weight;
// 投影到图像
Point2f imgPoint = ProjectPointWithAutoCorrection(sourceImage.camera, worldPoint, sourceImage);
// 验证投影
if (!ValidateProjection(worldPoint, sourceImage, imgPoint) ||
!sourceImage.image.isInside(imgPoint) ||
!sourceImage.camera.IsInFront(worldPoint)) {
continue;
}
// ✅ 如果有权重,则计算加权平均颜色
if (totalWeight > 0.0f) {
cv::Vec3f newColor = weightedColor / totalWeight;
// 累加颜色和权重
#ifdef _USE_OPENMP
#pragma omp atomic
#endif
weightAccum(pixel.y, pixel.x) += 1.0f;
#ifdef _USE_OPENMP
#pragma omp atomic
#endif
sampleCount(pixel.y, pixel.x) += 1;
#ifdef _USE_OPENMP
#pragma omp critical
#endif
{
colorAccum(pixel.y, pixel.x) += newColor;
}
Color color = sourceImage.image((int)imgPoint.x, (int)imgPoint.y);
// ✅ 关键修改5:使用面积权重(而非简单计数)
const float areaWeight = viewWeight * (1.0f / (RENDER_SCALE * RENDER_SCALE));
// 累积加权颜色(BGR顺序)
accumColor[0] += color[0] * areaWeight; // B
accumColor[1] += color[1] * areaWeight; // G
accumColor[2] += color[2] * areaWeight; // R
totalWeight += areaWeight;
}
// ✅ 关键修改6:原子累加(避免竞态条件)
if (totalWeight > 0.0f) {
#ifdef _USE_OPENMP
#pragma omp critical
#endif
{
colorAccum(y, x) += accumColor;
weightAccum(y, x) += totalWeight;
}
}
}
@ -15803,45 +15726,81 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces( @@ -15803,45 +15726,81 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
}
}
// 6. 应用权重归一化
DEBUG_EXTRA("Applying weight normalization for virtual faces");
for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) {
// 6. 应用权重归一化(在高分辨率下)
DEBUG_EXTRA("Applying weight normalization at high resolution");
cv::Mat3f hiResAtlas(renderSize, renderSize, cv::Vec3f(0, 0, 0));
for (int y = 0; y < renderSize; ++y) {
for (int x = 0; x < renderSize; ++x) {
float weight = weightAccum(y, x);
if (weight > 0.0f) {
// 计算加权平均颜色
cv::Vec3f avgColor = colorAccum(y, x) / weight;
// 转换为Pixel8U(注意BGR顺序)
Pixel8U finalColor;
finalColor.b = (unsigned char)cv::saturate_cast<uchar>(avgColor[0]); // B
finalColor.g = (unsigned char)cv::saturate_cast<uchar>(avgColor[1]); // G
finalColor.r = (unsigned char)cv::saturate_cast<uchar>(avgColor[2]); // R
textureAtlas(y, x) = finalColor;
hiResAtlas(y, x) = colorAccum(y, x) / weight;
} else {
// 保持背景色
textureAtlas(y, x) = colEmpty;
// 对于未采样的像素,使用背景色
hiResAtlas(y, x) = cv::Vec3f(colEmpty[2], colEmpty[1], colEmpty[0]);
}
}
}
// 7. 填充缝隙和未采样区域
DEBUG_EXTRA("Filling gaps in texture atlas for virtual faces");
// 7. ✅ 关键修改7:高质量降采样到目标分辨率
DEBUG_EXTRA("Downsampling from %dx%d to %dx%d", renderSize, renderSize, textureSize, textureSize);
cv::Mat3f downsampledAtlas;
cv::resize(hiResAtlas, downsampledAtlas, cv::Size(textureSize, textureSize), 0, 0, cv::INTER_CUBIC);
// 8. 转换为8位纹理
for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) {
const cv::Vec3f& color = downsampledAtlas(y, x);
Pixel8U finalColor;
finalColor.b = (unsigned char)cv::saturate_cast<uchar>(color[0]);
finalColor.g = (unsigned char)cv::saturate_cast<uchar>(color[1]);
finalColor.r = (unsigned char)cv::saturate_cast<uchar>(color[2]);
textureAtlas(y, x) = finalColor;
}
}
// 9. 填充缝隙和未采样区域(可选)
DEBUG_EXTRA("Filling gaps in texture atlas");
cv::Mat textureMat = (cv::Mat&)textureAtlas;
cv::Mat1f weightMat = weightAccum;
cv::Mat1i sampleMat = sampleCount;
// FillTextureGapsMultiView(textureMat, weightMat, sampleMat, colEmpty);
// 8. 应用锐化(可选)
// FillTextureGaps2(textureMat, weightMat, colEmpty);
// 10. ✅ 关键修改8:应用锐化(显著提升清晰度)
if (fSharpnessWeight > 0) {
// ApplySharpening(textureMat, fSharpnessWeight);
DEBUG_EXTRA("Applying sharpening filter (weight: %.2f)", fSharpnessWeight);
ApplyUnsharpMask(textureMat, fSharpnessWeight);
}
DEBUG_EXTRA("Multi-view texture atlas generation with virtual faces complete");
// 11. 可选:各向异性过滤
#if TEXOPT_USE_ANISOTROPIC
const int anisoLevel = 8;
for (auto& tex : textures) {
tex.SetFilterMode(Texture::ANISOTROPIC);
tex.SetAnisotropy(anisoLevel);
}
#endif
DEBUG_EXTRA("Multi-view texture atlas generation completed in %s", TD_TIMER_GET_FMT().c_str());
return textures;
}
// 辅助函数:Unsharp Mask 锐化
void MeshTexture::ApplyUnsharpMask(cv::Mat& image, float strength) {
cv::Mat blurred;
cv::GaussianBlur(image, blurred, cv::Size(0, 0), 2.0);
cv::Mat sharpened;
cv::addWeighted(image, 1.0 + strength, blurred, -strength, 0, sharpened);
// 限制像素值范围
cv::max(cv::min(sharpened, 255), 0, image);
}
// 辅助函数:填充纹理缝隙
void MeshTexture::FillTextureGaps2(cv::Mat& texture, const cv::Mat1f& weights, Pixel8U colEmpty) {
// 实现缝隙填充逻辑
// 可以使用膨胀、腐蚀或邻域传播算法
}
// ✅ 单视图选择函数(面片级)
bool MeshTexture::SelectBestSingleView(
const Point3f& worldPos,

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