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颜色约束生效

ManualUV
hesuicong 2 weeks ago
parent
commit
c287fe0fc7
  1. 198
      libs/MVS/SceneTexture.cpp

198
libs/MVS/SceneTexture.cpp

@ -1303,6 +1303,8 @@ public: @@ -1303,6 +1303,8 @@ public:
// ---- 全局光度校正(per-image gain,3 通道独立)----
std::vector<cv::Vec3f> m_imageGains; // 每个视图一个 (gR,gG,gB)
bool m_gainsEstimated = false;
bool s_gainsApplied = false;
bool EstimateGlobalPhotometricCorrection();
inline cv::Vec3f SampleColorAtPoint(const cv::Mat& img, const Camera& cam, const Point3f& pt3D) {
@ -9520,15 +9522,17 @@ void MeshTexture::GlobalSeamLeveling4() @@ -9520,15 +9522,17 @@ void MeshTexture::GlobalSeamLeveling4()
ASSERT(face[v] < vertpatch2rows.size());
}
// ★ UV [0,1] → patch 局部像素坐标
const cv::Size patchSize = texturePatch.rect.size();
TexCoord localTri[3];
const TexCoord* uvTri = faceTexcoords.Begin() + idxFace * 3;
for (int v = 0; v < 3; ++v) {
localTri[v] = TexCoord(uvTri[v].x * patchSize.width,
uvTri[v].y * patchSize.height);
}
data.tri = localTri;
// // ★ UV [0,1] → patch 局部像素坐标
// const cv::Size patchSize = texturePatch.rect.size();
// TexCoord localTri[3];
// const TexCoord* uvTri = faceTexcoords.Begin() + idxFace * 3;
// for (int v = 0; v < 3; ++v) {
// localTri[v] = TexCoord(uvTri[v].x * patchSize.width,
// uvTri[v].y * patchSize.height);
// }
// data.tri = localTri;
// 改回直接用,不乘
data.tri = faceTexcoords.Begin() + idxFace * 3;
for (int v = 0; v < 3; ++v) {
ASSERT(face[v] < vertices.size());
@ -9555,7 +9559,15 @@ void MeshTexture::GlobalSeamLeveling4() @@ -9555,7 +9559,15 @@ void MeshTexture::GlobalSeamLeveling4()
}
const Pixel8U& v = srcROI.at<Pixel8U>(r, c);
const Color col(RGB2YCBCR(Color(v)));
const Color acol(YCBCR2RGB(Color(col + a)));
// const Color acol(YCBCR2RGB(Color(col + a)));
const float GAIN = 10.0f; // ★ 增益,可调(5~20)
const Color acol(YCBCR2RGB(Color(
col[0] + a[0] * 1.0f, // Y 微调
col[1] + a[1] * GAIN, // Cb 大幅调
col[2] + a[2] * GAIN // Cr 大幅调
)));
outPatch.at<cv::Vec3b>(r, c) = cv::Vec3b(
(uint8_t)CLAMP(ROUND2INT(acol[0]), 0, 255),
(uint8_t)CLAMP(ROUND2INT(acol[1]), 0, 255),
@ -15661,7 +15673,6 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches( @@ -15661,7 +15673,6 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches(
}
}
atlas = localAtlas;
// // 调试用:导出调整后的 atlas
// static int dbgCount = 0;
// char dbgName[256];
@ -15669,6 +15680,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches( @@ -15669,6 +15680,7 @@ void MeshTexture::ApplyGlobalSeamLevelingOnRCPatches(
// cv::imwrite(dbgName, atlas);
// DEBUG_EXTRA("Exported %s", dbgName);
}
atlas = localAtlas;
}
DEBUG_EXTRA("Re-rasterization done.");
@ -15934,6 +15946,7 @@ bool MeshTexture::RasterizeVirtualFaces( @@ -15934,6 +15946,7 @@ bool MeshTexture::RasterizeVirtualFaces(
int textureSize = ComputeOptimalTextureSizeAdaptive(virtualFaceMap, virtualFaceViews, nTextureSizeMultiple);
if (textureSize < 1024) textureSize = 1024;
if (textureSize > 16384) textureSize = 16384;
textureSize = std::max(textureSize, 4096); // 至少 4096
// 2. atlas + score
outTextures.emplace_back(textureSize, textureSize);
