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进一步优化

ManualUV
hesuicong 2 days ago
parent
commit
c5dc504b1f
  1. 294
      libs/MVS/SceneTexture.cpp

294
libs/MVS/SceneTexture.cpp

@ -584,6 +584,16 @@ struct MeshTexture {
*/ */
std::vector<VirtualFaceGeometry> m_virtualFaceGeometries; std::vector<VirtualFaceGeometry> m_virtualFaceGeometries;
// ============================================================
// 面片级全局增益(Global Gain)数据结构
// ============================================================
struct FaceGainInfo {
float gain; // 亮度增益
bool valid; // 是否有效(有相邻视角对比)
};
// 面片级增益数组(索引对应 face ID)
std::vector<FaceGainInfo> m_faceGains;
public: public:
MeshTexture(Scene& _scene, unsigned _nResolutionLevel=0, unsigned _nMinResolution=640); MeshTexture(Scene& _scene, unsigned _nResolutionLevel=0, unsigned _nMinResolution=640);
~MeshTexture(); ~MeshTexture();
@ -718,6 +728,25 @@ public:
const VirtualFace& vf, const VirtualFace& vf,
IIndex viewID, IIndex viewID,
VirtualFaceGeometry& geom); VirtualFaceGeometry& geom);
// ============================================================
// ComputeGlobalGain - 计算面片级全局增益
// 功能:对每个面片,比较其主视角与备选视角的平均亮度,
// 计算增益使两者对齐。仅调整明暗,不改变色相。
// 参数:virtualFaceViews 即光栅化循环中的 virtualFaceViews
// ============================================================
void ComputeGlobalGain(
const Scene& scene,
const Mesh& mesh,
const std::vector<std::vector<IIndex>>& virtualFaceViews);
float SampleLuminanceBilinear(const cv::Mat& img, float x, float y);
// ============================================================
// GetFaceMeanLuminance - 获取面片在指定视角下的平均亮度
// ============================================================
float GetFaceMeanLuminance(
const Scene& scene,
const Mesh& mesh,
int faceID,
int viewID) const;
std::vector<std::vector<IIndex>> faceViews; std::vector<std::vector<IIndex>> faceViews;
std::vector<std::vector<float>> faceViewWeights; std::vector<std::vector<float>> faceViewWeights;
@ -16606,6 +16635,17 @@ bool MeshTexture::RasterizeVirtualFaces(
if (!m_gainsEstimated) EstimateGlobalPhotometricCorrection(); if (!m_gainsEstimated) EstimateGlobalPhotometricCorrection();
// ===== 面片级全局增益(Global Gain)=====
if (m_faceGains.empty()) {
VERBOSE("Computing global gains for %zu faces...", virtualFaceViews.size());
ComputeGlobalGain(scene, scene.mesh, virtualFaceViews);
VERBOSE("Global gains computed: %zu valid, %zu invalid",
std::count_if(m_faceGains.begin(), m_faceGains.end(),
[](const FaceGainInfo& fg) { return fg.valid; }),
std::count_if(m_faceGains.begin(), m_faceGains.end(),
[](const FaceGainInfo& fg) { return !fg.valid; }));
}
VERBOSE("[Raster] Step 2: starting patch loop, total faces=%zu", virtualFaceMap.size()); VERBOSE("[Raster] Step 2: starting patch loop, total faces=%zu", virtualFaceMap.size());
// 3. 逐三角形光栅化 // 3. 逐三角形光栅化
@ -16705,7 +16745,19 @@ bool MeshTexture::RasterizeVirtualFaces(
size_t idx = atlasY * textureSize + atlasX; size_t idx = atlasY * textureSize + atlasX;
