|
|
|
|
@ -455,6 +455,7 @@ public:
@@ -455,6 +455,7 @@ public:
|
|
|
|
|
void CreateVirtualFaces4(const FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, Mesh::FaceIdxArr& mapFaceToVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f); |
|
|
|
|
void CreateVirtualFaces5(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const; |
|
|
|
|
bool CreateVirtualFaces6(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const; |
|
|
|
|
bool CreateVirtualFaces7(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras=2, float thMaxNormalDeviation=25.f) const; |
|
|
|
|
IIndexArr SelectBestViews(const FaceDataArr& faceDatas, FIndex fid, unsigned minCommonCameras, float ratioAngleToQuality) const; |
|
|
|
|
IIndexArr SelectBestView(const FaceDataArr& faceDatas, FIndex fid, unsigned minCommonCameras, float ratioAngleToQuality) const; |
|
|
|
|
|
|
|
|
|
@ -3656,8 +3657,830 @@ bool MeshTexture::CreateVirtualFaces6(FaceDataViewArr& facesDatas, FaceDataViewA
@@ -3656,8 +3657,830 @@ bool MeshTexture::CreateVirtualFaces6(FaceDataViewArr& facesDatas, FaceDataViewA
|
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bool MeshTexture::CreateVirtualFaces7(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, std::vector<bool>& isVirtualFace, unsigned minCommonCameras, float thMaxNormalDeviation) const |
|
|
|
|
{ |
|
|
|
|
if (meshCurvatures.empty()) { |
|
|
|
|
ComputeFaceCurvatures(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
float thMaxColorDeviation = 130.0f; |
|
|
|
|
|
|
|
|
|
const float ratioAngleToQuality(0.67f); |
|
|
|
|
const float cosMaxNormalDeviation(COS(FD2R(thMaxNormalDeviation))); |
|
|
|
|
Mesh::FaceIdxArr remainingFaces(faces.size()); |
|
|
|
|
std::iota(remainingFaces.begin(), remainingFaces.end(), 0); |
|
|
|
|
std::vector<bool> selectedFaces(faces.size(), false); |
|
|
|
|
cQueue<FIndex, FIndex, 0> currentVirtualFaceQueue; |
|
|
|
|
std::unordered_set<FIndex> queuedFaces; |
|
|
|
|
|
|
|
|
|
// Precompute average color for each face
|
|
|
|
|
Colors faceColors; // 创建一个空列表
|
|
|
|
|
faceColors.reserve(faces.size()); // 预分配空间(如果cList有reserve方法且您关心性能)
|
|
|
|
|
for (size_t i = 0; i < faces.size(); ++i) { |
|
|
|
|
faceColors.push_back(Color::ZERO); // 逐个添加元素
|
|
|
|
|
} |
|
|
|
|
for (FIndex idxFace = 0; idxFace < faces.size(); ++idxFace) { |
|
|
|
|
const FaceDataArr& faceDatas = facesDatas[idxFace]; |
|
|
|
|
if (faceDatas.empty()) continue; |
|
|
|
|
Color sumColor = Color::ZERO; |
|
|
|
|
for (const FaceData& fd : faceDatas) { |
|
|
|
|
sumColor += fd.color; |
|
|
|
|
} |
|
|
|
|
faceColors[idxFace] = sumColor / faceDatas.size(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
do { |
|
|
|
|
const FIndex startPos = RAND() % remainingFaces.size(); |
|
|
|
|
const FIndex virtualFaceCenterFaceID = remainingFaces[startPos]; |
|
|
|
|
|
|
|
|
|
// 动态法线阈值
|
|
|
|
|
const float centerCurvature = meshCurvatures[virtualFaceCenterFaceID]; |
|
|
|
|
const float dynamicThreshold = (centerCurvature < 0.2f) ? 15.0f : 8.0f; // 曲率<0.2为平坦区域
|
|
|
|
|
const float dynamicCosTh = COS(FD2R(dynamicThreshold)); |
|
|
|
|
|
|
|
|
|
ASSERT(currentVirtualFaceQueue.IsEmpty()); |
|
|
|
|
const Normal& normalCenter = scene.mesh.faceNormals[virtualFaceCenterFaceID]; |