@ -17272,10 +17285,11 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive( @@ -17272,10 +17285,11 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive(
const std::vector<std::vector<IIndex>>& virtualFaceViews,
unsigned nTextureSizeMultiple)
{
if (virtualFaceMap.empty()) return 2048;
if (virtualFaceMap.empty())
return (int)nTextureSizeMultiple; // 没数据就直接用上限
double totalPixels = 0.0;
double totalAreaUV = 0.0;
int validFaces = 0;
for (size_t i = 0; i < virtualFaceMap.size(); ++i) {
const VirtualFace& vf = virtualFaceMap[i];
@ -17288,13 +17302,7 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive( @@ -17288,13 +17302,7 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive(
const Image& img = images[viewID];
if (img.image.empty()) continue;
// UV 面积
const AABB2f& uv = vf.uvBounds;
float uvArea = (uv.ptMax.x() - uv.ptMin.x()) *
(uv.ptMax.y() - uv.ptMin.y());
if (uvArea <= 0.0f) continue;
// 投影到图像,估算像素覆盖
// 用任意一个面估算投影面积即可
const Mesh::Face& face = scene.mesh.faces[vf.faces[0]];
const Point3f& v0 = scene.mesh.vertices[face[0]];
const Point3f& v1 = scene.mesh.vertices[face[1]];
@ -17304,42 +17312,38 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive( @@ -17304,42 +17312,38 @@ int MeshTexture::ComputeOptimalTextureSizeAdaptive(
Point2d p1 = img.camera.ProjectPoint(Point3d(v1));
Point2d p2 = img.camera.ProjectPoint(Point3d(v2));
// 图像空间三角形面积(像素)
double imgArea =
std::abs((p1.x - p0.x) * (p2.y - p0.y) -
(p2.x - p0.x) * (p1.y - p0.y)) * 0.5;
if (imgArea < 1.0) continue;
// 加权累加
totalPixels += imgArea;
totalAreaUV += uvArea;
++validFaces;
}
if (totalAreaUV <= 0.0) return 2048;
// 核心公式:
// texelPerUV = sqrt(图像像素总面积 / UV总面积)
double texelsPerUV = std::sqrt(totalPixels / totalAreaUV);
if (validFaces == 0)
return (int)nTextureSizeMultiple;
// 用 UV 包围盒大小推算最终纹理尺寸
AABB2f globalUV(true);
for (const auto& vf : virtualFaceMap)
globalUV.Insert(vf.uvBounds);
// ★ 关键:目标 1 texel ≈ 1 image pixel
int textureSize = (int)std::sqrt(totalPixels);
float uvW = globalUV.ptMax.x() - globalUV.ptMin.x();
float uvH = globalUV.ptMax.y() - globalUV.ptMin.y();
// 可选:你想要更“锐利”可以乘以 1.x(如 1.25)
// textureSize = (int)(textureSize * 1.25);
int textureSize = static_cast<int>(
std::max(uvW, uvH) * texelsPerUV
);
// 对齐到 2^n,不超过最大限制
// 对齐到 2 的幂
textureSize = RoundUpPowerOfTwo(textureSize);
// ★ 上限必须是 nTextureSizeMultiple(8192)
textureSize = std::min(textureSize, (int)nTextureSizeMultiple);
DEBUG_EXTRA("Adaptive texture size: %d (texels/UV: %.1f)",
textureSize, texelsPerUV);
// 防止过小
if (textureSize < 1024) textureSize = 1024;
DEBUG_EXTRA("Adaptive texture size: %d (totalPixels=%.0f, validFaces=%d, max=%u)",
textureSize, totalPixels, validFaces, nTextureSizeMultiple);
DEBUG_EXTRA("totalPixels=%.0f → textureSize=%d", totalPixels, textureSize);
return textureSize;
}
@ -17363,33 +17367,49 @@ bool MeshTexture::SelectBestViewsForVirtualFaces( @@ -17363,33 +17367,49 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(
// ===== 从磁盘加载图像,计算全局平均颜色 =====
static bool g_avgColorsComputed = false;
if (!g_avgColorsComputed) {
const size_t numViews = images.size(); // ← 你的变量名
