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优化过滤算法

master
hesuicong 4 days ago
parent
commit
bbddc87ccc
  1. 4
      libs/MVS/SceneTexture.cpp

4
libs/MVS/SceneTexture.cpp

@ -1147,13 +1147,13 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr @@ -1147,13 +1147,13 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr
const Pixel8U& pixel = imageData.image(j, i);
// 假设是8位图像,RGB三个通道任一超过250即视为过曝
if (pixel.r > 250 || pixel.g > 250 || pixel.b > 250) {
continue;
// continue;
}
float brightnessPerceptual = (0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b) / 255.0f;
// printf("brightnessPerceptual=%f\n", brightnessPerceptual);
if (brightnessPerceptual>0.8f)
if (brightnessPerceptual>0.95f)
continue;
// if (!(scene.mesh.invalidFacesRelative.data.contains(idxFace) && scene.is_face_visible_relative(idxFace)))

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