处理色彩斑驳的问题
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+241
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@@ -4301,10 +4301,9 @@ bool MeshTexture::CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataView
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} else {
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IIndexArr selectedCams = SelectBestViews(centerFaceDatas, virtualFaceCenterFaceID, minCommonCameras, ratioAngleToQuality);
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//*
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// 获取中心面片的法线 (注意变量名是 normalCenter, 不是 centerNormal)
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const Normal& normalCenter = scene.mesh.faceNormals[virtualFaceCenterFaceID];
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//*
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// 过滤selectedCams:只保留夹角小于30度的视图
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IIndexArr filteredCams; // 用于存储过滤后的视图索引
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for (IIndex idxView : selectedCams) {
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@@ -4360,220 +4359,52 @@ bool MeshTexture::CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataView
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if (angleDeg <= 45.0f)
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{
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filteredCams.push_back(idxView);
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// float brightnessScore = CalculateBrightnessScore(imageData); // 亮度评分函数
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// float angleScore = 1.0f - (angleDeg / 45.0f);
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// float qualityScore = 0.0f;
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// const FaceDataArr& centerFaceDatas = facesDatas[virtualFaceCenterFaceID];
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// for (const FaceData& fd : centerFaceDatas) {
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// if (fd.idxView == idxView) {
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// qualityScore = fd.quality;
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// break;
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// }
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// }
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// qualityScore = std::max(0.0f, std::min(1.0f, qualityScore));
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// float overallScore = 0.5f * angleScore + 0.3f * brightnessScore + 0.2f * qualityScore;
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// if (overallScore > 0.35f) {
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// filteredCams.push_back(idxView);
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// }
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// filteredCams.push_back(idxView);
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//*
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float brightnessScore = CalculateBrightnessScore(imageData); // 亮度评分函数
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float angleScore = 1.0f - (angleDeg / 45.0f);
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float qualityScore = 0.0f;
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const FaceDataArr& centerFaceDatas = facesDatas[virtualFaceCenterFaceID];
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for (const FaceData& fd : centerFaceDatas) {
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if (fd.idxView == idxView) {
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qualityScore = fd.quality;
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break;
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}
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}
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qualityScore = std::max(0.0f, std::min(1.0f, qualityScore));
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float overallScore = 0.5f * angleScore + 0.3f * brightnessScore + 0.2f * qualityScore;
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if (overallScore > 0.2f) {
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filteredCams.push_back(idxView);
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}
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//*/
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}
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}
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else
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{
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filteredCams.push_back(idxView);
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// filteredCams.push_back(idxView);
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// float brightnessScore = CalculateBrightnessScore(imageData); // 亮度评分函数
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// float angleScore = 1.0f - (angleDeg / 45.0f);
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// float qualityScore = 0.0f;
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// const FaceDataArr& centerFaceDatas = facesDatas[virtualFaceCenterFaceID];
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// for (const FaceData& fd : centerFaceDatas) {
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// if (fd.idxView == idxView) {
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// qualityScore = fd.quality;
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// break;
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// }
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// }
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// qualityScore = std::max(0.0f, std::min(1.0f, qualityScore));
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// float overallScore = 0.5f * angleScore + 0.3f * brightnessScore + 0.2f * qualityScore;
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// if (overallScore > 0.35f) {
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// filteredCams.push_back(idxView);
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// }
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}
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}
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}
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//*/
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/*
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struct CameraInfo {
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float brightness;
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float angleDeg;
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float qualityScore;
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bool isEdge;
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};
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// 修改后的代码,使用亮度统计分布过滤异常值
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IIndexArr filteredCams; // 用于存储过滤后的视图索引
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// 步骤1: 收集所有候选相机的亮度值
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std::vector<float> allBrightnessScores;
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std::vector<std::pair<IIndex, CameraInfo>> cameraInfos; // 存储相机ID和相关信息
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for (IIndex idxView : selectedCams) {
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const Image& imageData = images[idxView];
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// 计算相机朝向向量
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const RMatrix& R = imageData.camera.R;
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Point3f localForward(0.0f, 0.0f, -1.0f);
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Point3f cameraForward;
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cameraForward.x = R(0,0) * localForward.x + R(0,1) * localForward.y + R(0,2) * localForward.z;
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cameraForward.y = R(1,0) * localForward.x + R(1,1) * localForward.y + R(1,2) * localForward.z;
