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解决大模型贴图卡住的问题

master
hesuicong 1 month ago
parent
commit
ccd621f0b1
  1. 45
      libs/MVS/SceneTexture.cpp

45
libs/MVS/SceneTexture.cpp

@ -1151,24 +1151,11 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr
// continue; // continue;
} }
/*
// 已有的过曝判断保留
float brightnessPerceptual = (0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b) / 255.0f; float brightnessPerceptual = (0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b) / 255.0f;
if (brightnessPerceptual > 0.95f) // printf("brightnessPerceptual=%f\n", brightnessPerceptual);
continue;
float Y = 0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b;
float maxChan = MAXF(pixel.r, MAXF(pixel.g, pixel.b));
float minChan = MINF(pixel.r, MINF(pixel.g, pixel.b));
float saturation_approx = (maxChan > 0) ? (maxChan - minChan) / maxChan : 0.0f;
// 只两个条件:极亮 + 低饱和 if (brightnessPerceptual>0.95f)
bool isSpecular = (Y > 240.0f) && (saturation_approx < 0.12f);
if (isSpecular) {
continue; continue;
}
*/
// if (!(scene.mesh.invalidFacesRelative.data.contains(idxFace) && scene.is_face_visible_relative(idxFace))) // if (!(scene.mesh.invalidFacesRelative.data.contains(idxFace) && scene.is_face_visible_relative(idxFace)))
// if (false) // if (false)
@ -10321,11 +10308,11 @@ void MeshTexture::GlobalSeamLeveling3()
ASSERT(idxPatch0 < idxPatch1); ASSERT(idxPatch0 < idxPatch1);
const MatIdx rowA((MatIdx)coeffB.size()); const MatIdx rowA((MatIdx)coeffB.size());
// ★ 新增:如果亮度差太大,说明一个是高光一个是暗区,跳过这个约束 // // ★ 新增:如果亮度差太大,说明一个是高光一个是暗区,跳过这个约束
const float lum0 = GetLuminance(color0); // 或者用 Y 通道 // const float lum0 = GetLuminance(color0); // 或者用 Y 通道
const float lum1 = GetLuminance(color1); // const float lum1 = GetLuminance(color1);
if (std::abs(lum0 - lum1) > 50.0f) // 阈值可调 // if (std::abs(lum0 - lum1) > 50.0f) // 阈值可调
continue; // 不添加这个接缝约束,避免传播高光 // continue; // 不添加这个接缝约束,避免传播高光
coeffB.Insert(color1 - color0); coeffB.Insert(color1 - color0);
ASSERT(ISFINITE(coeffB.back())); ASSERT(ISFINITE(coeffB.back()));
@ -10436,15 +10423,15 @@ void MeshTexture::GlobalSeamLeveling3()
const Color col(RGB2YCBCR(Color(v))); const Color col(RGB2YCBCR(Color(v)));
// ★ 新增:如果已经很亮且调整量是正向的,跳过提亮 // // ★ 新增:如果已经很亮且调整量是正向的,跳过提亮
if (col[0] > 210.0f && a[0] > 0.0f) { // if (col[0] > 210.0f && a[0] > 0.0f) {
// 已经够亮了,不再加亮度(但允许降亮度,也允许调色度) // // 已经够亮了,不再加亮度(但允许降亮度,也允许调色度)
clamped_a[0] = 0.0f; // clamped_a[0] = 0.0f;
} else { // } else {
clamped_a[0] = CLAMP(a[0], -maxAdjY, maxAdjY); // clamped_a[0] = CLAMP(a[0], -maxAdjY, maxAdjY);
} // }
clamped_a[1] = CLAMP(a[1], -maxAdjC, maxAdjC); // clamped_a[1] = CLAMP(a[1], -maxAdjC, maxAdjC);
clamped_a[2] = CLAMP(a[2], -maxAdjC, maxAdjC); // clamped_a[2] = CLAMP(a[2], -maxAdjC, maxAdjC);
const Color acol(YCBCR2RGB(Color(col + clamped_a))); const Color acol(YCBCR2RGB(Color(col + clamped_a)));
for (int p = 0; p < 3; ++p) for (int p = 0; p < 3; ++p)

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