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清晰和空白的中间版本

ManualUV
hesuicong 3 weeks ago
parent
commit
e8e3632341
  1. 161
      libs/MVS/SceneTexture.cpp

161
libs/MVS/SceneTexture.cpp

@ -14099,21 +14099,25 @@ bool MeshTexture::RasterizeVirtualFaces(
int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple); int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
// -------------------------------------------------- // --------------------------------------------------
// 2. 创建纹理与累积缓冲区 // 2. 创建纹理与缓冲器
// -------------------------------------------------- // --------------------------------------------------
outTextures.emplace_back(textureSize, textureSize); outTextures.emplace_back(textureSize, textureSize);
Image8U3& atlas = outTextures.back(); Image8U3& atlas = outTextures.back();
atlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r)); atlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
cv::Mat1f weightAccum(textureSize, textureSize, 0.f); // ✅ 深度缓冲器和面片ID缓冲器
cv::Mat3f colorAccum(textureSize, textureSize, cv::Vec3f(0.f, 0.f, 0.f)); cv::Mat1f depthBuffer(textureSize, textureSize, -FLT_MAX);
cv::Mat1i faceIDBuffer(textureSize, textureSize, -1);
// ✅ 颜色缓冲器
cv::Mat3f colorBuffer(textureSize, textureSize, cv::Vec3f(0.f, 0.f, 0.f));
cv::Mat1b validBuffer(textureSize, textureSize, (uchar)0);
// -------------------------------------------------- // --------------------------------------------------
// 3. 光栅化参数 // 3. 光栅化参数 - 使用单采样保证清晰度
// -------------------------------------------------- // --------------------------------------------------
constexpr int SUPER_SAMPLE = 2; constexpr int SUPER_SAMPLE = 1; // ✅ 关键:禁用MSAA,使用单采样
constexpr float STEP = 1.f / SUPER_SAMPLE; constexpr float STEP = 1.f / SUPER_SAMPLE;
const float MAX_DIST_SQ = 25.f / (textureSize * textureSize); // 距离阈值
// -------------------------------------------------- // --------------------------------------------------
// 4. 正向光栅化主循环 // 4. 正向光栅化主循环
@ -14140,29 +14144,30 @@ bool MeshTexture::RasterizeVirtualFaces(
&scene.mesh.vertices[face[2]] &scene.mesh.vertices[face[2]]
}; };
// 纹理空间包围盒 // ✅ 关键修复1:扩大包围盒,确保覆盖所有像素
cv::Rect bbox; float minU = std::min({uv[0].x, uv[1].x, uv[2].x});
for (int i = 0; i < 3; ++i) { float maxU = std::max({uv[0].x, uv[1].x, uv[2].x});
int px = int(uv[i].x * textureSize); float minV = std::min({uv[0].y, uv[1].y, uv[2].y});
int py = int(uv[i].y * textureSize); float maxV = std::max({uv[0].y, uv[1].y, uv[2].y});
if (bbox.empty())
bbox = cv::Rect(px, py, 1, 1);
else
bbox |= cv::Rect(px, py, 1, 1);
}
// 与纹理边界取交集
bbox &= cv::Rect(0, 0, textureSize, textureSize);
// MSAA 采样 int minX = std::max(0, (int)floor(minU * textureSize) - 1);
for (int y = bbox.y; y < bbox.y + bbox.height; ++y) { int maxX = std::min(textureSize - 1, (int)ceil(maxU * textureSize) + 1);
for (int x = bbox.x; x < bbox.x + bbox.width; ++x) { int minY = std::max(0, (int)floor(minV * textureSize) - 1);
int maxY = std::min(textureSize - 1, (int)ceil(maxV * textureSize) + 1);
for (int sy = 0; sy < SUPER_SAMPLE; ++sy) { if (minX > maxX || minY > maxY) continue;
for (int sx = 0; sx < SUPER_SAMPLE; ++sx) {
// ✅ 关键修复2:预计算三角形深度范围
Point3f triCenter = (*verts[0] + *verts[1] + *verts[2]) / 3.0f;
float triDepth = cam.PointDepth(triCenter);
float depthRange = 0.1f * triDepth; // 10%的深度容差
for (int y = minY; y <= maxY; ++y) {
for (int x = minX; x <= maxX; ++x) {
Point2f texCoord( Point2f texCoord(
(x + (sx + 0.5f) * STEP) / textureSize, (x + 0.5f) / textureSize,
(y + (sy + 0.5f) * STEP) / textureSize (y + 0.5f) / textureSize
); );
Point3f bary; Point3f bary;
@ -14175,48 +14180,114 @@ bool MeshTexture::RasterizeVirtualFaces(
*verts[1] * bary.y + *verts[1] * bary.y +
*verts[2] * bary.z; *verts[2] * bary.z;
// ✅ 关键修复3:简化的深度测试
float depth = cam.PointDepth(P);
// 放宽深度测试:允许一定范围的深度差异
if (depth < triDepth - depthRange || depth > triDepth + depthRange)
continue;
// ✅ 关键修复4:严格的面片ID检查
bool accept = false;
#pragma omp critical
{
// 如果像素未被占用,或者当前面片ID相同,或者深度更近
if (faceIDBuffer(y, x) == -1 ||
faceIDBuffer(y, x) == (int)faceID ||
depth > depthBuffer(y, x)) {
// 更新深度和面片ID