if (currentScore > m_texelScores[idx].score) { if (currentScore > m_texelScores[idx].score) {
// 原样写入,不做任何混合 // ★ 应用面片级全局增益(仅调整亮度,不改变色相)
float gain = 1.0f;
if (i >= 0 && i < (int)m_faceGains.size() && m_faceGains[i].valid) {
gain = m_faceGains[i].gain;
}
if (gain != 1.0f) {
color[0] = cv::saturate_cast<uchar>(color[0] * gain); // B
color[1] = cv::saturate_cast<uchar>(color[1] * gain); // G
color[2] = cv::saturate_cast<uchar>(color[2] * gain); // R
}
// 写入图集
atlas.at<cv::Vec3b>(atlasY, atlasX) = color; atlas.at<cv::Vec3b>(atlasY, atlasX) = color;
m_texelScores[idx].score = currentScore; m_texelScores[idx].score = currentScore;
m_texelScores[idx].viewID = viewID; m_texelScores[idx].viewID = viewID;
@ -16861,11 +16913,32 @@ bool MeshTexture::RasterizeVirtualFaces(
cv::Vec3b original = smoothSrc.at<cv::Vec3b>(y, x); cv::Vec3b original = smoothSrc.at<cv::Vec3b>(y, x);
// 混合:50% 原始 + 50% 邻居平均 // 计算到本patch内部像素的最小欧氏距离
float minDistSq = 1e10f;
for (int dy = -5; dy <= 5; ++dy) {
for (int dx = -5; dx <= 5; ++dx) {
int nx = x + dx, ny = y + dy;
if (nx < 0 || nx >= textureSize || ny < 0 || ny >= textureSize) continue;
size_t nidx = ny * textureSize + nx;
if (m_texelPatchID[nidx] == centerPatch) {
float distSq = (float)(dx*dx + dy*dy);
minDistSq = std::min(minDistSq, distSq);
}
}
}
float minDist = std::sqrt(minDistSq);
float sigma = 2.0f;
float weight = std::exp(-minDist * minDist / (2.0f * sigma * sigma));
weight = 1.0f - weight;
weight = std::max(0.1f, std::min(0.5f, weight));
// 应用混合
atlas.at<cv::Vec3b>(y, x) = cv::Vec3b( 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[0] * (1-weight) + avg[0] * weight),
cv::saturate_cast<uchar>(original[1] * 0.5f + avg[1] * 0.5f), cv::saturate_cast<uchar>(original[1] * (1-weight) + avg[1] * weight),
cv::saturate_cast<uchar>(original[2] * 0.5f + avg[2] * 0.5f) cv::saturate_cast<uchar>(original[2] * (1-weight) + avg[2] * weight)
); );
seamPixelCount++; seamPixelCount++;
} }
@ -19156,6 +19229,69 @@ float MeshTexture::PointToLineDistance(const Point2f& p, const Point2f& a, const
float disty = p.y - projy; float disty = p.y - projy;
return std::sqrt(distx*distx + disty*disty); return std::sqrt(distx*distx + disty*disty);
} }
// ============================================================
// GetFaceMeanLuminance - 获取面片在指定视角下的平均亮度
// ============================================================
float MeshTexture::GetFaceMeanLuminance(
const Scene& scene,
const Mesh& mesh,
int faceID,
int viewID) const
{
if (viewID < 0 || viewID >= (int)scene.images.size()) return 0.0f;
const Image8U3& image = scene.images[viewID].image;
if (image.empty()) return 0.0f;
// 获取面片顶点(直接索引)
Point3f v0 = mesh.vertices[faceID * 3];
Point3f v1 = mesh.vertices[faceID * 3 + 1];
Point3f v2 = mesh.vertices[faceID * 3 + 2];
// 获取相机参数
const Camera& camera = scene.images[viewID].camera;
// ★ 修复:显式转为 Point3d(double)再投影
// 世界坐标 → 相机坐标