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cameraForward.z = R(2,0) * localForward.x + R(2,1) * localForward.y + R(2,2) * localForward.z;
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// 归一化
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float norm = std::sqrt(cameraForward.x * cameraForward.x +
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cameraForward.y * cameraForward.y +
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cameraForward.z * cameraForward.z);
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if (norm > 0.0f) {
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cameraForward.x /= norm;
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cameraForward.y /= norm;
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cameraForward.z /= norm;
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} else {
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cameraForward = Point3f(0, 0, -1);
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}
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// 计算夹角
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Point3f normalPoint(normalCenter.x, normalCenter.y, normalCenter.z);
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float cosAngle = cameraForward.dot(normalPoint);
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float angleDeg = std::acos(cosAngle) * 180.0f / M_PI;
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// 计算亮度分数
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float brightnessScore = CalculateBrightnessScore(imageData);
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allBrightnessScores.push_back(brightnessScore);
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// 获取质量分数
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float qualityScore = 0.0f;
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const FaceDataArr& centerFaceDatas = facesDatas[virtualFaceCenterFaceID];
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for (const FaceData& fd : centerFaceDatas) {
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if (fd.idxView == idxView) {
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qualityScore = fd.quality;
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break;
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}
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}
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qualityScore = std::max(0.0f, std::min(1.0f, qualityScore));
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// 检查是否为边缘
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std::string strPath = imageData.name;
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size_t lastSlash = strPath.find_last_of("/\\");
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if (lastSlash == std::string::npos) lastSlash = 0;
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else lastSlash++;
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size_t lastDot = strPath.find_last_of('.');
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if (lastDot == std::string::npos) lastDot = strPath.size();
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std::string strName = strPath.substr(lastSlash, lastDot - lastSlash);
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bool isEdge = false;
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if (!scene.is_face_delete_edge(strName, virtualFaceCenterFaceID)) {
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isEdge = scene.is_face_edge(strName, virtualFaceCenterFaceID);
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}
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// 存储相机信息
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cameraInfos.emplace_back(idxView, CameraInfo{
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.brightness = brightnessScore,
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.angleDeg = angleDeg,
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.qualityScore = qualityScore,
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.isEdge = isEdge
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});
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}
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float medianBrightness = 0.0f;
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// 步骤2: 计算亮度分布的统计特征
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if (!allBrightnessScores.empty()) {
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// 方法1: 使用中位数和MAD(绝对中位差) - 对异常值更鲁棒
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std::vector<float> sortedBrightness = allBrightnessScores;
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std::sort(sortedBrightness.begin(), sortedBrightness.end());
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medianBrightness = sortedBrightness[sortedBrightness.size() / 2];
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// 计算MAD
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std::vector<float> deviations;
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for (float brightness : allBrightnessScores) {
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deviations.push_back(std::abs(brightness - medianBrightness));
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}
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std::sort(deviations.begin(), deviations.end());
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float mad = deviations[deviations.size() / 2];
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// 使用3倍MAD作为阈值(通常2-3倍MAD是常用阈值)
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float lowerThreshold = medianBrightness - 2.5f * mad;
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float upperThreshold = medianBrightness + 2.5f * mad;
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// 方法2: 使用四分位距(IQR) - 备选方法
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if (sortedBrightness.size() >= 4) {
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int q1_index = sortedBrightness.size() / 4;
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int q3_index = 3 * sortedBrightness.size() / 4;
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float q1 = sortedBrightness[q1_index];
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float q3 = sortedBrightness[q3_index];
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float iqr = q3 - q1;
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// 使用1.5倍IQR规则
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float iqrLower = q1 - 1.5f * iqr;
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float iqrUpper = q3 + 1.5f * iqr;
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// 也可以结合两种方法
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lowerThreshold = std::max(lowerThreshold, iqrLower);
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upperThreshold = std::min(upperThreshold, iqrUpper);
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}
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// 步骤3: 根据统计特征过滤相机
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for (const auto& [idxView, info] : cameraInfos) {
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// 检查亮度是否在正常范围内
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if (info.brightness < lowerThreshold || info.brightness > upperThreshold) {
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// printf("过滤相机 %d: 亮度 %.3f 超出范围 [%.3f, %.3f]\n",
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// idxView, info.brightness, lowerThreshold, upperThreshold);
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continue;
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}
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// 根据是否为边缘面使用不同的参数
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float angleLimit = info.isEdge ? 45.0f : 60.0f;
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float scoreThreshold = info.isEdge ? 0.4f : 0.3f;
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if (info.angleDeg <= angleLimit) {
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float angleScore = 1.0f - (info.angleDeg / angleLimit);
