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解决色块的问题

master
hesuicong 1 month ago
parent
commit
97b429ec98
  1. 743
      libs/MVS/SceneTexture.cpp

743
libs/MVS/SceneTexture.cpp

@ -495,7 +495,7 @@ public: @@ -495,7 +495,7 @@ public:
bool CreateVirtualFaces61(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f);
bool CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataViewArr& ComputeAverageQuality, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const;
bool CreateVirtualFaces63(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const;
bool CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const;
void CreateVirtualFaces64(const FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const;
bool CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const;
void CreateVirtualFaces8(const FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const;
@ -5746,138 +5746,8 @@ bool MeshTexture::CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataView @@ -5746,138 +5746,8 @@ bool MeshTexture::CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataView
return true;
}
bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras, float thMaxNormalDeviation) const
void MeshTexture::CreateVirtualFaces64(const FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, unsigned minCommonCameras, float thMaxNormalDeviation) const
{
if (meshCurvatures.empty()) {
ComputeFaceCurvatures();
}
// 如果夹角小于45度(cos(45°) ≈ 0.7071),则计入覆盖
float fAngleThreshold1 = 0.6071; // 0.7071f
float fAngleThreshold2 = 0.8571; // 0.7071f
// 初始化数据结构
std::vector<bool> processedFaces(faces.size(), false);
std::vector<std::pair<IIndex, int>> viewCoverage; // 视图索引和覆盖的面片数量
DEBUG_EXTRA("开始新的虚拟面片创建逻辑: 基于视图排序");
//*
// 1. 计算每个视图的覆盖情况
Util::Progress progress1(_T("计算视图覆盖"), images.size());
for (IIndex idxView = 0; idxView < images.size(); ++idxView) {
if (mapViewCoverageData.find(idxView) == mapViewCoverageData.end())
{
// 插入新对象
mapViewCoverageData.emplace(idxView, ViewCoverageData(idxView));
}
ViewCoverageData& viewData = mapViewCoverageData[idxView];
if (!images[idxView].IsValid()) {
++progress1;
continue;
}
int coverageCount = 0;
const Image& imageData = images[idxView];
// 计算相机方向
const RMatrix& R = imageData.camera.R;
Point3f cameraForward(
-R(0,2), // 相机坐标系中-Z轴是向前方向(从相机指向场景)
-R(1,2),
-R(2,2)
);
// 归一化相机方向
const float normCameraForward = std::sqrt(
cameraForward.x * cameraForward.x +
cameraForward.y * cameraForward.y +
cameraForward.z * cameraForward.z
);
if (normCameraForward > 0) {
cameraForward /= normCameraForward;
}
FaceDataViewArr facesDatasPreprocess;
facesDatasPreprocess.resize(faces.size());
// 遍历所有面片,统计满足条件的面片
for (FIndex idxFace = 0; idxFace < faces.size(); ++idxFace) {
// 跳过已处理的面片
if (processedFaces[idxFace]) {
continue;
}
// 检查面片是否有视图数据
if (facesDatas[idxFace].empty()) {
continue;
}
// 检查视图是否能看到这个面片
bool viewSeesFace = false;
float bestQuality = 0.0f;
for (const FaceData& fd : facesDatas[idxFace]) {
if (fd.idxView == idxView && !fd.bInvalidFacesRelative) {
viewSeesFace = true;
if (fd.quality > bestQuality) {
bestQuality = fd.quality;
}
}
}
if (!viewSeesFace) {
continue;
}
// 检查面片法线与相机方向的夹角
const Normal& faceNormal = scene.mesh.faceNormals[idxFace];
const float cosAngle = cameraForward.dot(Point3f(faceNormal.x, faceNormal.y, faceNormal.z));
if (cosAngle > fAngleThreshold2)
{
coverageCount++;