Point3d c0 = camera.TransformPointW2C(Point3d(v0));
Point3d c1 = camera.TransformPointW2C(Point3d(v1));
Point3d c2 = camera.TransformPointW2C(Point3d(v2));
// 检查是否在相机前方
if (c0.z <= 0 || c1.z <= 0 || c2.z <= 0) return 0.0f;
// 相机坐标 → 图像坐标(归一化)
Point2f p0 = camera.TransformPointC2I(c0);
Point2f p1 = camera.TransformPointC2I(c1);
Point2f p2 = camera.TransformPointC2I(c2);
// 计算面片在图像上的包围盒
int minX = std::max(0, (int)std::floor(std::min({p0.x, p1.x, p2.x})));
int maxX = std::min(image.width() - 1, (int)std::ceil(std::max({p0.x, p1.x, p2.x})));
int minY = std::max(0, (int)std::floor(std::min({p0.y, p1.y, p2.y})));
int maxY = std::min(image.height() - 1, (int)std::ceil(std::max({p0.y, p1.y, p2.y})));
if (minX >= maxX || minY >= maxY) return 0.0f;
// 采样包围盒内的像素,计算平均亮度
float totalLum = 0.0f;
int count = 0;
for (int y = minY; y <= maxY; ++y) {
for (int x = minX; x <= maxX; ++x) {
const Pixel8U& pixel = image(y, x);
// 跳过纯黑(无效区域)
if (pixel.r == 0 && pixel.g == 0 && pixel.b == 0) continue;
// 计算亮度(BT.709 标准)
float lum = 0.2126f * pixel.r + 0.7152f * pixel.g + 0.0722f * pixel.b;
totalLum += lum;
count++;
}
}
return (count > 0) ? (totalLum / count) : 0.0f;
}
// ============================================================ // ============================================================
// 2. 核心:计算单应矩阵 / 仿射矩阵 // 2. 核心:计算单应矩阵 / 仿射矩阵
@ -19265,6 +19401,154 @@ bool MeshTexture::ComputeHomographyForVirtualFace(
return geom.isValid; return geom.isValid;
} }
// 辅助函数:双线性插值采样亮度
float MeshTexture::SampleLuminanceBilinear(const cv::Mat& img, float x, float y) {
int ix = (int)x;
int iy = (int)y;
float fx = x - ix;
float fy = y - iy;
const uchar* p00 = img.ptr<uchar>(iy, ix);
const uchar* p10 = img.ptr<uchar>(iy, ix + 1);
const uchar* p01 = img.ptr<uchar>(iy + 1, ix);
const uchar* p11 = img.ptr<uchar>(iy + 1, ix + 1);
float c00 = 0.299f * p00[2] + 0.587f * p00[1] + 0.114f * p00[0];
float c10 = 0.299f * p10[2] + 0.587f * p10[1] + 0.114f * p10[0];
float c01 = 0.299f * p01[2] + 0.587f * p01[1] + 0.114f * p01[0];
float c11 = 0.299f * p11[2] + 0.587f * p11[1] + 0.114f * p11[0];
float c0 = c00 * (1-fx) + c10 * fx;
float c1 = c01 * (1-fx) + c11 * fx;
return c0 * (1-fy) + c1 * fy;
}
// ============================================================
// ComputeGlobalGain - 计算面片级全局增益
// 功能:对每个面片,比较其主视角与备选视角的平均亮度,
// 计算增益使两者对齐。仅调整明暗,不改变色相。
// 参数:virtualFaceViews 即光栅化循环中的 virtualFaceViews
// ============================================================
void MeshTexture::ComputeGlobalGain(
const Scene& scene,
const Mesh& mesh,
const std::vector<std::vector<IIndex>>& virtualFaceViews)
{
VERBOSE("[GlobalGain] Starting fast computation for %zu faces...", virtualFaceViews.size());
const size_t numFaces = virtualFaceViews.size();
m_faceGains.resize(numFaces);
int progressInterval = std::max(1, (int)numFaces / 100);
#pragma omp parallel for schedule(dynamic, 1000)
for (int faceID = 0; faceID < (int)numFaces; ++faceID) {