|
|
|
|
const FaceDataArr& centerFaceDatas = facesDatas[virtualFaceCenterFaceID]; |
|
|
|
|
|
|
|
|
|
// 检查中心面片是否包含无效视图
|
|
|
|
|
bool bHasInvalidView = false; |
|
|
|
|
int nInvalidViewCount = 0; |
|
|
|
|
int nTotalViewCount = 0; |
|
|
|
|
for (const FaceData& faceData : centerFaceDatas) { |
|
|
|
|
if (faceData.bInvalidFacesRelative) { |
|
|
|
|
bHasInvalidView = true; |
|
|
|
|
++nInvalidViewCount; |
|
|
|
|
// break;
|
|
|
|
|
} |
|
|
|
|
++nTotalViewCount; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
std::vector<std::pair<float, Color>> sortedViews; |
|
|
|
|
std::vector<std::pair<float, Color>> sortedLuminViews; |
|
|
|
|
std::vector<std::pair<float, Color>> validViews; |
|
|
|
|
sortedViews.reserve(centerFaceDatas.size()); |
|
|
|
|
for (const FaceData& fd : centerFaceDatas) { |
|
|
|
|
|
|
|
|
|
if (fd.bInvalidFacesRelative) |
|
|
|
|
{ |
|
|
|
|
// invalidView = fd.idxView;
|
|
|
|
|
// invalidQuality = fd.quality;
|
|
|
|
|
sortedViews.emplace_back(fd.quality, fd.color); |
|
|
|
|
sortedLuminViews.emplace_back(MeshTexture::GetLuminance(fd.color), fd.color); |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
sortedViews.emplace_back(fd.quality, fd.color); |
|
|
|
|
sortedLuminViews.emplace_back(MeshTexture::GetLuminance(fd.color), fd.color); |
|
|
|
|
validViews.emplace_back(fd.quality, fd.color); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
std::sort(sortedViews.begin(), sortedViews.end(), |
|
|
|
|
[](const auto& a, const auto& b) { return a.first > b.first; }); |
|
|
|
|
std::sort(validViews.begin(), validViews.end(), |
|
|
|
|
[](const auto& a, const auto& b) { return a.first > b.first; }); |
|
|
|
|
|
|
|
|
|
int nSize = sortedViews.size(); |
|
|
|
|
// int nSize = (sortedViews.size()>1) ? 1 : sortedViews.size();
|
|
|
|
|
// 计算初始平均值
|
|
|
|
|
float totalQuality = 0.0f; |
|
|
|
|
Color totalColor(0,0,0); |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
totalQuality += sortedViews[n].first; |
|
|
|
|
totalColor += sortedViews[n].second; |
|
|
|
|
} |
|
|
|
|
const float avgQuality = totalQuality / nSize; |
|
|
|
|
const Color avgColor = totalColor / nSize; |
|
|
|
|
|
|
|
|
|
float totalLuminance = MeshTexture::GetLuminance(totalColor); |
|
|
|
|
float avgLuminance = totalLuminance / nSize; |
|
|
|
|
std::sort(sortedLuminViews.begin(), sortedLuminViews.end(), |
|
|
|
|
[avgLuminance](const auto& a, const auto& b) { |
|
|
|
|
float luminDistA = cv::norm(avgLuminance - a.first); |
|
|
|
|
float luminDistB = cv::norm(avgLuminance - b.first); |
|
|
|
|
return luminDistA < luminDistB; }); |
|
|
|
|
|
|
|
|
|
// select the common cameras
|
|
|
|
|
Mesh::FaceIdxArr virtualFace; |
|
|
|
|
FaceDataArr virtualFaceDatas; |
|
|
|
|
if (centerFaceDatas.empty()) { |
|
|
|
|
virtualFace.emplace_back(virtualFaceCenterFaceID); |
|
|
|
|
selectedFaces[virtualFaceCenterFaceID] = true; |
|
|
|
|
const auto posToErase = remainingFaces.FindFirst(virtualFaceCenterFaceID); |
|
|
|
|
ASSERT(posToErase != Mesh::FaceIdxArr::NO_INDEX); |
|
|
|
|
remainingFaces.RemoveAtMove(posToErase); |
|
|
|
|
} else { |
|
|
|
|
IIndexArr selectedCams = SelectBestViews(centerFaceDatas, virtualFaceCenterFaceID, minCommonCameras, ratioAngleToQuality); |