viewData.faceToIndexMap[idxFace] = idxFace;
}
if (cosAngle > fAngleThreshold1)
{
// viewData.faceToIndexMap[idxFace] = idxFace;
}
}
if (coverageCount > 0) {
viewCoverage.emplace_back(idxView, coverageCount);
}
++progress1;
}
progress1.close();
// 2. 按覆盖数量对视图排序(从高到低)
std::sort(viewCoverage.begin(), viewCoverage.end(),
[](const auto& a, const auto& b) { return a.second > b.second; });
// 打印排序结果
// DEBUG_EXTRA("视图覆盖统计(按覆盖数量从高到低排序):");
int totalCoverage = 0;
for (const auto& [idxView, coverage] : viewCoverage) {
const Image& imageData = images[idxView];
// DEBUG_EXTRA("视图 %s (索引 %d): 覆盖 %d 个面片",
// imageData.name.c_str(), idxView, coverage);
totalCoverage += coverage;
}
// DEBUG_EXTRA("排序后视图数量: %zu,最大覆盖: %d, 共%d", viewCoverage.size(),
// viewCoverage.empty() ? 0 : viewCoverage[0].second, totalCoverage);
//*/
float thMaxColorDeviation = 130.0f;
const float ratioAngleToQuality(0.67f);
const float cosMaxNormalDeviation(COS(FD2R(thMaxNormalDeviation)));
Mesh::FaceIdxArr remainingFaces(faces.size());
@ -5885,94 +5755,12 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView @@ -5885,94 +5755,12 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
std::vector<bool> selectedFaces(faces.size(), false);
cQueue<FIndex, FIndex, 0> currentVirtualFaceQueue;
std::unordered_set<FIndex> queuedFaces;
// Precompute average color for each face
Colors faceColors; // 创建一个空列表
faceColors.reserve(faces.size()); // 预分配空间(如果cList有reserve方法且您关心性能)
for (size_t i = 0; i < faces.size(); ++i) {
faceColors.push_back(Color::ZERO); // 逐个添加元素
}
for (FIndex idxFace = 0; idxFace < faces.size(); ++idxFace) {
const FaceDataArr& faceDatas = facesDatas[idxFace];
if (faceDatas.empty()) continue;
Color sumColor = Color::ZERO;
for (const FaceData& fd : faceDatas) {
sumColor += fd.color;
}
faceColors[idxFace] = sumColor / faceDatas.size();
}
do {
const FIndex startPos = RAND() % remainingFaces.size();
const FIndex virtualFaceCenterFaceID = remainingFaces[startPos];
// 动态法线阈值
const float centerCurvature = meshCurvatures[virtualFaceCenterFaceID];
const float dynamicThreshold = (centerCurvature < 0.2f) ? 15.0f : 8.0f; // 曲率<0.2为平坦区域
const float dynamicCosTh = COS(FD2R(dynamicThreshold));
ASSERT(currentVirtualFaceQueue.IsEmpty());
const Normal& normalCenter = scene.mesh.faceNormals[virtualFaceCenterFaceID];
const FaceDataArr& centerFaceDatas = facesDatas[virtualFaceCenterFaceID];
// 检查中心面片是否包含无效视图
bool bHasInvalidView = false;
int nInvalidViewCount = 0;
int nTotalViewCount = 0;
for (const FaceData& faceData : centerFaceDatas) {
if (faceData.bInvalidFacesRelative) {
bHasInvalidView = true;
++nInvalidViewCount;
// break;
}
++nTotalViewCount;
}
std::vector<std::pair<float, Color>> sortedViews;
std::vector<std::pair<float, Color>> sortedLuminViews;
std::vector<std::pair<float, Color>> validViews;
sortedViews.reserve(centerFaceDatas.size());
for (const FaceData& fd : centerFaceDatas) {
if (fd.bInvalidFacesRelative)
{
// invalidView = fd.idxView;
// invalidQuality = fd.quality;
sortedViews.emplace_back(fd.quality, fd.color);
sortedLuminViews.emplace_back(MeshTexture::GetLuminance(fd.color), fd.color);
}
else
{
sortedViews.emplace_back(fd.quality, fd.color);
sortedLuminViews.emplace_back(MeshTexture::GetLuminance(fd.color), fd.color);
validViews.emplace_back(fd.quality, fd.color);
}
}
std::sort(sortedViews.begin(), sortedViews.end(),
