接缝处理
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707a62057a
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@@ -772,6 +772,9 @@ public:
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const std::vector<IIndex>& texelPatchID,
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int textureSize,
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int featherRadius=3);
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void AlignPatchColors(Image8U3& atlas,
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const std::vector<IIndex>& texelPatchID,
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int textureSize);
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void GlobalPatchColorAlignment(Image8U3& atlas, int textureSize);
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void LocalSeamBlending(Image8U3& atlas, int textureSize);
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std::vector<Color> patchAvgColor; // ← 直接声明 vector,不要加括号!
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@@ -14607,6 +14610,83 @@ void MeshTexture::GlobalPatchColorAlignment(Image8U3& atlas, int textureSize)
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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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// ========== Patch Color Alignment(改进版,不依赖 GlobalPatchColorAlignment)==========
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void MeshTexture::AlignPatchColors(Image8U3& atlas,
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const std::vector<IIndex>& texelPatchID,
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int textureSize)
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{
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if (atlas.empty() || texelPatchID.empty()) return;
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// ---------- 一次遍历:记录每个 patch 的"向外边界颜色" ----------
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// 边界像素的定义:它自己和某个邻居属于不同 patch。
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// 对于这条边,颜色贡献到"我的 patch",同时也贡献到"邻居的 patch"。
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struct Acc { cv::Vec3d sum = {0,0,0}; int count = 0; };
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std::map<IIndex, Acc> myBorder; // patch -> 自己这侧的边界颜色累加
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std::map<IIndex, Acc> neighborBorder; // patch -> 所有邻居边界颜色的累加
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const int dx4[] = { -1, 1, 0, 0 };
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const int dy4[] = { 0, 0, -1, 1 };
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for (int y = 1; y < textureSize - 1; ++y) {
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for (int x = 1; x < textureSize - 1; ++x) {
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int idx = y * textureSize + x;
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if (texelPatchID[idx] == NO_ID) continue;
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IIndex myPatch = texelPatchID[idx];
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const Pixel8U& myPx = atlas(y, x);
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cv::Vec3f myColor(myPx[2], myPx[1], myPx[0]); // BGR -> RGB
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for (int d = 0; d < 4; ++d) {
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int nx = x + dx4[d], ny = y + dy4[d];
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int nidx = ny * textureSize + nx;
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IIndex nbPatch = texelPatchID[nidx];
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if (nbPatch == NO_ID || nbPatch == myPatch) continue;
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// 这条边存在:两侧都记录
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myBorder[myPatch].sum += cv::Vec3d(myColor);
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myBorder[myPatch].count++;
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neighborBorder[myPatch].sum += cv::Vec3d(atlas(ny, nx)[2],
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atlas(ny, nx)[1],
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atlas(ny, nx)[0]);
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neighborBorder[myPatch].count++;
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}
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}
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}
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// ---------- 计算增益(O(patch 数),不再扫全图)----------
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std::map<IIndex, cv::Vec3f> patchGain;
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for (const auto& entry : myBorder) {
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IIndex pid = entry.first;
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if (entry.second.count == 0 || neighborBorder[pid].count == 0) continue;
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cv::Vec3d myMean = entry.second.sum / entry.second.count;
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cv::Vec3d nbMean = neighborBorder[pid].sum / neighborBorder[pid].count;
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cv::Vec3f gain(1, 1, 1);
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for (int c = 0; c < 3; ++c) {
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if (myMean[c] > 1.0f)
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gain[c] = (float)(nbMean[c] / myMean[c]);
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gain[c] = std::max(0.5f, std::min(2.0f, gain[c]));
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}
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patchGain[pid] = gain;
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}
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// ---------- 应用增益 ----------
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for (int y = 0; y < textureSize; ++y) {
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for (int x = 0; x < textureSize; ++x) {
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int idx = y * textureSize + x;
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if (texelPatchID[idx] == NO_ID) continue;
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auto it = patchGain.find(texelPatchID[idx]);
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if (it == patchGain.end()) continue;
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const cv::Vec3f& gain = it->second;
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Pixel8U& px = atlas(y, x);
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px[2] = cv::saturate_cast<uchar>(px[2] * gain[0]);
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px[1] = cv::saturate_cast<uchar>(px[1] * gain[1]);
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px[0] = cv::saturate_cast<uchar>(px[0] * gain[2]);
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}
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}
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}
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// 对每个 texel,如果它的 patchID 和邻居不同,说明是接缝
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// 在接缝处做 3x3 或 5x5 的高斯模糊/均值模糊
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void MeshTexture::FeatherTextureSeams(Image8U3& texture,
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@@ -14855,6 +14935,7 @@ bool MeshTexture::RasterizeVirtualFaces(
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DEBUG_EXTRA("Seam blending completed: %zu edges (%s)", seamEdges.size(), TD_TIMER_GET_FMT().c_str());
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}
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AlignPatchColors(atlas, m_texelPatchID, textureSize);
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// FeatherTextureSeams(atlas, m_texelPatchID, textureSize, 3);
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return true;
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}
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