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float overallScore = 0.5f * angleScore + 0.3f * info.brightness + 0.2f * info.qualityScore;
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if (overallScore > scoreThreshold) {
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//*
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float brightnessScore = CalculateBrightnessScore(imageData); // 亮度评分函数
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float angleScore = 1.0f - (angleDeg / 45.0f);
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float qualityScore = 0.0f;
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const FaceDataArr& centerFaceDatas = facesDatas[virtualFaceCenterFaceID];
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for (const FaceData& fd : centerFaceDatas) {
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if (fd.idxView == idxView) {
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qualityScore = fd.quality;
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break;
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}
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}
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qualityScore = std::max(0.0f, std::min(1.0f, qualityScore));
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float overallScore = 0.5f * angleScore + 0.3f * brightnessScore + 0.2f * qualityScore;
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if (overallScore > 0.2f) {
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filteredCams.push_back(idxView);
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}
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//*/
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}
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}
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}
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// 如果没有足够的相机满足统计条件,可以放宽阈值或使用原始方法
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if (filteredCams.size() < 3 && !cameraInfos.empty()) {
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// 回退到简单方法:选择亮度最接近中位数的前N个相机
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std::vector<std::pair<IIndex, float>> brightnessDifferences;
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for (const auto& cameraInfoPair : cameraInfos) {
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IIndex idxView = cameraInfoPair.first;
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CameraInfo info = cameraInfoPair.second;
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if (info.isEdge ? (info.angleDeg <= 45.0f) : (info.angleDeg <= 60.0f)) {
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// 计算亮度与中位数的差异
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float brightnessDiff = std::abs(info.brightness - medianBrightness);
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brightnessDifferences.emplace_back(idxView, brightnessDiff);
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}
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}
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// 按亮度差异排序,选择差异最小的
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std::sort(brightnessDifferences.begin(), brightnessDifferences.end(),
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[](const auto& a, const auto& b) { return a.second < b.second; });
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int neededCount = std::min(5, (int)brightnessDifferences.size());
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for (int i = 0; i < neededCount; i++) {
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filteredCams.push_back(brightnessDifferences[i].first);
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}
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}
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//*/
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// 确保 selectedCams 是非 const 的,才能对其进行赋值
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// 例如,其声明应为:IIndexArr selectedCams = ...; (不能是 const IIndexArr)
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if (filteredCams.empty()) {
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@@ -4588,6 +4419,7 @@ bool MeshTexture::CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataView
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selectedCams = filteredCams;
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isVirtualFace[virtualFaceCenterFaceID] = true;
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}
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//*/
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currentVirtualFaceQueue.AddTail(virtualFaceCenterFaceID);
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queuedFaces.clear();
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@@ -4641,6 +4473,7 @@ bool MeshTexture::CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataView
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}
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} while (!currentVirtualFaceQueue.IsEmpty());
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// compute virtual face quality and create virtual face
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for (IIndex idxView: selectedCams) {
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FaceData& virtualFaceData = virtualFaceDatas.emplace_back();
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virtualFaceData.quality = 0;
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@@ -4648,30 +4481,218 @@ bool MeshTexture::CreateVirtualFaces62(FaceDataViewArr& facesDatas, FaceDataView
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#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
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virtualFaceData.color = Point3f::ZERO;
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#endif
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int invalidQuality = 0;
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Color invalidColor = Point3f::ZERO;
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unsigned processedFaces(0);
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bool bInvalidFacesRelative = false;
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int invalidCount = 0;
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for (FIndex fid : virtualFace) {
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const FaceDataArr& faceDatas = facesDatas[fid];
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for (FaceData& faceData: faceDatas) {
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if (faceData.idxView == idxView) {
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virtualFaceData.quality += faceData.quality;
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#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
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virtualFaceData.color += faceData.color;
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#endif
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++processedFaces;
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if (faceData.bInvalidFacesRelative)
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++invalidCount;
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break;
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int nViewCount = 0;
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if (faceData.idxView == idxView)
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{
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for (const FaceData& fd : faceDatas)
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{
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if ( faceData.bInvalidFacesRelative)
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{
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++nViewCount;
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}
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}
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// if (faceData.bInvalidFacesRelative)
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if (bHasInvalidView)