[](const auto& a, const auto& b) { return a.first > b.first; });
std::sort(validViews.begin(), validViews.end(),
[](const auto& a, const auto& b) { return a.first > b.first; });
int nSize = sortedViews.size();
// int nSize = (sortedViews.size()>1) ? 1 : sortedViews.size();
// 计算初始平均值
float totalQuality = 0.0f;
Color totalColor(0,0,0);
for (int n = 0; n < nSize; ++n) {
totalQuality += sortedViews[n].first;
totalColor += sortedViews[n].second;
}
const float avgQuality = totalQuality / nSize;
const Color avgColor = totalColor / nSize;
float totalLuminance = MeshTexture::GetLuminance(totalColor);
float avgLuminance = totalLuminance / nSize;
std::sort(sortedLuminViews.begin(), sortedLuminViews.end(),
[avgLuminance](const auto& a, const auto& b) {
float luminDistA = cv::norm(avgLuminance - a.first);
float luminDistB = cv::norm(avgLuminance - b.first);
return luminDistA < luminDistB; });
// select the common cameras
Mesh::FaceIdxArr virtualFace;
FaceDataArr virtualFaceDatas;
@ -5983,269 +5771,22 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView @@ -5983,269 +5771,22 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
ASSERT(posToErase != Mesh::FaceIdxArr::NO_INDEX);
remainingFaces.RemoveAtMove(posToErase);
} else {
IIndexArr selectedCams = SelectBestViews(centerFaceDatas, virtualFaceCenterFaceID, minCommonCameras, ratioAngleToQuality);
// IIndexArr selectedCams = SelectBestViews2(centerFaceDatas, virtualFaceCenterFaceID, minCommonCameras, ratioAngleToQuality, facesDatas);
//*
// 获取中心面片的法线 (注意变量名是 normalCenter, 不是 centerNormal)
const Normal& normalCenter = scene.mesh.faceNormals[virtualFaceCenterFaceID];
std::map<IIndex, float> mapSortedcams;
std::map<IIndex, float> mapSortedcams2;
for (IIndex idxView : selectedCams)
{
const Image& imageData = images[idxView];
// 计算相机在世界坐标系中的朝向向量(相机镜面法线)
const RMatrix& R = imageData.camera.R;
// 相机局部坐标系中的向前向量 (0,0,-1)
Point3f localForward(0.0f, 0.0f, -1.0f);
// 手动计算矩阵乘法:cameraForward = R * localForward
Point3f cameraForward;
cameraForward.x = R(0,0) * localForward.x + R(0,1) * localForward.y + R(0,2) * localForward.z;
cameraForward.y = R(1,0) * localForward.x + R(1,1) * localForward.y + R(1,2) * localForward.z;
cameraForward.z = R(2,0) * localForward.x + R(2,1) * localForward.y + R(2,2) * localForward.z;
// 手动归一化 cameraForward
float norm = std::sqrt(cameraForward.x * cameraForward.x +
cameraForward.y * cameraForward.y +
cameraForward.z * cameraForward.z);
if (norm > 0.0f) {
cameraForward.x /= norm;
cameraForward.y /= norm;
cameraForward.z /= norm;
} else {
cameraForward = Point3f(0, 0, -1);
}
Point3f normalPoint(normalCenter.x, normalCenter.y, normalCenter.z);
float cosAngle = cameraForward.dot(normalPoint);
float angleDeg = std::acos(cosAngle) * 180.0f / M_PI;
std::string strPath = imageData.name;
std::string strName = MeshTexture::GetFileNameWithoutExtension(strPath);
if (!scene.is_face_delete_edge(strName, virtualFaceCenterFaceID)) {
if (scene.is_face_edge(strName, virtualFaceCenterFaceID))
{
if (angleDeg <= 40.0f)
{
mapSortedcams[idxView] = angleDeg;
}
}
else
{
mapSortedcams[idxView] = angleDeg;
}
}
if (!scene.is_face_delete_edge(strName, virtualFaceCenterFaceID)) {
if (scene.is_face_edge(strName, virtualFaceCenterFaceID))
{
// if (angleDeg <= 30.0f)
{
mapSortedcams2[idxView] = angleDeg;
}
}
else
{
// if (angleDeg <= 80.0f)
{
