进一步整理finalPatch逻辑
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+76
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@@ -16695,83 +16695,83 @@ bool MeshTexture::RasterizeVirtualFaces(
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cv::Mat highFreq = highFreqAccum;
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// ========== 每个顶点独立判断可见性(增强版)==========
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bool vertexVisible[3] = {false, false, false};
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cv::Vec3f vertexBestColor[3] = {cv::Vec3f(0,0,0), cv::Vec3f(0,0,0), cv::Vec3f(0,0,0)};
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// ========== 每个顶点独立判断可见性(增强版)==========
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bool vertexVisible[3] = {false, false, false};
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cv::Vec3f vertexBestColor[3] = {cv::Vec3f(0,0,0), cv::Vec3f(0,0,0), cv::Vec3f(0,0,0)};
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// 检查主视图
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for (int j = 0; j < 3; ++j) {
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int vx = (int)(uv[j].x * textureSize) - minX;
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int vy = (int)(uv[j].y * textureSize) - minY;
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if (vx >= 0 && vx < patchW && vy >= 0 && vy < patchH) {
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cv::Vec3f color = mainFloat.at<cv::Vec3f>(vy, vx);
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if (color[0] > 0.0f || color[1] > 0.0f || color[2] > 0.0f) {
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vertexVisible[j] = true;
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vertexBestColor[j] = color;
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}
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}
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}
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// 检查主视图
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for (int j = 0; j < 3; ++j) {
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int vx = (int)(uv[j].x * textureSize) - minX;
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int vy = (int)(uv[j].y * textureSize) - minY;
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if (vx >= 0 && vx < patchW && vy >= 0 && vy < patchH) {
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cv::Vec3f color = mainFloat.at<cv::Vec3f>(vy, vx);
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if (color[0] > 0.0f || color[1] > 0.0f || color[2] > 0.0f) {
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vertexVisible[j] = true;
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vertexBestColor[j] = color;
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}
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}
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}
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// 如果主视图不可见,检查辅助视图
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if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible[2])) {
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for (const auto& lfv : lowFreqViews) {
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if (lfv.viewId >= (IIndex)images.size() || images[lfv.viewId].image.empty()) continue;
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// 对该辅助视图重新采样该顶点位置
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const Camera& auxCam = images[lfv.viewId].camera;
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bool auxCamValid = (auxCam.K(0,0) > 0 && auxCam.K(1,1) > 0);
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for (int j = 0; j < 3; ++j) {
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if (vertexVisible[j]) continue; // 已经可见就跳过
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// 用3D投影得到该顶点在辅助视图中的像素位置
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Point2f imgPt;
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if (auxCamValid) {
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imgPt = auxCam.ProjectPointP(v[j]);
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} else {
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// 用 homography fallback
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const auto& geomRef = m_virtualFaceGeometries[i];
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auto it = geomRef.viewHomographies.find(lfv.viewId);
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if (it == geomRef.viewHomographies.end()) continue;
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const float* H = it->second.ptr<float>();
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float u = uv[j].x;
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float v_coord = uv[j].y;
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float w = H[6]*u + H[7]*v_coord + H[8];
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if (std::abs(w) < 1e-12f) continue;
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float projX = (H[0]*u + H[1]*v_coord + H[2]) / w;
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float projY = (H[3]*u + H[4]*v_coord + H[5]) / w;
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imgPt = Point2f(projX, projY);
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}
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if (imgPt.x >= 0 && imgPt.x < images[lfv.viewId].image.cols &&
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imgPt.y >= 0 && imgPt.y < images[lfv.viewId].image.rows) {
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// 采样该像素颜色
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cv::Vec3f auxColor = imagesFloat[lfv.viewId].at<cv::Vec3f>((int)imgPt.y, (int)imgPt.x);
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if (auxColor[0] > 0.0f || auxColor[1] > 0.0f || auxColor[2] > 0.0f) {
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vertexVisible[j] = true;
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vertexBestColor[j] = auxColor;
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}
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}
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}
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// 如果三个顶点都已可见,提前退出
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if (vertexVisible[0] && vertexVisible[1] && vertexVisible[2])
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break;
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}
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}
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// 如果主视图不可见,检查辅助视图
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if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible[2])) {
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for (const auto& lfv : lowFreqViews) {
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if (lfv.viewId >= (IIndex)images.size() || images[lfv.viewId].image.empty()) continue;
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// 对该辅助视图重新采样该顶点位置
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const Camera& auxCam = images[lfv.viewId].camera;
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bool auxCamValid = (auxCam.K(0,0) > 0 && auxCam.K(1,1) > 0);
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for (int j = 0; j < 3; ++j) {
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if (vertexVisible[j]) continue; // 已经可见就跳过
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// 用3D投影得到该顶点在辅助视图中的像素位置
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Point2f imgPt;
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if (auxCamValid) {
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imgPt = auxCam.ProjectPointP(v[j]);
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} else {
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// 用 homography fallback
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const auto& geomRef = m_virtualFaceGeometries[i];
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auto it = geomRef.viewHomographies.find(lfv.viewId);
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if (it == geomRef.viewHomographies.end()) continue;
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const float* H = it->second.ptr<float>();
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float u = uv[j].x;
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float v_coord = uv[j].y;
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float w = H[6]*u + H[7]*v_coord + H[8];
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if (std::abs(w) < 1e-12f) continue;
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float projX = (H[0]*u + H[1]*v_coord + H[2]) / w;
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float projY = (H[3]*u + H[4]*v_coord + H[5]) / w;
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imgPt = Point2f(projX, projY);
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}
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if (imgPt.x >= 0 && imgPt.x < images[lfv.viewId].image.cols &&
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imgPt.y >= 0 && imgPt.y < images[lfv.viewId].image.rows) {
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// 采样该像素颜色
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cv::Vec3f auxColor = imagesFloat[lfv.viewId].at<cv::Vec3f>((int)imgPt.y, (int)imgPt.x);
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if (auxColor[0] > 0.0f || auxColor[1] > 0.0f || auxColor[2] > 0.0f) {
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vertexVisible[j] = true;
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vertexBestColor[j] = auxColor;
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}
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}
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}
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// 如果三个顶点都已可见,提前退出
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if (vertexVisible[0] && vertexVisible[1] && vertexVisible[2])
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break;
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}
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}
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#pragma omp critical (vertex_visibility)
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{
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for (int j = 0; j < 3; ++j) {
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VIndex vi = face[j];
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if (vi < m_vertexColors.size() && vertexVisible[j]) {
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m_vertexColors[vi].visibleInAnyView = true;
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m_vertexColors[vi].mainColor = vertexBestColor[j];
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}
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}
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}
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#pragma omp critical (vertex_visibility)
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{
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for (int j = 0; j < 3; ++j) {
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VIndex vi = face[j];
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if (vi < m_vertexColors.size() && vertexVisible[j]) {
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m_vertexColors[vi].visibleInAnyView = true;
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m_vertexColors[vi].mainColor = vertexBestColor[j];
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}
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}
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}
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// ========== 空洞填充与合成 ==========
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cv::Mat filledLowFreq = lowFreqPatch.clone();
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@@ -16784,8 +16784,8 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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}
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}
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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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cv::Mat finalPatch = filledLowFreq * 0.2f + mainFloat * 0.8f;
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// cv::Mat finalPatch = mainFloat;
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// 钳制到 [0, 1]
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cv::Mat clampedPatch;
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