进一步整理finalPatch逻辑
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209fe6a260
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1 file changed
+14
-14
+14
-14
@@ -16695,12 +16695,12 @@ 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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// 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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@@ -16710,10 +16710,10 @@ for (int j = 0; j < 3; ++j) {
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vertexBestColor[j] = color;
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}
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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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// 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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@@ -16760,10 +16760,10 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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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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}
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#pragma omp critical (vertex_visibility)
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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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@@ -16771,7 +16771,7 @@ if (hasLowFreqViews && (!vertexVisible[0] || !vertexVisible[1] || !vertexVisible
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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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}
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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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