g_avgColors.resize(numViews, cv::Vec3f(-1, -1, -1));
// if (!g_avgColorsComputed) {
// const size_t numViews = images.size(); // ← 你的变量名
// g_avgColors.resize(numViews, cv::Vec3f(-1, -1, -1));
for (size_t vid = 0; vid < numViews; ++vid) {
const std::string& imgPath = images[vid].name; // ← 你的字段名
// for (size_t vid = 0; vid < numViews; ++vid) {
// const std::string& imgPath = images[vid].name; // ← 你的字段名
cv::Mat img = cv::imread(imgPath, cv::IMREAD_COLOR);
if (img.empty()) {
VERBOSE("[AvgColor] view %zu: cannot load '%s'", vid, imgPath.c_str());
continue;
}
// cv::Mat img = cv::imread(imgPath, cv::IMREAD_COLOR);
// if (img.empty()) {
// VERBOSE("[AvgColor] view %zu: cannot load '%s'", vid, imgPath.c_str());
// continue;
// }
// // 直接转 float 算均值,不 resize
// cv::Mat imgF;
// img.convertTo(imgF, CV_32FC3, 1.0 / 255.0);
// cv::Scalar mean = cv::mean(imgF);
// g_avgColors[vid] = cv::Vec3f(mean[0], mean[1], mean[2]);
// 直接转 float 算均值,不 resize
// VERBOSE("[AvgColor] view %zu: mean=(%.3f,%.3f,%.3f)",
// vid, mean[0], mean[1], mean[2]);
// }
// g_avgColorsComputed = true;
// VERBOSE("[AvgColor] Done: [0]=(%.3f,%.3f,%.3f)",
// g_avgColors[0][0], g_avgColors[0][1], g_avgColors[0][2]);
// }
g_avgColorsComputed = false;
if (!g_avgColorsComputed) {
g_avgColors.assign(images.size(), cv::Vec3f(-1, -1, -1));
for (size_t vid = 0; vid < images.size(); ++vid) {
const cv::Mat& img = images[vid].image; // ★ 直接用内存图像
if (img.empty()) continue;
cv::Mat imgF;
img.convertTo(imgF, CV_32FC3, 1.0 / 255.0);
cv::Scalar mean = cv::mean(imgF);
g_avgColors[vid] = cv::Vec3f(mean[0], mean[1], mean[2]);
VERBOSE("[AvgColor] view %zu: mean=(%.3f,%.3f,%.3f)",
vid, mean[0], mean[1], mean[2]);
g_avgColors[vid] = cv::Vec3f(mean[0], mean[1], mean[2]); // BGR
}
g_avgColorsComputed = true;
VERBOSE("[AvgColor] Done: [0]=(%.3f,%.3f,%.3f)",
g_avgColors[0][0], g_avgColors[0][1], g_avgColors[0][2]);
VERBOSE("[AvgColor] Done: [0]=(%.3f,%.3f,%.3f), [1]=(%.3f,%.3f,%.3f)",
g_avgColors[0][0], g_avgColors[0][1], g_avgColors[0][2],
g_avgColors[1][0], g_avgColors[1][1], g_avgColors[1][2]);
}
if (g_avgColors.empty()) {
@ -17438,6 +17458,30 @@ if (!g_avgColorsComputed) { @@ -17438,6 +17458,30 @@ if (!g_avgColorsComputed) {
scene.mesh.faceFaces.empty() ? 0xFFFFFFFF : scene.mesh.faceFaces[0][1],
scene.mesh.faceFaces.empty() ? 0xFFFFFFFF : scene.mesh.faceFaces[0][2]);
// ★★★ 关键修复:从 faceFaces 构建 faceNeighbors(virtual face 邻接)★★★
if (faceNeighbors.empty()) {
faceNeighbors.resize(virtualFaceMap.size());
for (size_t fid = 0; fid < virtualFaceMap.size(); ++fid) {
if (fid >= scene.mesh.faceFaces.size()) break;
const Mesh::FaceFaces& ff = scene.mesh.faceFaces[fid]; // 原始面邻接
for (int k = 0; k < 3; ++k) {
FIndex nb = ff[k];
if (nb == NO_ID || nb >= (FIndex)virtualFaceMap.size()) continue;
// 去重插入
bool exists = false;
for (IIndex existing : faceNeighbors[fid]) {
if ((FIndex)existing == nb) { exists = true; break; }
}
if (!exists) faceNeighbors[fid].push_back((IIndex)nb);
}
}
DEBUG_EXTRA("[SelectBest] faceNeighbors built: size=%zu, avg=%f",
faceNeighbors.size(),
faceNeighbors.size() > 0 ?
