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进一步优化

ManualUV
hesuicong 4 days ago
parent
commit
a86f98ea46
  1. 203
      libs/MVS/SceneTexture.cpp

203
libs/MVS/SceneTexture.cpp

@ -16211,7 +16211,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches( @@ -16211,7 +16211,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches(
// ★ 强制原样写入(正确图的效果)
localAtlas.at<cv::Vec3b>(atlasY, atlasX) = color;
/*
//*
// ★ 若后续需恢复仿射,请先打印参数确认:
// printf("ac: kb=%.2f kg=%.2f kr=%.2f bb=%.2f bg=%.2f br=%.2f\n", ac.kb, ac.kg, ac.kr, ac.bb, ac.bg, ac.br);
// 注意:OpenCV 是 BGR,确保 k/bb 对应 BGR 而非 RGB
@ -16227,7 +16227,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches( @@ -16227,7 +16227,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches(
} else {
localAtlas.at<cv::Vec3b>(atlasY, atlasX) = color;
}
*/
//*/
}
}
}
@ -16313,7 +16313,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches( @@ -16313,7 +16313,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches(
// 对标记为接缝的像素做高斯模糊
cv::Mat blurred;
cv::GaussianBlur(atlas, blurred, cv::Size(3, 3), 0.5);
cv::GaussianBlur(atlas, blurred, cv::Size(5, 5), 1.5); // 更大核
// 只替换接缝像素
for (int y = 0; y < textureSize; ++y) {
@ -16674,7 +16674,7 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -16674,7 +16674,7 @@ bool MeshTexture::RasterizeVirtualFaces(
// GSL4 会统一做全局颜色优化,这里乘了会导致双重校正
// 如果后续不走 GSL4 流程,可以把下面 false 改为 true 恢复
// ============================================================
#if 0 // ← 改为 1 可临时恢复光栅化时乘 gain
#if 1 // ← 改为 1 可临时恢复光栅化时乘 gain
// 应用光度校正
const cv::Vec3f& gain = (viewID < (IIndex)m_imageGains.size()) ? m_imageGains[viewID] : cv::Vec3f(1,1,1);
const bool applyGain = (gain != cv::Vec3f(1,1,1));
@ -16691,7 +16691,7 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -16691,7 +16691,7 @@ bool MeshTexture::RasterizeVirtualFaces(
}
#endif
// 写入 atlas(最高分胜出)
// 写入 atlas(最高分胜出,不做过程混合)
#pragma omp critical (atlas_write)
{
for (int y = 0; y < patchH; ++y) {
@ -16704,26 +16704,12 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -16704,26 +16704,12 @@ bool MeshTexture::RasterizeVirtualFaces(
if (atlasX < 0 || atlasX >= textureSize || atlasY < 0 || atlasY >= textureSize) continue;
size_t idx = atlasY * textureSize + atlasX;
// ★ 已删除错误放在这里的 m_texelPatchID.assign(...)
if (currentScore > m_texelScores[idx].score) {
color[0] = cv::saturate_cast<uchar>(std::min(255.0f, color[0] * 1.0f));
color[1] = cv::saturate_cast<uchar>(std::min(255.0f, color[1] * 1.0f));
color[2] = cv::saturate_cast<uchar>(std::min(255.0f, color[2] * 1.0f));
// atlas(atlasY, atlasX) = Pixel8U{color[2], color[1], color[0]};
if (atlasY >= 0 && atlasY < atlas.rows && atlasX >= 0 && atlasX < atlas.cols) {
// 用 cv::Mat 的 at 方法,它内部有边界检查(Debug 模式下)
cv::Vec3b& pixel = atlas.at<cv::Vec3b>(atlasY, atlasX);
// pixel[0] = color[2];
// pixel[1] = color[1];
// pixel[2] = color[0];
pixel = color; // 原样写入,不再交换
}
// 原样写入,不做任何混合
atlas.at<cv::Vec3b>(atlasY, atlasX) = color;
m_texelScores[idx].score = currentScore;
m_texelScores[idx].viewID = viewID;
m_texelPatchID[idx] = i; // ★ 记录这个像素属于 patch i
m_texelPatchID[idx] = i;
}
}
}
@ -16817,6 +16803,77 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -16817,6 +16803,77 @@ bool MeshTexture::RasterizeVirtualFaces(
// AlignPatchColors(atlas, m_texelPatchID, textureSize);
// FeatherTextureSeams(atlas, m_texelPatchID, textureSize, 3);
// ★★★ 后处理:接缝平滑 ★★★
{
Image8U3 smoothSrc = atlas.clone();
int seamPixelCount = 0;
for (int y = 1; y < textureSize - 1; ++y) {
for (int x = 1; x < textureSize - 1; ++x) {
size_t centerIdx = y * textureSize + x;
int centerPatch = m_texelPatchID[centerIdx];
if (centerPatch == NO_ID) continue;
// 检查 4 邻域是否有不同 patch
bool isSeam = false;
int neighbors[4] = {
m_texelPatchID[(y-1) * textureSize + x],
