颜色约束生效
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dbbcb4d557
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c287fe0fc7
1 file changed
+142
-78
+142
-78
@@ -1303,6 +1303,8 @@ public:
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// ---- 全局光度校正(per-image gain,3 通道独立)----
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std::vector<cv::Vec3f> m_imageGains; // 每个视图一个 (gR,gG,gB)
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bool m_gainsEstimated = false;
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bool s_gainsApplied = false;
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bool EstimateGlobalPhotometricCorrection();
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inline cv::Vec3f SampleColorAtPoint(const cv::Mat& img, const Camera& cam, const Point3f& pt3D) {
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@@ -9520,15 +9522,17 @@ void MeshTexture::GlobalSeamLeveling4()
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ASSERT(face[v] < vertpatch2rows.size());
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}
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// ★ UV [0,1] → patch 局部像素坐标
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const cv::Size patchSize = texturePatch.rect.size();
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TexCoord localTri[3];
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const TexCoord* uvTri = faceTexcoords.Begin() + idxFace * 3;
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for (int v = 0; v < 3; ++v) {
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localTri[v] = TexCoord(uvTri[v].x * patchSize.width,
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uvTri[v].y * patchSize.height);
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}
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data.tri = localTri;
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// // ★ UV [0,1] → patch 局部像素坐标
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// const cv::Size patchSize = texturePatch.rect.size();
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// TexCoord localTri[3];
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// const TexCoord* uvTri = faceTexcoords.Begin() + idxFace * 3;
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// for (int v = 0; v < 3; ++v) {
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// localTri[v] = TexCoord(uvTri[v].x * patchSize.width,
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// uvTri[v].y * patchSize.height);
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// }
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// data.tri = localTri;
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// 改回直接用,不乘
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data.tri = faceTexcoords.Begin() + idxFace * 3;
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for (int v = 0; v < 3; ++v) {
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ASSERT(face[v] < vertices.size());
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@@ -9555,7 +9559,15 @@ void MeshTexture::GlobalSeamLeveling4()
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}
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const Pixel8U& v = srcROI.at<Pixel8U>(r, c);
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const Color col(RGB2YCBCR(Color(v)));
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const Color acol(YCBCR2RGB(Color(col + a)));
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// const Color acol(YCBCR2RGB(Color(col + a)));
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const float GAIN = 10.0f; // ★ 增益,可调(5~20)
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const Color acol(YCBCR2RGB(Color(
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col[0] + a[0] * 1.0f, // Y 微调
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col[1] + a[1] * GAIN, // Cb 大幅调
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col[2] + a[2] * GAIN // Cr 大幅调
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)));
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outPatch.at<cv::Vec3b>(r, c) = cv::Vec3b(
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(uint8_t)CLAMP(ROUND2INT(acol[0]), 0, 255),
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(uint8_t)CLAMP(ROUND2INT(acol[1]), 0, 255),
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@@ -15661,7 +15673,6 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches(
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}
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}
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atlas = localAtlas;
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// // 调试用:导出调整后的 atlas
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// static int dbgCount = 0;
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// char dbgName[256];
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@@ -15669,6 +15680,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches(
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// cv::imwrite(dbgName, atlas);
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// DEBUG_EXTRA("Exported %s", dbgName);
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}
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atlas = localAtlas;
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}
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DEBUG_EXTRA("Re-rasterization done.");
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@@ -15934,6 +15946,7 @@ bool MeshTexture::RasterizeVirtualFaces(
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int textureSize = ComputeOptimalTextureSizeAdaptive(virtualFaceMap, virtualFaceViews, nTextureSizeMultiple);
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if (textureSize < 1024) textureSize = 1024;
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if (textureSize > 16384) textureSize = 16384;
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textureSize = std::max(textureSize, 4096); // 至少 4096
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// 2. atlas + score
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outTextures.emplace_back(textureSize, textureSize);
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@@ -17272,10 +17285,11 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive(
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const std::vector<std::vector<IIndex>>& virtualFaceViews,
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unsigned nTextureSizeMultiple)
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{
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if (virtualFaceMap.empty()) return 2048;
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if (virtualFaceMap.empty())
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return (int)nTextureSizeMultiple; // 没数据就直接用上限
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double totalPixels = 0.0;
