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ManualUV
hesuicong 4 weeks ago
parent
commit
84a492600f
  1. 193
      libs/MVS/SceneTexture.cpp

193
libs/MVS/SceneTexture.cpp

@ -483,6 +483,9 @@ public:
void GenerateTexture2(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName); void GenerateTexture2(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName);
bool TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskLabel, float fOutlierThreshold, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight); bool TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskLabel, float fOutlierThreshold, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
Mesh::Image8U3Arr GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight); Mesh::Image8U3Arr GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
Mesh::Image8U3Arr GenerateTextureAtlasFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views, int textureSize, Pixel8U colEmpty, float fSharpnessWeight);
Mesh::Image8U3Arr GenerateTextureAtlasFromImages(const LabelArr& faceLabels, const IIndexArr& views, int textureSize, Pixel8U colEmpty, float fSharpnessWeight);
Pixel8U SampleFromExistingTextureAtBarycentric(FIndex faceID, const Point3f& barycentric, const Image8U3& existingTexture);
Point2f ProjectPointWithAutoCorrection(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage); Point2f ProjectPointWithAutoCorrection(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage);
Point2f ProjectPointRobust(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage, float searchRadius = 0.02f); Point2f ProjectPointRobust(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage, float searchRadius = 0.02f);
Mesh::Image8U3Arr SampleFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight); Mesh::Image8U3Arr SampleFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
@ -10604,14 +10607,7 @@ void FillTextureGaps(Image8U3& textureAtlas, const Mesh::TexCoordArr& faceTexcoo
Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views, Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views,
unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight) unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight)
{ {
// 如果已经有生成的纹理,直接返回 DEBUG_EXTRA("GenerateTextureAtlasFromUV");
if (!scene.mesh.texturesDiffuse.empty()) {
DEBUG_EXTRA("GenerateTextureAtlasFromUV: 使用已生成的纹理,数量: %zu", scene.mesh.texturesDiffuse.size());
return scene.mesh.texturesDiffuse;
}
// 否则,重新生成纹理
DEBUG_EXTRA("GenerateTextureAtlasFromUV: 从图像重新生成纹理");
// 1. 分析整个模型的UV布局 // 1. 分析整个模型的UV布局
AABB2f uvBounds(true); AABB2f uvBounds(true);
@ -10632,7 +10628,144 @@ Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLa
textureSize, textureSize, textureSize, textureSize,
uvBounds.ptMin.x(), uvBounds.ptMin.y(), uvBounds.ptMax.x(), uvBounds.ptMax.y()); uvBounds.ptMin.x(), uvBounds.ptMin.y(), uvBounds.ptMax.x(), uvBounds.ptMax.y());
// 4. 为每个面片采样颜色并填充纹理图集 // 4. 检查是否有已生成的纹理可以使用
bool useExistingTextures = !scene.mesh.texturesDiffuse.empty() &&
!scene.mesh.faceTexindices.empty() &&
scene.mesh.texturesDiffuse.size() == 1; // 假设只有一个纹理图集
if (useExistingTextures) {
DEBUG_EXTRA("从已有纹理采样生成新的纹理布局");
return GenerateTextureAtlasFromExistingTextures(faceLabels, views, textureSize, colEmpty, fSharpnessWeight);
}