m_texelPatchID[(y+1) * textureSize + x],
m_texelPatchID[y * textureSize + (x-1)],
m_texelPatchID[y * textureSize + (x+1)]
};
for (int k = 0; k < 4; ++k) {
if (neighbors[k] != NO_ID && neighbors[k] != centerPatch) {
isSeam = true;
break;
}
}
if (isSeam) {
cv::Vec3i sum(0, 0, 0);
int count = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int nx = x + dx, ny = y + dy;
if (nx < 0 || nx >= textureSize || ny < 0 || ny >= textureSize) continue;
size_t nidx = ny * textureSize + nx;
int nPatch = m_texelPatchID[nidx];
if (nPatch != NO_ID && nPatch != centerPatch) {
cv::Vec3b nc = smoothSrc.at<cv::Vec3b>(ny, nx);
sum[0] += nc[0];
sum[1] += nc[1];
sum[2] += nc[2];
count++;
}
}
}
if (count > 0) {
cv::Vec3b avg(
cv::saturate_cast<uchar>(sum[0] / count),
cv::saturate_cast<uchar>(sum[1] / count),
cv::saturate_cast<uchar>(sum[2] / count)
);
cv::Vec3b original = smoothSrc.at<cv::Vec3b>(y, x);
// 混合:50% 原始 + 50% 邻居平均
atlas.at<cv::Vec3b>(y, x) = cv::Vec3b(
cv::saturate_cast<uchar>(original[0] * 0.5f + avg[0] * 0.5f),
cv::saturate_cast<uchar>(original[1] * 0.5f + avg[1] * 0.5f),
cv::saturate_cast<uchar>(original[2] * 0.5f + avg[2] * 0.5f)
);
seamPixelCount++;
}
}
}
}
DEBUG_EXTRA("Post-process seam smoothing done: %d seam pixels processed.", seamPixelCount);
}
return true;
}
@ -18013,20 +18070,57 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive( @@ -18013,20 +18070,57 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive(
cv::Vec3f MeshTexture::SampleFaceCenterColor(IIndex vid, const Point3f& faceCenter) {
const Image& img = images[vid];
if (img.image.empty()) return cv::Vec3f(-1, -1, -1);
Point2f proj = img.camera.ProjectPoint(Point3d(faceCenter));
int px = (int)(proj.x + 0.5f), py = (int)(proj.y + 0.5f);
if (px < 0 || py < 0 || px >= img.image.cols || py >= img.image.rows)
int cx = (int)(proj.x + 0.5f), cy = (int)(proj.y + 0.5f);
// ★★★ 3x3 区域平均采样 ★★★
cv::Vec3f sum(0, 0, 0);
int validCount = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
int sx = cx + dx;
int sy = cy + dy;
// 边界检查
if (sx < 0 || sx >= img.image.cols || sy < 0 || sy >= img.image.rows)
continue;
const cv::Vec3b& c = img.image.at<cv::Vec3b>(sy, sx);
// 跳过黑色/无效像素(假设纯黑(0,0,0)为无效)
if (c[0] == 0 && c[1] == 0 && c[2] == 0)
continue;
sum[0] += c[2]; // B→R
sum[1] += c[1]; // G→G
sum[2] += c[0]; // R→B
validCount++;
}
}
// 如果 3x3 区域内全部无效,退回单点采样
if (validCount == 0) {
if (cx < 0 || cy < 0 || cx >= img.image.cols || cy >= img.image.rows)
return cv::Vec3f(-1, -1, -1);
const cv::Vec3b& c = img.image.at<cv::Vec3b>(py, px);
return cv::Vec3f(c[2]/255.0f, c[1]/255.0f, c[0]/255.0f); // BGR→RGB, normalize
const cv::Vec3b& c = img.image.at<cv::Vec3b>(cy, cx);
if (c[0] == 0 && c[1] == 0 && c[2] == 0)
return cv::Vec3f(-1, -1, -1);
return cv::Vec3f(c[2]/255.0f, c[1]/255.0f, c[0]/255.0f);
}
// 返回归一化的平均值
return cv::Vec3f(
sum[0] / (validCount * 255.0f),
sum[1] / (validCount * 255.0f),
sum[2] / (validCount * 255.0f)
);
}
// ============================================================
// 5. SelectBestViewsForVirtualFaces(修复版)
// ============================================================
// ============================================================
// 5. SelectBestViewsForVirtualFaces(局部采样颜色版)
// ============================================================
// 前置条件:MeshTexture 类中需声明并定义 SampleFaceCenterColor:
// cv::Vec3f SampleFaceCenterColor(IIndex vid, const Point3f& faceCenter) const;
// 实现见下方附录
@ -18253,17 +18347,22 @@ bool MeshTexture::SelectBestViewsForVirtualFaces( @@ -18253,17 +18347,22 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
- 0.1f * s_occlusion;
float score = rawScore;
// ========== 颜色一致性代价(局部采样版)==========
// ========== 颜色一致性代价(动态阈值版)==========
{
const float lambda = 1.0f; // 从 100 降到 0.5