mapSortedcams2[idxView] = angleDeg;
}
}
}
}
// 将map中的元素放入vector以便排序
std::vector<std::pair<IIndex, float>> sortedCams;
sortedCams.reserve(mapSortedcams.size());
for (const auto& pair : mapSortedcams) {
sortedCams.emplace_back(pair.first, pair.second);
}
// 按angleDeg从小到大排序
std::sort(sortedCams.begin(), sortedCams.end(),
[](const std::pair<IIndex, float>& a, const std::pair<IIndex, float>& b) {
return a.second < b.second; // 按angleDeg排序
});
// 将map中的元素放入vector以便排序
std::vector<std::pair<IIndex, float>> sortedCams2;
sortedCams2.reserve(mapSortedcams2.size());
for (const auto& pair : mapSortedcams2) {
sortedCams2.emplace_back(pair.first, pair.second);
}
// 按angleDeg从小到大排序
std::sort(sortedCams2.begin(), sortedCams2.end(),
[](const std::pair<IIndex, float>& a, const std::pair<IIndex, float>& b) {
return a.second < b.second;
});
IIndexArr filteredCams;
int nViewCoverage = 0;
int nViewCoverageMax = 100;
int nHit = 0;
int nHitMax = 5;
std::map<IIndex, IIndex> mapProcessedViewIdx;
//*
for (const auto& [viewIdx, coverageCount] : viewCoverage) {
if (nViewCoverage>=nViewCoverageMax)
// if (nHit>nHitMax)
break;
auto it_view = mapViewCoverageData.find(viewIdx);
if (it_view == mapViewCoverageData.end()) {
continue;
}
const ViewCoverageData& viewData = it_view->second;
const Image& imageData = images[viewIdx];
std::string strPath = imageData.name;
std::string strName = MeshTexture::GetFileNameWithoutExtension(strPath);
// printf("strName=%s\n", strName.c_str());
// if (strName!="94_2")
// continue;
if (viewData.faceToIndexMap.find(virtualFaceCenterFaceID) != viewData.faceToIndexMap.end())
{
if (!scene.is_face_delete_edge(strName, virtualFaceCenterFaceID)) {
if (scene.is_face_edge(strName, virtualFaceCenterFaceID))
{
// if (angleDeg <= 40.0f)
{
// filteredCams.push_back(viewIdx);
}
}
else
{
// if (filteredCams.empty())
{
// filteredCams.push_back(viewIdx);
}
}
}
// if (!scene.is_face_delete_edge2(strName, virtualFaceCenterFaceID))
{
filteredCams.push_back(viewIdx);
mapProcessedViewIdx[viewIdx] = viewIdx;
++nHit;
if (nHit>=nHitMax)
break;
}
}
++nViewCoverage;
}
//*/
nViewCoverage = 0;
nViewCoverageMax = 200;
nHit = 0;
nHitMax = 1;
for (size_t i = 0; i < sortedCams2.size(); ++i)
{
if (nViewCoverage>=nViewCoverageMax)
// if (nHit>nHitMax)
break;
IIndex viewIdx = sortedCams2[i].first;
float val = sortedCams2[i].second;
if (mapProcessedViewIdx.count(viewIdx) > 0)
continue;
const Image& imageData = images[viewIdx];
std::string strPath = imageData.name;
std::string strName = MeshTexture::GetFileNameWithoutExtension(strPath);
// if (strName!="94_2")
// continue;
// if (!scene.is_face_delete_edge2(strName, virtualFaceCenterFaceID))
{
filteredCams.push_back(viewIdx);
++nHit;
if (nHit>=nHitMax)
break;
}
++nViewCoverage;
}
if (filteredCams.empty()) {
size_t count = std::min(sortedCams.size(), static_cast<size_t>(3));
for (size_t i = 0; i < count; ++i) {
// IIndex viewIdx = sortedCams[i].first;
// float val = sortedCams[i].second;
// const Image& imageData = images[viewIdx];
// std::string strPath = imageData.name;
// std::string strName = MeshTexture::GetFileNameWithoutExtension(strPath);
// if (strName!="94_2")
// continue;
filteredCams.push_back(sortedCams[i].first);
}
}
// 确保 selectedCams 是非 const 的,才能对其进行赋值
// 例如,其声明应为:IIndexArr selectedCams = ...; (不能是 const IIndexArr)
if (filteredCams.empty()) {
// 处理所有视图都被过滤的情况...