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double totalAreaUV = 0.0;
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int validFaces = 0;
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for (size_t i = 0; i < virtualFaceMap.size(); ++i) {
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const VirtualFace& vf = virtualFaceMap[i];
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@@ -17288,13 +17302,7 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive(
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const Image& img = images[viewID];
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if (img.image.empty()) continue;
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// UV 面积
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const AABB2f& uv = vf.uvBounds;
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float uvArea = (uv.ptMax.x() - uv.ptMin.x()) *
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(uv.ptMax.y() - uv.ptMin.y());
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if (uvArea <= 0.0f) continue;
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// 投影到图像,估算像素覆盖
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// 用任意一个面估算投影面积即可
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const Mesh::Face& face = scene.mesh.faces[vf.faces[0]];
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const Point3f& v0 = scene.mesh.vertices[face[0]];
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const Point3f& v1 = scene.mesh.vertices[face[1]];
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@@ -17304,42 +17312,38 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive(
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Point2d p1 = img.camera.ProjectPoint(Point3d(v1));
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Point2d p2 = img.camera.ProjectPoint(Point3d(v2));
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// 图像空间三角形面积(像素)
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double imgArea =
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std::abs((p1.x - p0.x) * (p2.y - p0.y) -
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(p2.x - p0.x) * (p1.y - p0.y)) * 0.5;
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if (imgArea < 1.0) continue;
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// 加权累加
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totalPixels += imgArea;
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totalAreaUV += uvArea;
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++validFaces;
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}
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if (totalAreaUV <= 0.0) return 2048;
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if (validFaces == 0)
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return (int)nTextureSizeMultiple;
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// 核心公式:
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// texelPerUV = sqrt(图像像素总面积 / UV总面积)
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double texelsPerUV = std::sqrt(totalPixels / totalAreaUV);
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// ★ 关键:目标 1 texel ≈ 1 image pixel
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int textureSize = (int)std::sqrt(totalPixels);
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// 用 UV 包围盒大小推算最终纹理尺寸
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AABB2f globalUV(true);
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for (const auto& vf : virtualFaceMap)
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globalUV.Insert(vf.uvBounds);
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// 可选:你想要更“锐利”可以乘以 1.x(如 1.25)
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// textureSize = (int)(textureSize * 1.25);
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float uvW = globalUV.ptMax.x() - globalUV.ptMin.x();
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float uvH = globalUV.ptMax.y() - globalUV.ptMin.y();
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int textureSize = static_cast<int>(
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std::max(uvW, uvH) * texelsPerUV
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);
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// 对齐到 2^n,不超过最大限制
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// 对齐到 2 的幂
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textureSize = RoundUpPowerOfTwo(textureSize);
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// ★ 上限必须是 nTextureSizeMultiple(8192)
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textureSize = std::min(textureSize, (int)nTextureSizeMultiple);
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DEBUG_EXTRA("Adaptive texture size: %d (texels/UV: %.1f)",
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textureSize, texelsPerUV);
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// 防止过小
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if (textureSize < 1024) textureSize = 1024;
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DEBUG_EXTRA("Adaptive texture size: %d (totalPixels=%.0f, validFaces=%d, max=%u)",
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textureSize, totalPixels, validFaces, nTextureSizeMultiple);
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DEBUG_EXTRA("totalPixels=%.0f → textureSize=%d", totalPixels, textureSize);
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return textureSize;
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}
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@@ -17361,36 +17365,52 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
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DEBUG_EXTRA("Selecting best views for %zu virtual faces", virtualFaceMap.size());
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static std::vector<cv::Vec3f> g_avgColors;
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// ===== 从磁盘加载图像,计算全局平均颜色 =====
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static bool g_avgColorsComputed = false;
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if (!g_avgColorsComputed) {
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const size_t numViews = images.size(); // ← 你的变量名
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g_avgColors.resize(numViews, cv::Vec3f(-1, -1, -1));
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for (size_t vid = 0; vid < numViews; ++vid) {
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const std::string& imgPath = images[vid].name; // ← 你的字段名
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cv::Mat img = cv::imread(imgPath, cv::IMREAD_COLOR);
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if (img.empty()) {
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VERBOSE("[AvgColor] view %zu: cannot load '%s'", vid, imgPath.c_str());
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continue;
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}
