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单视图投射进一步优化

master
hesuicong 5 days ago
parent
commit
9c3e97f447
  1. 8
      libs/MVS/SceneTexture.cpp

8
libs/MVS/SceneTexture.cpp

@ -6047,9 +6047,9 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView @@ -6047,9 +6047,9 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
IIndexArr filteredCams;
int nViewCoverage = 0;
int nViewCoverageMax = 200;
int nViewCoverageMax = 100;
int nHit = 0;
int nHitMax = 10;
int nHitMax = 1;
std::map<IIndex, IIndex> mapProcessedViewIdx;
//*
for (const auto& [viewIdx, coverageCount] : viewCoverage) {
@ -6090,7 +6090,7 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView @@ -6090,7 +6090,7 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
}
}
if (!scene.is_face_delete_edge2(strName, virtualFaceCenterFaceID))
// if (!scene.is_face_delete_edge2(strName, virtualFaceCenterFaceID))
{
filteredCams.push_back(viewIdx);
mapProcessedViewIdx[viewIdx] = viewIdx;
@ -6108,7 +6108,7 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView @@ -6108,7 +6108,7 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
nViewCoverage = 0;
nViewCoverageMax = 200;
nHit = 0;
nHitMax = 10;
nHitMax = 5;
for (size_t i = 0; i < sortedCams2.size(); ++i)
{
if (nViewCoverage>=nViewCoverageMax)

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