if (faceID % progressInterval == 0) {
#pragma omp critical
VERBOSE("[GlobalGain] Progress: %d/%zu (%.1f%%)",
faceID, numFaces, 100.0 * faceID / numFaces);
}
const auto& views = virtualFaceViews[faceID];
if (views.size() < 2) {
m_faceGains[faceID].valid = false;
continue;
}
// 只采样三角形三个顶点和中心共4个点
float lumMain = 0.0f;
float lumAlt = 0.0f;
int sampleCount = 0;
// 获取三角形的三个顶点
const Point3f& v0f = mesh.vertices[faceID * 3];
const Point3f& v1f = mesh.vertices[faceID * 3 + 1];
const Point3f& v2f = mesh.vertices[faceID * 3 + 2];
// 转为 Point3d(因为 Camera::TransformPointW2C 内部用 double)
Point3d v0(v0f.x, v0f.y, v0f.z);
Point3d v1(v1f.x, v1f.y, v1f.z);
Point3d v2(v2f.x, v2f.y, v2f.z);
// 采样点:三个顶点 + 中心(都用 Point3d)
Point3d samplePoints[4] = {
v0, v1, v2,
Point3d((v0.x + v1.x + v2.x) / 3.0,
(v0.y + v1.y + v2.y) / 3.0,
(v0.z + v1.z + v2.z) / 3.0)
};
for (int s = 0; s < 4; ++s) {
const Point3d& pt = samplePoints[s];
// 主视角采样
int mainViewID = views[0];
const Camera& mainCam = scene.images[mainViewID].camera;
Point3d ptCam = mainCam.TransformPointW2C(pt);
if (ptCam.z <= 0) continue;
Point2f ptImg = mainCam.TransformPointC2I(ptCam);
if (ptImg.x < 0 || ptImg.x >= scene.images[mainViewID].image.cols - 1 ||
ptImg.y < 0 || ptImg.y >= scene.images[mainViewID].image.rows - 1) continue;
// 双线性插值采样主视角亮度
float lum = SampleLuminanceBilinear(scene.images[mainViewID].image, ptImg.x, ptImg.y);
if (lum < 5.0f) continue; // 跳过纯黑
// 备选视角采样(取第一个有效的)
float lumAltSample = 0.0f;
bool foundAlt = false;
for (size_t v = 1; v < views.size(); ++v) {
int altViewID = views[v];
const Camera& altCam = scene.images[altViewID].camera;
Point3d altPtCam = altCam.TransformPointW2C(pt);
if (altPtCam.z <= 0) continue;
Point2f altPtImg = altCam.TransformPointC2I(altPtCam);
if (altPtImg.x < 0 || altPtImg.x >= scene.images[altViewID].image.cols - 1 ||
altPtImg.y < 0 || altPtImg.y >= scene.images[altViewID].image.rows - 1) continue;
lumAltSample = SampleLuminanceBilinear(scene.images[altViewID].image, altPtImg.x, altPtImg.y);
if (lumAltSample > 5.0f) {
foundAlt = true;
break;
}
}
if (foundAlt) {
lumMain += lum;
lumAlt += lumAltSample;
sampleCount++;
}
}
if (sampleCount > 0) {
float avgMain = lumMain / sampleCount;
float avgAlt = lumAlt / sampleCount;
if (avgMain > 1.0f && avgAlt > 1.0f) {
float gain = avgAlt / avgMain;
m_faceGains[faceID].gain = std::max(0.25f, std::min(4.0f, gain));
m_faceGains[faceID].valid = true;
} else {
m_faceGains[faceID].valid = false;
}
} else {
m_faceGains[faceID].valid = false;
}
}
int validCount = 0;
for (const auto& fg : m_faceGains) {
if (fg.valid) validCount++;
}
VERBOSE("[GlobalGain] Done. Valid: %d/%zu", validCount, numFaces);
}
bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveling, bool bLocalSeamLeveling,
unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic,
Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize,

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