// DEBUG_EXTRA("Warning: All views filtered for virtual face due to angle condition.");
// selectedCams = SelectBestView(centerFaceDatas, virtualFaceCenterFaceID, minCommonCameras, ratioAngleToQuality);
selectedCams = filteredCams;
isVirtualFace[virtualFaceCenterFaceID] = false;
} else {
selectedCams = filteredCams;
isVirtualFace[virtualFaceCenterFaceID] = true;
}
//*/
const IIndexArr selectedCams = SelectBestViews(centerFaceDatas, virtualFaceCenterFaceID, minCommonCameras, ratioAngleToQuality);
currentVirtualFaceQueue.AddTail(virtualFaceCenterFaceID);
queuedFaces.clear();
do {
const FIndex currentFaceId = currentVirtualFaceQueue.GetHead();
currentVirtualFaceQueue.PopHead();
// check for condition to add in current virtual face
// normal angle smaller than thMaxNormalDeviation degrees
const Normal& faceNormal = scene.mesh.faceNormals[currentFaceId];
const float cosFaceToCenter(ComputeAngleN(normalCenter.ptr(), faceNormal.ptr()));
if (cosFaceToCenter < dynamicCosTh)
continue;
// check if current face is seen by all cameras in selectedCams
ASSERT(!selectedCams.empty());
if (!IsFaceVisible(facesDatas[currentFaceId], selectedCams))
continue;
// 3. 放宽颜色差异条件
const Color& centerColor = faceColors[virtualFaceCenterFaceID];
const Color& currentColor = faceColors[currentFaceId];
float colorDistance = cv::norm(centerColor - currentColor);
if (colorDistance > 200.0f) { // 从200.0f放宽到250.0f
// continue; // 如果颜色差异太大,跳过
}
{
float colorDistance = cv::norm(centerColor - currentColor);
// printf("1colorDistance=%f\n", colorDistance);
if (colorDistance > thMaxColorDeviation) {
// printf("2colorDistance=%f\n", colorDistance);
// continue; // Skip if color difference is too large
}
}
const FIndex currentFaceId = currentVirtualFaceQueue.GetHead();
currentVirtualFaceQueue.PopHead();
// check for condition to add in current virtual face
// normal angle smaller than thMaxNormalDeviation degrees
const Normal& faceNormal = scene.mesh.faceNormals[currentFaceId];
const float cosFaceToCenter(ComputeAngleN(normalCenter.ptr(), faceNormal.ptr()));
if (cosFaceToCenter < cosMaxNormalDeviation)
continue;
// check if current face is seen by all cameras in selectedCams
ASSERT(!selectedCams.empty());
if (!IsFaceVisible(facesDatas[currentFaceId], selectedCams))
continue;
// remove it from remaining faces and add it to the virtual face
{
const auto posToErase = remainingFaces.FindFirst(currentFaceId);
@ -6266,7 +5807,6 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView @@ -6266,7 +5807,6 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
}
}
} while (!currentVirtualFaceQueue.IsEmpty());
// compute virtual face quality and create virtual face
for (IIndex idxView: selectedCams) {
FaceData& virtualFaceData = virtualFaceDatas.emplace_back();
@ -6275,241 +5815,46 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView @@ -6275,241 +5815,46 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
virtualFaceData.color = Point3f::ZERO;
#endif
const Image& imageData = images[idxView];
std::string strPath = imageData.name;
std::string strName = MeshTexture::GetFileNameWithoutExtension(strPath);
int invalidQuality = 0;
Color invalidColor = Point3f::ZERO;
unsigned processedFaces(0);
bool bInvalidFacesRelative = false;
int invalidCount = 0;
for (FIndex fid : virtualFace) {
const FaceDataArr& faceDatas = facesDatas[fid];
for (FaceData& faceData: faceDatas) {
int nViewCount = 0;
if (faceData.idxView == idxView)
{
for (const FaceData& fd : faceDatas)
{
if ( faceData.bInvalidFacesRelative)
{
++nViewCount;
}
}
if (bHasInvalidView)
{
++processedFaces;
}
else
{
// virtualFaceData.quality += faceData.quality;
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
// virtualFaceData.color += faceData.color;
#endif
++processedFaces;
// break;
}
}
}
}
float maxLuminance = 120.0f;
float minLuminance = 90.0f;
int validViewsSize = validViews.size();
// bHasInvalidView = true;
if (bHasInvalidView)
{
// 使用鲁棒的统计方法计算颜色和亮度的中心值
const Color medianColor = ComputeMedianColorAndQuality(sortedViews).color;
const float medianQuality = ComputeMedianColorAndQuality(sortedViews).quality;
const float medianLuminance = ComputeMedianLuminance(sortedViews);
// 计算颜色和亮度的绝对中位差(MAD)作为偏差阈值
const float colorMAD = ComputeColorMAD(sortedViews, medianColor);