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
// 获取中心面片的法线 (注意变量名是 normalCenter, 不是 centerNormal)
|
|
|
|
|
const Normal& normalCenter = scene.mesh.faceNormals[virtualFaceCenterFaceID]; |
|
|
|
|
// 过滤selectedCams:只保留夹角小于30度的视图
|
|
|
|
|
IIndexArr filteredCams; // 用于存储过滤后的视图索引
|
|
|
|
|
for (IIndex idxView : selectedCams) { |
|
|
|
|
const Image& imageData = images[idxView]; |
|
|
|
|
// 计算相机在世界坐标系中的朝向向量(相机镜面法线)
|
|
|
|
|
const RMatrix& R = imageData.camera.R; // 请根据 R 的实际类型调整,可能是 Matrix3x3f 或其他
|
|
|
|
|
// 相机局部坐标系中的向前向量 (0,0,-1)
|
|
|
|
|
Point3f localForward(0.0f, 0.0f, -1.0f); |
|
|
|
|
// 手动计算矩阵乘法:cameraForward = R * localForward
|
|
|
|
|
Point3f cameraForward; |
|
|
|
|
cameraForward.x = R(0,0) * localForward.x + R(0,1) * localForward.y + R(0,2) * localForward.z; |
|
|
|
|
cameraForward.y = R(1,0) * localForward.x + R(1,1) * localForward.y + R(1,2) * localForward.z; |
|
|
|
|
cameraForward.z = R(2,0) * localForward.x + R(2,1) * localForward.y + R(2,2) * localForward.z; |
|
|
|
|
|
|
|
|
|
// 手动归一化 cameraForward(因为 Point3f 可能没有 normalize() 成员函数)
|
|
|
|
|
float norm = std::sqrt(cameraForward.x * cameraForward.x + |
|
|
|
|
cameraForward.y * cameraForward.y + |
|
|
|
|
cameraForward.z * cameraForward.z); |
|
|
|
|
if (norm > 0.0f) { |
|
|
|
|
cameraForward.x /= norm; |
|
|
|
|
cameraForward.y /= norm; |
|
|
|
|
cameraForward.z /= norm; |
|
|
|
|
} else { |
|
|
|
|
// 处理零向量的情况,赋予默认值
|
|
|
|
|
cameraForward = Point3f(0, 0, -1); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// 计算夹角余弦值 - 使用已声明的 normalCenter
|
|
|
|
|
// 假设 Normal 类型可以隐式转换为 Point3f,或进行显式转换
|
|
|
|
|
Point3f normalPoint(normalCenter.x, normalCenter.y, normalCenter.z); // 显式转换示例
|
|
|
|
|
float cosAngle = cameraForward.dot(normalPoint); // 使用正确的变量名 normalPoint(由 normalCenter 转换而来)
|
|
|
|
|
float angleDeg = std::acos(cosAngle) * 180.0f / M_PI; // 将弧度转换为角度
|
|
|
|
|
|
|
|
|
|
std::string strPath = imageData.name; |
|
|
|
|
size_t lastSlash = strPath.find_last_of("/\\"); |
|
|
|
|
if (lastSlash == std::string::npos) lastSlash = 0; // 若无分隔符,从头开始
|
|
|
|
|
else lastSlash++; // 跳过分隔符
|
|
|
|
|
|
|
|
|
|
// 查找扩展名分隔符 '.' 的位置
|
|
|
|
|
size_t lastDot = strPath.find_last_of('.'); |
|
|
|
|
if (lastDot == std::string::npos) lastDot = strPath.size(); // 若无扩展名,截到末尾
|
|
|
|
|
|
|
|
|
|
// 截取文件名(不含路径和扩展名)
|
|
|
|
|
std::string strName = strPath.substr(lastSlash, lastDot - lastSlash); |
|
|
|
|
|
|
|
|
|
// printf("CreateVirtualFace %s, %d\n", strName.c_str(), virtualFaceCenterFaceID);
|
|
|
|
|
|
|
|
|
|
if (!scene.is_face_delete_edge(strName, virtualFaceCenterFaceID)) |
|
|
|
|
{ |
|
|
|
|
if (scene.is_face_edge(strName, virtualFaceCenterFaceID)) |
|
|
|
|
{ |
|
|
|
|
// printf("CreateVirtualFace %s, %d, %f\n", strName.c_str(), virtualFaceCenterFaceID, angleLimit);
|
|
|
|
|
|
|
|
|
|
if (angleDeg <= 45.0f) |
|
|
|
|
{ |
|
|
|
|
filteredCams.push_back(idxView); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
filteredCams.push_back(idxView); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// 确保 selectedCams 是非 const 的,才能对其进行赋值
|
|
|
|
|
// 例如,其声明应为:IIndexArr selectedCams = ...; (不能是 const IIndexArr)
|
|
|
|
|
if (filteredCams.empty()) { |
|
|
|
|
// 处理所有视图都被过滤的情况...