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{
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// invalidQuality += faceData.quality;
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// #if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
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// invalidColor += faceData.color;
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// #endif
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++processedFaces;
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}
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else
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{
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// virtualFaceData.quality += faceData.quality;
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#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
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// virtualFaceData.color += faceData.color;
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#endif
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++processedFaces;
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// break;
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}
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}
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}
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}
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ASSERT(processedFaces > 0);
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virtualFaceData.quality /= processedFaces;
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#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
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virtualFaceData.color /= processedFaces;
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#endif
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virtualFaceData.bInvalidFacesRelative = (invalidCount > processedFaces / 2);
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float maxLuminance = 120.0f;
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float minLuminance = 90.0f;
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int validViewsSize = validViews.size();
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// bHasInvalidView = true;
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if (bHasInvalidView)
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{
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// 使用鲁棒的统计方法计算颜色和亮度的中心值
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const Color medianColor = ComputeMedianColorAndQuality(sortedViews).color;
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const float medianQuality = ComputeMedianColorAndQuality(sortedViews).quality;
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const float medianLuminance = ComputeMedianLuminance(sortedViews);
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// 计算颜色和亮度的绝对中位差(MAD)作为偏差阈值
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const float colorMAD = ComputeColorMAD(sortedViews, medianColor);
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const float luminanceMAD = ComputeLuminanceMAD(sortedViews, medianLuminance);
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// 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)
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const float maxColorDeviation = 0.01f * colorMAD;
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const float maxLuminanceDeviation = 0.01f * luminanceMAD;
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std::vector<int> validIndices;
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for (int n = 0; n < sortedViews.size(); ++n) {
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const Color& viewColor = sortedViews[n].second;
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const float viewLuminance = MeshTexture::GetLuminance(viewColor);
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const float colorDistance = cv::norm(viewColor - medianColor);
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const float luminanceDistance = std::abs(viewLuminance - medianLuminance);
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if (colorDistance <= maxColorDeviation &&
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luminanceDistance <= maxLuminanceDeviation)
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{
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validIndices.push_back(n);
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}
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else
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{
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const FIndex currentFaceId = currentVirtualFaceQueue.GetHead();
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const Normal& faceNormal = scene.mesh.faceNormals[currentFaceId];
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const float cosFaceToCenter(ComputeAngleN(normalCenter.ptr(), faceNormal.ptr()));
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bool bColorSimilarity = true;
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// Check color similarity
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const Color& centerColor = faceColors[virtualFaceCenterFaceID];
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const Color& currentColor = faceColors[currentFaceId];
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float colorDistance = cv::norm(centerColor - currentColor);
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// printf("1colorDistance=%f\n", colorDistance);
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if (colorDistance > thMaxColorDeviation) {
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// printf("2colorDistance=%f\n", colorDistance);
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bColorSimilarity = false;
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}
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// if ((cosFaceToCenter<dynamicCosTh) || !IsFaceVisible(facesDatas[currentFaceId], selectedCams))
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if (cosFaceToCenter<dynamicCosTh)
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{
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if (nInvalidViewCount<=2)
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validIndices.push_back(n);
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else
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{
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// if ((colorDistance <= 350.0f))
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validIndices.push_back(n);
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}
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}
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else
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{
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if (nInvalidViewCount<=2)
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validIndices.push_back(n);
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else
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{
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// if (bColorSimilarity)
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validIndices.push_back(n);
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}
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}
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}
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}
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if (validIndices.empty()) {
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
virtualFaceData.quality = totalQuality2 / validIndices.size();
|
||||
virtualFaceData.color = totalColor2 / validIndices.size();
|
||||
}
|
||||
}
|
||||
|
||||
// virtualFaceData.bInvalidFacesRelative = (invalidCount > 1);
|
||||
// virtualFaceData.bInvalidFacesRelative = (invalidCount > processedFaces * 2 / 3);
|
||||
}
|
||||
ASSERT(!virtualFaceDatas.empty());
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user