(double)std::accumulate(faceNeighbors.begin(), faceNeighbors.end(), 0ull,
[](size_t s, const auto& v) { return s + v.size(); }) / faceNeighbors.size() : 0);
}
// ---------- 1. 初始视图分配 ----------
size_t emptyCandidateViews = 0;
size_t fallbackByCenterFace = 0;
@ -17525,7 +17569,7 @@ if (!g_avgColorsComputed) { @@ -17525,7 +17569,7 @@ if (!g_avgColorsComputed) {
// ========== 颜色一致性代价 ==========
{
const float lambda = 0.0f;
const float lambda = 2.0f;
// ========== 收集邻居颜色(修复版:1-ring + faceToView)==========
std::vector<cv::Vec3f> neighborColors;
if (!scene.mesh.faceFaces.empty() && faceID < scene.mesh.faceFaces.size()) {
@ -17574,7 +17618,8 @@ if (!g_avgColorsComputed) { @@ -17574,7 +17618,8 @@ if (!g_avgColorsComputed) {
cv::Vec3f d = candidateColor - nc;
colorDiff += std::sqrt(d[0]*d[0] + d[1]*d[1] + d[2]*d[2]);
}
colorDiff = (colorDiff / neighborColors.size()) / 1.732f;
// colorDiff = (colorDiff / neighborColors.size()) / 1.732f;
colorDiff = colorDiff / neighborColors.size();
colorDiff = std::min(colorDiff, 1.0f);
// ✅ 修复:不再乘 score,避免放大效应
@ -21916,6 +21961,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi @@ -21916,6 +21961,7 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
const std::string& inputFileName, const std::string& meshFileName, bool bUseExistingUV, const std::string& strUVMeshFileName)
{
nTextureSizeMultiple = 8192; // 8192 4096
maxTextureSize = 8192; // ← 加这行
// 预处理:计算网格拓扑和几何信息
if (!bOriginFaceview)
@ -22022,11 +22068,29 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi @@ -22022,11 +22068,29 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
texture.EstimateGlobalPhotometricCorrection();
// // ✅ 2. 计算可见性(填充 faceNeighbors)
// if (!texture.ComputePureFaceVisibility(
// fOutlierThreshold, nIgnoreMaskLabel, views)) {
// return false;
// }
if (!texture.s_gainsApplied && texture.m_gainsEstimated && !texture.m_imageGains.empty()) {
for (size_t vid = 0; vid < images.size(); ++vid) {
if (vid >= texture.m_imageGains.size()) break;
const cv::Vec3f& gain = texture.m_imageGains[vid];
cv::Mat& img = images[vid].image;
for (int r = 0; r < img.rows; ++r) {
for (int c = 0; c < img.cols; ++c) {
cv::Vec3b& p = img.at<cv::Vec3b>(r, c);
p[0] = cv::saturate_cast<uint8_t>(p[0] * gain[0]);
p[1] = cv::saturate_cast<uint8_t>(p[1] * gain[1]);
p[2] = cv::saturate_cast<uint8_t>(p[2] * gain[2]);
}
}
}
texture.s_gainsApplied = true;
DEBUG_EXTRA("Photometric gains applied to %zu images", images.size());
}
// ✅ 2. 计算可见性(填充 faceNeighbors)
if (!texture.ComputePureFaceVisibility(
fOutlierThreshold, nIgnoreMaskLabel, views)) {
return false;
}
// ✅ 3. 选择最佳视图(带 patch 一致性)
if (!texture.SelectBestViewsForVirtualFaces(

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