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// 直接转 float 算均值,不 resize
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cv::Mat imgF;
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img.convertTo(imgF, CV_32FC3, 1.0 / 255.0);
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cv::Scalar mean = cv::mean(imgF);
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g_avgColors[vid] = cv::Vec3f(mean[0], mean[1], mean[2]);
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VERBOSE("[AvgColor] view %zu: mean=(%.3f,%.3f,%.3f)",
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vid, mean[0], mean[1], mean[2]);
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}
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g_avgColorsComputed = true;
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VERBOSE("[AvgColor] Done: [0]=(%.3f,%.3f,%.3f)",
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g_avgColors[0][0], g_avgColors[0][1], g_avgColors[0][2]);
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}
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// ===== 从磁盘加载图像,计算全局平均颜色 =====
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static bool g_avgColorsComputed = false;
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// if (!g_avgColorsComputed) {
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// const size_t numViews = images.size(); // ← 你的变量名
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// g_avgColors.resize(numViews, cv::Vec3f(-1, -1, -1));
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// for (size_t vid = 0; vid < numViews; ++vid) {
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// const std::string& imgPath = images[vid].name; // ← 你的字段名
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// cv::Mat img = cv::imread(imgPath, cv::IMREAD_COLOR);
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// if (img.empty()) {
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// VERBOSE("[AvgColor] view %zu: cannot load '%s'", vid, imgPath.c_str());
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// continue;
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// }
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// // 直接转 float 算均值,不 resize
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// cv::Mat imgF;
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// img.convertTo(imgF, CV_32FC3, 1.0 / 255.0);
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// cv::Scalar mean = cv::mean(imgF);
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// g_avgColors[vid] = cv::Vec3f(mean[0], mean[1], mean[2]);
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// VERBOSE("[AvgColor] view %zu: mean=(%.3f,%.3f,%.3f)",
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// vid, mean[0], mean[1], mean[2]);
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// }
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// g_avgColorsComputed = true;
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// VERBOSE("[AvgColor] Done: [0]=(%.3f,%.3f,%.3f)",
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// g_avgColors[0][0], g_avgColors[0][1], g_avgColors[0][2]);
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// }
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g_avgColorsComputed = false;
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if (!g_avgColorsComputed) {
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g_avgColors.assign(images.size(), cv::Vec3f(-1, -1, -1));
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for (size_t vid = 0; vid < images.size(); ++vid) {
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const cv::Mat& img = images[vid].image; // ★ 直接用内存图像
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if (img.empty()) continue;
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cv::Mat imgF;
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img.convertTo(imgF, CV_32FC3, 1.0 / 255.0);
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cv::Scalar mean = cv::mean(imgF);
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g_avgColors[vid] = cv::Vec3f(mean[0], mean[1], mean[2]); // BGR
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}
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g_avgColorsComputed = true;
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VERBOSE("[AvgColor] Done: [0]=(%.3f,%.3f,%.3f), [1]=(%.3f,%.3f,%.3f)",
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g_avgColors[0][0], g_avgColors[0][1], g_avgColors[0][2],
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g_avgColors[1][0], g_avgColors[1][1], g_avgColors[1][2]);
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}
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if (g_avgColors.empty()) {
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g_avgColors.resize(images.size(), cv::Vec3f(-1, -1, -1));
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@@ -17438,6 +17458,30 @@ if (!g_avgColorsComputed) {
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scene.mesh.faceFaces.empty() ? 0xFFFFFFFF : scene.mesh.faceFaces[0][1],
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scene.mesh.faceFaces.empty() ? 0xFFFFFFFF : scene.mesh.faceFaces[0][2]);
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// ★★★ 关键修复:从 faceFaces 构建 faceNeighbors(virtual face 邻接)★★★
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if (faceNeighbors.empty()) {
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faceNeighbors.resize(virtualFaceMap.size());
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for (size_t fid = 0; fid < virtualFaceMap.size(); ++fid) {
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if (fid >= scene.mesh.faceFaces.size()) break;
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const Mesh::FaceFaces& ff = scene.mesh.faceFaces[fid]; // 原始面邻接
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for (int k = 0; k < 3; ++k) {
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FIndex nb = ff[k];
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if (nb == NO_ID || nb >= (FIndex)virtualFaceMap.size()) continue;
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// 去重插入
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bool exists = false;
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for (IIndex existing : faceNeighbors[fid]) {
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if ((FIndex)existing == nb) { exists = true; break; }
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}
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if (!exists) faceNeighbors[fid].push_back((IIndex)nb);
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}
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}
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DEBUG_EXTRA("[SelectBest] faceNeighbors built: size=%zu, avg=%f",
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faceNeighbors.size(),
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faceNeighbors.size() > 0 ?