depthBuffer(y, x) = depth;
faceIDBuffer(y, x) = (int)faceID;
accept = true;
}
}
if (!accept) continue;
// 投影到图像 // 投影到图像
Point2f imgPt = ProjectPointWithAutoCorrection(cam, P, srcImg); Point2f imgPt = ProjectPointWithAutoCorrection(cam, P, srcImg);
// 允许少量越界
// ✅ 关键修复5:改进的边界处理
if (!srcImg.image.isInside(imgPt)) { if (!srcImg.image.isInside(imgPt)) {
// 尝试在图像边界内寻找最近的有效点
imgPt.x = std::clamp(imgPt.x, 0.f, srcImg.image.width() - 1.1f); imgPt.x = std::clamp(imgPt.x, 0.f, srcImg.image.width() - 1.1f);
imgPt.y = std::clamp(imgPt.y, 0.f, srcImg.image.height() - 1.1f); imgPt.y = std::clamp(imgPt.y, 0.f, srcImg.image.height() - 1.1f);
} }
// 放宽前后判断(允许微小负值) // 前后判断
if (!cam.IsInFront(P) && cam.Distance(P) < -0.01f) if (!cam.IsInFront(P) && cam.Distance(P) < -0.01f)
continue; continue;
// 双三次采样 // ✅ 关键修复6:最近邻采样(最锐利)
Sampler sampler; int ix = int(imgPt.x + 0.5f);
Color c = srcImg.image.sample<Sampler, Color>(sampler, imgPt); int iy = int(imgPt.y + 0.5f);
// 边界检查
if (ix < 0 || ix >= srcImg.image.width() ||
iy < 0 || iy >= srcImg.image.height())
continue;
// 获取像素颜色(OpenCV BGR -> openMVS RGB)
const cv::Vec3b& pixel = srcImg.image.at<cv::Vec3b>(iy, ix);
// 累加到原子操作区域
#ifdef _USE_OPENMP
#pragma omp critical #pragma omp critical
#endif
{ {
cv::Vec3f& acc = colorAccum(y, x); // ✅ 直接写入,不混合
acc[0] += c[2]; colorBuffer(y, x) = cv::Vec3f(pixel[2], pixel[1], pixel[0]);
acc[1] += c[1]; validBuffer(y, x) = 1;
acc[2] += c[0]; }
weightAccum(y, x) += 1.f; }
} }
} }
} }
// --------------------------------------------------
// 5. 空洞填充(修复零散空白点)
// --------------------------------------------------
DEBUG_EXTRA("Filling holes in rasterized texture...");
// 使用膨胀操作填充小的空洞
cv::Mat1b dilatedValid = validBuffer.clone();
cv::dilate(dilatedValid, dilatedValid, cv::Mat(), cv::Point(-1,-1), 2);
for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) {
if (validBuffer(y, x) == 0 && dilatedValid(y, x) == 1) {
// 找到最近的有效像素
int bestDist = INT_MAX;
cv::Vec3f bestColor(0,0,0);
for (int dy = -3; dy <= 3; ++dy) {
for (int dx = -3; dx <= 3; ++dx) {
int ny = y + dy;
int nx = x + dx;
if (ny >= 0 && ny < textureSize && nx >= 0 && nx < textureSize &&
validBuffer(ny, nx) == 1) {
int dist = dy*dy + dx*dx;
if (dist < bestDist) {
bestDist = dist;
bestColor = colorBuffer(ny, nx);
}
}
}
}
if (bestDist < INT_MAX) {
colorBuffer(y, x) = bestColor;
validBuffer(y, x) = 1;
} }
} }
} }
} }
// -------------------------------------------------- // --------------------------------------------------
// 5. 权重归一化 // 6. 最终写入纹理
// -------------------------------------------------- // --------------------------------------------------
for (int y = 0; y < textureSize; ++y) { for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) { for (int x = 0; x < textureSize; ++x) {
float w = weightAccum(y, x); if (validBuffer(y, x) == 1) {
if (w > 0.f) { cv::Vec3f c = colorBuffer(y, x);
cv::Vec3f c = colorAccum(y, x) / w;
atlas(y, x) = Pixel8U{ atlas(y, x) = Pixel8U{
(unsigned char)cv::saturate_cast<uchar>(c[0]), (unsigned char)cv::saturate_cast<uchar>(c[0]),
(unsigned char)cv::saturate_cast<uchar>(c[1]), (unsigned char)cv::saturate_cast<uchar>(c[1]),
@ -14556,7 +14627,7 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(VirtualFaceMap& virtualFaceMap,
} }
if (faceNeighbors[faceID2].empty()) { if (faceNeighbors[faceID2].empty()) {
DEBUG_EXTRA("FATAL: faceNeighbors[%u] is empty! FaceViewSelection mode error.", faceID2); // DEBUG_EXTRA("FATAL: faceNeighbors[%u] is empty! FaceViewSelection mode error.", faceID2);
} }
//------------------------------------------------------------------ //------------------------------------------------------------------
@ -14601,8 +14672,8 @@ bool MeshTexture::SelectBestViewsForVirtualFaces(VirtualFaceMap& virtualFaceMap,
++fallbackByCenterFace; ++fallbackByCenterFace;
// 降低日志级别,避免刷屏,用 DEBUG 而非 EXTRA // 降低日志级别,避免刷屏,用 DEBUG 而非 EXTRA
DEBUG("VF[%zu] EMPTY -> FORCED view %d (ignoring physical occlusion)", // DEBUG("VF[%zu] EMPTY -> FORCED view %d (ignoring physical occlusion)",
i, forcedView); // i, forcedView);
continue; continue;
} }

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