// ★ 判断是否为头发区域(法线朝下 + 位置偏高)
bool isHair = (faceNormal.y < -0.3f); // 法线向下,典型头发区域
// 可根据模型调整:也可加 faceCenter.y > 某个高度阈值
// ★ 动态参数:头发区域放宽限制
float dynamicLambda = isHair ? 60.0f : 120.0f;
float dynamicMaxDiff = isHair ? 40.0f : 18.0f; // 头发放宽到 40
// 采样当前候选视图下面中心的颜色
// 采样当前候选视图下面中心的颜色(3x3 平均已在 SampleFaceCenterColor 中实现)
cv::Vec3f candidateColor = SampleFaceCenterColor(vid, faceCenter);
if (candidateColor[0] < 0) {
// 投影失败,跳过颜色代价但不 return
// 保持 score 不变
// 投影失败,跳过颜色代价
} else {
// 收集邻居颜色:已分配的面,采样邻居面中心在邻居视图下的颜色
// 收集邻居颜色
std::vector<cv::Vec3f> neighborColors;
if (!scene.mesh.faceFaces.empty() && faceID < scene.mesh.faceFaces.size()) {
const Mesh::FaceFaces& topoNeighbors = scene.mesh.faceFaces[faceID];
@ -18279,7 +18378,6 @@ bool MeshTexture::SelectBestViewsForVirtualFaces( @@ -18279,7 +18378,6 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
}
if (nbView == NO_ID || nbView >= (IIndex)images.size()) continue;
// 计算邻居面中心
const Mesh::Face& nbFace = scene.mesh.faces[nb];
Point3f nbCenter = (scene.mesh.vertices[nbFace[0]] +
scene.mesh.vertices[nbFace[1]] +
@ -18294,23 +18392,32 @@ bool MeshTexture::SelectBestViewsForVirtualFaces( @@ -18294,23 +18392,32 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
float colorDiff = 0.0f;
if (!neighborColors.empty()) {
// ★ 使用中位数代替平均,抗高光干扰
std::vector<float> diffs;
for (const auto& nc : neighborColors) {
cv::Vec3f d = candidateColor - nc;
colorDiff += std::sqrt(d[0]*d[0] + d[1]*d[1] + d[2]*d[2]);
diffs.push_back(std::sqrt(d[0]*d[0] + d[1]*d[1] + d[2]*d[2]));
}
colorDiff = colorDiff / neighborColors.size();
colorDiff = std::min(colorDiff, 1.0f);
std::sort(diffs.begin(), diffs.end());
colorDiff = diffs[diffs.size() / 2]; // 中位数
score -= lambda * colorDiff;
// ★ 平滑惩罚:平方衰减,小差异不罚,大差异渐重
float normDiff = std::min(colorDiff / dynamicMaxDiff, 1.0f);
score -= dynamicLambda * normDiff * normDiff;
// ★ 极端的才重罚(避免硬截断导致碎片)
if (colorDiff > dynamicMaxDiff * 1.8f) {
score -= 300.0f;
}
}
// ---- 调试日志(前20个面 + 每5万面)----
// ---- 调试日志 ----
static int g_dbg = 0;
g_dbg++;
if (g_dbg <= 20 || faceID % 50000 == 0) {
VERBOSE("[Score] face=%d view=%d rawScore=%.3f finalScore=%.3f",
faceID, vid, rawScore, score);
VERBOSE("[Score] face=%d view=%d rawScore=%.3f finalScore=%.3f colorDiff=%.1f isHair=%d",
faceID, vid, rawScore, score, colorDiff, (int)isHair);
}
}
}
// ========== 颜色代价结束 ==========
@ -18334,8 +18441,8 @@ bool MeshTexture::SelectBestViewsForVirtualFaces( @@ -18334,8 +18441,8 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
}
}
// ---------- 2. 改进的 Patch 一致性传播 ----------
const int PROPAGATION_ITER = 6;
// ---------- 2. 改进的 Patch 一致性传播(削弱版)----------
const int PROPAGATION_ITER = 3; // 从 6 降为 3,减少过度平滑
for (int iter = 0; iter < PROPAGATION_ITER; ++iter) {
std::vector<IIndex> newFaceToView = faceToView;
std::vector<float> newFaceScores = faceScores;
@ -18347,7 +18454,8 @@ bool MeshTexture::SelectBestViewsForVirtualFaces( @@ -18347,7 +18454,8 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
const Mesh::FaceFaces& neighbors = scene.mesh.faceFaces[fid];
float currentScore = faceScores[fid];
if (currentScore > 0.95f) continue;
// ★ 提高跳过门槛:高分面片不参与传播
if (currentScore > 0.85f) continue; // 原 0.95,降低到 0.85
std::unordered_map<IIndex, int> vote;
vote[faceToView[fid]] = 1;
@ -18381,7 +18489,8 @@ bool MeshTexture::SelectBestViewsForVirtualFaces( @@ -18381,7 +18489,8 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
}
if (count > 0) majorityAvgScore /= count;
if (majorityAvgScore > currentScore - 0.5f) {
// ★ 提高切换门槛:多数派质量必须明显更好才切换
if (majorityAvgScore > currentScore - 0.2f && majorityAvgScore > 0.75f) {
newFaceToView[fid] = majorityView;
newFaceScores[fid] = majorityAvgScore;
}

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