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(double)std::accumulate(faceNeighbors.begin(), faceNeighbors.end(), 0ull,
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[](size_t s, const auto& v) { return s + v.size(); }) / faceNeighbors.size() : 0);
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}
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// ---------- 1. 初始视图分配 ----------
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size_t emptyCandidateViews = 0;
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size_t fallbackByCenterFace = 0;
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@@ -17525,7 +17569,7 @@ if (!g_avgColorsComputed) {
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// ========== 颜色一致性代价 ==========
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{
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const float lambda = 0.0f;
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const float lambda = 2.0f;
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// ========== 收集邻居颜色(修复版:1-ring + faceToView)==========
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std::vector<cv::Vec3f> neighborColors;
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if (!scene.mesh.faceFaces.empty() && faceID < scene.mesh.faceFaces.size()) {
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@@ -17574,7 +17618,8 @@ if (!g_avgColorsComputed) {
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cv::Vec3f d = candidateColor - nc;
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colorDiff += std::sqrt(d[0]*d[0] + d[1]*d[1] + d[2]*d[2]);
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}
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colorDiff = (colorDiff / neighborColors.size()) / 1.732f;
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// colorDiff = (colorDiff / neighborColors.size()) / 1.732f;
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colorDiff = colorDiff / neighborColors.size();
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colorDiff = std::min(colorDiff, 1.0f);
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// ✅ 修复:不再乘 score,避免放大效应
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@@ -21916,6 +21961,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
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const std::string& inputFileName, const std::string& meshFileName, bool bUseExistingUV, const std::string& strUVMeshFileName)
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{
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nTextureSizeMultiple = 8192; // 8192 4096
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maxTextureSize = 8192; // ← 加这行
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// 预处理:计算网格拓扑和几何信息
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if (!bOriginFaceview)
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@@ -22022,11 +22068,29 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
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texture.EstimateGlobalPhotometricCorrection();
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// // ✅ 2. 计算可见性(填充 faceNeighbors)
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// if (!texture.ComputePureFaceVisibility(
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// fOutlierThreshold, nIgnoreMaskLabel, views)) {
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// return false;
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// }
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if (!texture.s_gainsApplied && texture.m_gainsEstimated && !texture.m_imageGains.empty()) {
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for (size_t vid = 0; vid < images.size(); ++vid) {
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if (vid >= texture.m_imageGains.size()) break;
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const cv::Vec3f& gain = texture.m_imageGains[vid];
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cv::Mat& img = images[vid].image;
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for (int r = 0; r < img.rows; ++r) {
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for (int c = 0; c < img.cols; ++c) {
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cv::Vec3b& p = img.at<cv::Vec3b>(r, c);
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p[0] = cv::saturate_cast<uint8_t>(p[0] * gain[0]);
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p[1] = cv::saturate_cast<uint8_t>(p[1] * gain[1]);
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p[2] = cv::saturate_cast<uint8_t>(p[2] * gain[2]);
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}
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}
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}
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texture.s_gainsApplied = true;
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DEBUG_EXTRA("Photometric gains applied to %zu images", images.size());
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}
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// ✅ 2. 计算可见性(填充 faceNeighbors)
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if (!texture.ComputePureFaceVisibility(
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fOutlierThreshold, nIgnoreMaskLabel, views)) {
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return false;
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}
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// ✅ 3. 选择最佳视图(带 patch 一致性)
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if (!texture.SelectBestViewsForVirtualFaces(
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