const float luminanceMAD = ComputeLuminanceMAD(sortedViews, medianLuminance);
// 基于MAD设置动态阈值(3倍MAD是统计学上常用的异常值阈值)
const float maxColorDeviation = 0.01f * colorMAD;
const float maxLuminanceDeviation = 0.01f * luminanceMAD;
std::vector<int> validIndices;
for (int n = 0; n < sortedViews.size(); ++n) {
const Color& viewColor = sortedViews[n].second;
const float viewLuminance = MeshTexture::GetLuminance(viewColor);
const float colorDistance = cv::norm(viewColor - medianColor);
const float luminanceDistance = std::abs(viewLuminance - medianLuminance);
if (colorDistance <= maxColorDeviation &&
luminanceDistance <= maxLuminanceDeviation)
{
if (scene.is_face_normal_visible_map(strName, virtualFaceCenterFaceID))
validIndices.push_back(n);
}
else
{
const FIndex currentFaceId = currentVirtualFaceQueue.GetHead();
const Normal& faceNormal = scene.mesh.faceNormals[currentFaceId];
const float cosFaceToCenter(ComputeAngleN(normalCenter.ptr(), faceNormal.ptr()));
bool bColorSimilarity = true;
// Check color similarity
const Color& centerColor = faceColors[virtualFaceCenterFaceID];
const Color& currentColor = faceColors[currentFaceId];
float colorDistance = cv::norm(centerColor - currentColor);
// printf("1colorDistance=%f\n", colorDistance);
if (colorDistance > thMaxColorDeviation) {
// printf("2colorDistance=%f\n", colorDistance);
bColorSimilarity = false;
}
// if ((cosFaceToCenter<dynamicCosTh) || !IsFaceVisible(facesDatas[currentFaceId], selectedCams))
if (cosFaceToCenter<dynamicCosTh)
{
if (nInvalidViewCount<=2)
{
validIndices.push_back(n);
}
else
{
// if ((colorDistance <= 350.0f))
validIndices.push_back(n);
}
}
else
{
if (nInvalidViewCount<=2)
{
validIndices.push_back(n);
}
else
{
// if (bColorSimilarity)
validIndices.push_back(n);
}
}
}
}
if (validIndices.empty()) {
for (int n = 0; n < sortedViews.size(); ++n) {
const Color& viewColor = sortedViews[n].second;
const float viewLuminance = MeshTexture::GetLuminance(viewColor);
const float colorDistance = cv::norm(viewColor - medianColor);
const float luminanceDistance = std::abs(viewLuminance - medianLuminance);
if (colorDistance <= maxColorDeviation)
{
// validIndices.push_back(n);
}
}
}
if (validIndices.empty()) {
for (int n = 0; n < sortedViews.size(); ++n) {
const Color& viewColor = sortedViews[n].second;
const float viewLuminance = MeshTexture::GetLuminance(viewColor);
const float colorDistance = cv::norm(viewColor - medianColor);
const float luminanceDistance = std::abs(viewLuminance - medianLuminance);
if (luminanceDistance <= maxLuminanceDeviation)
{
// validIndices.push_back(n);
}
if (faceData.idxView == idxView) {
virtualFaceData.quality += faceData.quality;
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
virtualFaceData.color += faceData.color;
#endif
++processedFaces;
break;
}
}
{
ASSERT(processedFaces > 0);
// virtualFaceData.quality /= processedFaces;
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
// virtualFaceData.color /= processedFaces;
#endif
virtualFaceData.quality = 0;
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
virtualFaceData.color = Point3f::ZERO;
#endif
}
}
else
{
// 使用鲁棒的统计方法计算颜色和亮度的中心值
const Color medianColor = ComputeMedianColorAndQuality(sortedViews).color;
const float medianQuality = ComputeMedianColorAndQuality(sortedViews).quality;
const float medianLuminance = ComputeMedianLuminance(sortedViews);
// 计算颜色和亮度的绝对中位差(MAD)作为偏差阈值
const float colorMAD = ComputeColorMAD(sortedViews, medianColor);
const float luminanceMAD = ComputeLuminanceMAD(sortedViews, medianLuminance);
// 基于MAD设置动态阈值(3倍MAD是统计学上常用的异常值阈值)
const float maxColorDeviation = 0.01f * colorMAD;
// const float maxLuminanceDeviation = 0.01f * luminanceMAD;
const float maxLuminanceDeviation = 0.05f * luminanceMAD;
std::vector<int> validIndices;
for (int n = 0; n < sortedViews.size(); ++n) {
const Color& viewColor = sortedViews[n].second;
const float viewLuminance = MeshTexture::GetLuminance(viewColor);
const float colorDistance = cv::norm(viewColor - medianColor);
const float luminanceDistance = std::abs(viewLuminance - medianLuminance);
// if (colorDistance <= maxColorDeviation &&
// luminanceDistance <= maxLuminanceDeviation)
// if (luminanceDistance <= maxLuminanceDeviation)
{