// 5. 否则,从原始图像重新生成纹理
DEBUG_EXTRA("从原始图像重新生成纹理图集");
return GenerateTextureAtlasFromImages(faceLabels, views, textureSize, colEmpty, fSharpnessWeight);
}
Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views,
int textureSize, Pixel8U colEmpty, float fSharpnessWeight)
{
Mesh::Image8U3Arr textures;
Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize);
textureAtlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
// 获取已有的纹理
const Image8U3& existingTexture = scene.mesh.texturesDiffuse[0];
// 为每个面片从已有纹理采样
#ifdef _USE_OPENMP
#pragma omp parallel for schedule(dynamic)
for (int_t idxFace = 0; idxFace < (int_t)scene.mesh.faces.size(); ++idxFace) {
#else
FOREACH(idxFace, scene.mesh.faces) {
#endif
const FIndex faceID = (FIndex)idxFace;
const Label label = faceLabels[faceID];
if (label == 0) continue; // 跳过无视图的面片
// 获取面的UV坐标
const TexCoord* uvCoords = &scene.mesh.faceTexcoords[faceID * 3];
// 计算面片在纹理图集中的边界框
AABB2f faceUVBounds(true);
for (int i = 0; i < 3; ++i) {
faceUVBounds.InsertFull(uvCoords[i]);
}
// 将UV坐标转换到纹理像素坐标
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));
// 对面片覆盖的每个纹理像素进行采样
for (int y = startY; y <= endY; ++y) {
for (int x = startX; x <= endX; ++x) {
const Point2f texCoord((float)x / textureSize, (float)y / textureSize);
// 1. 检查是否在三角形内
Point3f barycentric;
if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
// 从已有纹理中采样颜色
Pixel8U sampledColor = SampleFromExistingTextureAtBarycentric(faceID, barycentric, existingTexture);
// 将采样颜色写入纹理图集
#ifdef _USE_OPENMP
#pragma omp critical
#endif
{
textureAtlas(y, x) = sampledColor;
}
}
// 2. 如果不在三角形内,检查是否在三角形边缘附近
else {
// 计算到三角形边缘的最近距离
float minDist = std::numeric_limits<float>::max();
Point2f closestPoint;
// 检查三条边
for (int i = 0; i < 3; ++i) {
const Point2f& p1 = uvCoords[i];
const Point2f& p2 = uvCoords[(i + 1) % 3];
Point2f proj = ProjectPointToLineSegment(texCoord, p1, p2);
float dist = cv::norm(texCoord - proj);
if (dist < minDist) {
minDist = dist;
closestPoint = proj;
}
}
// 如果距离小于阈值,进行边缘填充
const float edgeThreshold = 1.0f / textureSize; // 1个像素的阈值
if (minDist <= edgeThreshold * 2) { // 填充边缘周围2个像素
// 在最近点计算重心坐标
Point3f edgeBarycentric = BarycentricFromPoint(closestPoint, uvCoords[0], uvCoords[1], uvCoords[2]);
if (edgeBarycentric.x >= 0 && edgeBarycentric.x <= 1 &&
edgeBarycentric.y >= 0 && edgeBarycentric.y <= 1 &&
edgeBarycentric.z >= 0 && edgeBarycentric.z <= 1) {
// 从已有纹理中采样颜色
Pixel8U sampledColor = SampleFromExistingTextureAtBarycentric(faceID, edgeBarycentric, existingTexture);
#ifdef _USE_OPENMP
#pragma omp critical
#endif
{
textureAtlas(y, x) = sampledColor;
}
}
}
}
}
}
}
// 添加后处理填充函数
FillTextureGaps(textureAtlas, scene.mesh.faceTexcoords, (FIndex)scene.mesh.faces.size(), faceLabels, textureSize, colEmpty);
// 应用后处理
if (fSharpnessWeight > 0) {
// ApplySharpening(textureAtlas, fSharpnessWeight);
}
DEBUG_EXTRA("从已有纹理生成纹理图集完成: 尺寸%dx%d, %u个面片",
textureSize, textureSize, scene.mesh.faces.size());
return textures;
}
Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromImages(const LabelArr& faceLabels, const IIndexArr& views,
int textureSize, Pixel8U colEmpty, float fSharpnessWeight)
{
Mesh::Image8U3Arr textures;
Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize);
textureAtlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
// 为每个面片从原始图像采样颜色