validIndices.push_back(n);
}
}
if (validIndices.empty()) {
virtualFaceData.quality = medianQuality;
virtualFaceData.color = medianColor;
ASSERT(processedFaces > 0);
// virtualFaceData.quality = 0;
// #if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
// virtualFaceData.color = Point3f::ZERO;
// #endif
}
else {
// 使用过滤后的视图重新计算平均值
float totalQuality2 = 0.0f;
Color totalColor2 = Color(0,0,0);
for (int idx : validIndices) {
totalQuality2 += validViews[idx].first;
totalColor2 += validViews[idx].second;
// 修改方案 B:使用第 20% 分位(更鲁棒)
// 收集所有 quality,排序,取较低的那个
std::vector<float> qualities;
for (FIndex fid : virtualFace) {
const FaceDataArr& faceDatas = facesDatas[fid];
for (FaceData& faceData: faceDatas) {
if (faceData.idxView == idxView) {
qualities.push_back(faceData.quality);
break;
}
virtualFaceData.quality = totalQuality2 / validIndices.size();
virtualFaceData.color = totalColor2 / validIndices.size();
// virtualFaceData.quality = 0;
// #if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
// virtualFaceData.color = Point3f::ZERO;
// #endif
}
}
std::sort(qualities.begin(), qualities.end());
virtualFaceData.quality = qualities[qualities.size() * 0.2]; // 取第20%
// virtualFaceData.bInvalidFacesRelative = (invalidCount > 1);
// virtualFaceData.bInvalidFacesRelative = (invalidCount > processedFaces * 2 / 3);
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
virtualFaceData.color /= processedFaces;
#endif
}
ASSERT(!virtualFaceDatas.empty());
}
virtualFacesDatas.emplace_back(std::move(virtualFaceDatas));
virtualFaces.emplace_back(std::move(virtualFace));
} while (!remainingFaces.empty());
return true;
}
bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras, float thMaxNormalDeviation) const
@ -6850,6 +6195,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView @@ -6850,6 +6195,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView
} else if (highScoreCount2 >= 3) {
kMaxViews = 10;
}
for (int i = 0; i < kMaxViews && i < scores.size(); ++i) {
int index = scores[i].viewIdx;
float score = scores[i].score;
@ -6868,8 +6214,8 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView @@ -6868,8 +6214,8 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView
if (viewData.faceToIndexMap.find(virtualFaceCenterFaceID) == viewData.faceToIndexMap.end())
continue;
if (score < 0.4f)
continue;
// if (score < 0.4f)
// continue;
filteredCams.push_back(index);
@ -6920,7 +6266,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView @@ -6920,7 +6266,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView
if (scene.is_face_edge(strName, virtualFaceCenterFaceID))
{
if (angleDeg <= 40.0f)
// if (angleDeg <= 40.0f)
{
mapSortedcams[idxView] = angleDeg;
}
@ -7037,7 +6383,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView @@ -7037,7 +6383,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView
int nViewCoverage = 0;
int nViewCoverageMax = 100;
int nHit = 0;
int nHitMax = 5;
int nHitMax = 100;
for (const auto& [viewIdx, coverageCount] : viewCoverage) {
break;
@ -7101,7 +6447,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView @@ -7101,7 +6447,7 @@ bool MeshTexture::CreateVirtualFaces65(FaceDataViewArr& facesDatas, FaceDataView
nViewCoverage = 0;
nViewCoverageMax = 200;
nHit = 0;
nHitMax = 5;
nHitMax = 100;
for (size_t i = 0; i < sortedCams2.size(); ++i)
{
break;
@ -9911,8 +9257,9 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT @@ -9911,8 +9257,9 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
// CreateVirtualFaces6(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
// CreateVirtualFaces61(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
// CreateVirtualFaces62(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
CreateVirtualFaces64(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
// CreateVirtualFaces65(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
CreateVirtualFaces8(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
// CreateVirtualFaces8(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
TD_TIMER_STARTD();
// CreateVirtualFaces7(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
// DEBUG_EXTRA("CreateVirtualFaces completed: %s", TD_TIMER_GET_FMT().c_str());

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