#ifdef _USE_OPENMP #ifdef _USE_OPENMP
#pragma omp parallel for schedule(dynamic) #pragma omp parallel for schedule(dynamic)
for (int_t idxFace = 0; idxFace < (int_t)scene.mesh.faces.size(); ++idxFace) { for (int_t idxFace = 0; idxFace < (int_t)scene.mesh.faces.size(); ++idxFace) {
@ -10671,7 +10804,6 @@ Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLa
// 1. 检查是否在三角形内 // 1. 检查是否在三角形内
Point3f barycentric; Point3f barycentric;
if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) { if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
// 标准内部采样
// 计算3D空间中的对应点 // 计算3D空间中的对应点
const Vertex worldPoint = const Vertex worldPoint =
vertices[face[0]] * barycentric.x + vertices[face[0]] * barycentric.x +
@ -10689,9 +10821,6 @@ Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLa
// 检查投影是否在图像边界内 // 检查投影是否在图像边界内
if (imgPoint.x < -100 || imgPoint.x > sourceImage.image.cols + 100 || if (imgPoint.x < -100 || imgPoint.x > sourceImage.image.cols + 100 ||
imgPoint.y < -100 || imgPoint.y > sourceImage.image.rows + 100) { imgPoint.y < -100 || imgPoint.y > sourceImage.image.rows + 100) {
// 投影异常,记录日志用于调试
DEBUG_EXTRA("异常投影: 图像点(%.1f,%.1f) 超出图像范围(%dx%d)",
imgPoint.x, imgPoint.y, sourceImage.image.cols, sourceImage.image.rows);
continue; continue;
} }
@ -10769,20 +10898,50 @@ Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLa
} }
} }
// 5. 添加后处理填充函数 // 添加后处理填充函数
FillTextureGaps(textureAtlas, scene.mesh.faceTexcoords, (FIndex)scene.mesh.faces.size(), faceLabels, textureSize, colEmpty); FillTextureGaps(textureAtlas, scene.mesh.faceTexcoords, (FIndex)scene.mesh.faces.size(), faceLabels, textureSize, colEmpty);
// 6. 应用后处理 // 应用后处理
if (fSharpnessWeight > 0) { if (fSharpnessWeight > 0) {
// ApplySharpening(textureAtlas, fSharpnessWeight); // ApplySharpening(textureAtlas, fSharpnessWeight);
} }
DEBUG_EXTRA("纹理图集生成完成: %u个面片, 纹理尺寸%dx%d", DEBUG_EXTRA("从原始图像生成纹理图集完成: 尺寸%dx%d, %u个面片",
scene.mesh.faces.size(), textureSize, textureSize); textureSize, textureSize, scene.mesh.faces.size());
return textures; return textures;
} }
Pixel8U MeshTexture::SampleFromExistingTextureAtBarycentric(FIndex faceID, const Point3f& barycentric, const Image8U3& existingTexture)
{
// 获取面在已有纹理中的UV坐标
// 注意:这里假设每个面在已有纹理中也有对应的UV坐标
// 我们需要从 scene.mesh.faceTexcoords 中获取这些UV坐标
if (faceID * 3 + 2 >= scene.mesh.faceTexcoords.size()) {
return Pixel8U(0, 0, 0);
}
const TexCoord* existingUVs = &scene.mesh.faceTexcoords[faceID * 3];
// 使用重心坐标计算采样点的UV坐标
Point2f texCoord(
existingUVs[0].x * barycentric.x +
existingUVs[1].x * barycentric.y +
existingUVs[2].x * barycentric.z,
existingUVs[0].y * barycentric.x +
existingUVs[1].y * barycentric.y +
existingUVs[2].y * barycentric.z
);
// 确保UV坐标在[0,1]范围内
texCoord.x = std::max(0.0f, std::min(1.0f, texCoord.x));
texCoord.y = std::max(0.0f, std::min(1.0f, texCoord.y));
// 从已有纹理中采样
return SampleTextureBilinear(existingTexture, texCoord);
}
Mesh::Image8U3Arr MeshTexture::SampleFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views, Mesh::Image8U3Arr MeshTexture::SampleFromExistingTextures(const LabelArr& faceLabels, const IIndexArr& views,
unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight) unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight)
{ {

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