|
|
|
|
|
// DEBUG_EXTRA("Warning: All views filtered for virtual face due to angle condition.");
|
|
|
|
|
|
|
|
|
|
// selectedCams = SelectBestView(centerFaceDatas, virtualFaceCenterFaceID, minCommonCameras, ratioAngleToQuality);
|
|
|
|
|
selectedCams = filteredCams; |
|
|
|
|
isVirtualFace[virtualFaceCenterFaceID] = false; |
|
|
|
|
|
|
|
|
|
} else { |
|
|
|
|
selectedCams = filteredCams; |
|
|
|
|
isVirtualFace[virtualFaceCenterFaceID] = true; |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
currentVirtualFaceQueue.AddTail(virtualFaceCenterFaceID); |
|
|
|
|
queuedFaces.clear(); |
|
|
|
|
do { |
|
|
|
|
const FIndex currentFaceId = currentVirtualFaceQueue.GetHead(); |
|
|
|
|
currentVirtualFaceQueue.PopHead(); |
|
|
|
|
// check for condition to add in current virtual face
|
|
|
|
|
// normal angle smaller than thMaxNormalDeviation degrees
|
|
|
|
|
const Normal& faceNormal = scene.mesh.faceNormals[currentFaceId]; |
|
|
|
|
const float cosFaceToCenter(ComputeAngleN(normalCenter.ptr(), faceNormal.ptr())); |
|
|
|
|
// if (cosFaceToCenter < cosMaxNormalDeviation)
|
|
|
|
|
// continue;
|
|
|
|
|
if (cosFaceToCenter < dynamicCosTh) // 使用动态阈值
|
|
|
|
|
continue; |
|
|
|
|
// check if current face is seen by all cameras in selectedCams
|
|
|
|
|
ASSERT(!selectedCams.empty()); |
|
|
|
|
if (!IsFaceVisible(facesDatas[currentFaceId], selectedCams)) |
|
|
|
|
continue; |
|
|
|
|
|
|
|
|
|
// Check color similarity
|
|
|
|
|
const Color& centerColor = faceColors[virtualFaceCenterFaceID]; |
|
|
|
|
const Color& currentColor = faceColors[currentFaceId]; |
|
|
|
|
// if (cv::norm(centerColor) > 1e-5 && cv::norm(currentColor) > 1e-5)
|
|
|
|
|
{ |
|
|
|
|
float colorDistance = cv::norm(centerColor - currentColor); |
|
|
|
|
// printf("1colorDistance=%f\n", colorDistance);
|
|
|
|
|
if (colorDistance > thMaxColorDeviation) { |
|
|
|
|
// printf("2colorDistance=%f\n", colorDistance);
|
|
|
|
|
// continue; // Skip if color difference is too large
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
// #ifdef TEXOPT_USE_OPENMP
|
|
|
|
|
// #pragma omp critical
|
|
|
|
|
// #endif
|
|
|
|
|
// std::lock_guard<std::mutex> lock(*scene.mesh.invalidFaces.mtx);
|
|
|
|
|
// if (scene.mesh.invalidFaces.data.find(currentFaceId) != scene.mesh.invalidFaces.data.end()) {
|
|
|
|
|
// continue; // 跳过无效面
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
// 检查是否被所有选定相机有效看到
|
|
|
|
|
if (!IsFaceVisibleAndValid(facesDatas[currentFaceId], selectedCams)) { |
|
|
|
|
continue; |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
// remove it from remaining faces and add it to the virtual face
|
|
|
|
|
{ |
|
|
|
|
const auto posToErase = remainingFaces.FindFirst(currentFaceId); |
|
|
|
|
ASSERT(posToErase != Mesh::FaceIdxArr::NO_INDEX); |
|
|
|
|
remainingFaces.RemoveAtMove(posToErase); |
|
|
|
|
selectedFaces[currentFaceId] = true; |
|
|
|
|
virtualFace.push_back(currentFaceId); |
|
|
|
|
} |
|
|
|
|
// add all new neighbors to the queue
|
|
|
|
|
const Mesh::FaceFaces& ffaces = faceFaces[currentFaceId]; |
|
|
|
|
for (int i = 0; i < 3; ++i) { |
|
|
|
|
const FIndex fIdx = ffaces[i]; |
|
|
|
|
if (fIdx == NO_ID) |
|
|
|
|
continue; |
|
|
|
|
if (!selectedFaces[fIdx] && queuedFaces.find(fIdx) == queuedFaces.end()) { |
|
|
|
|
currentVirtualFaceQueue.AddTail(fIdx); |
|
|
|
|
queuedFaces.emplace(fIdx); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} while (!currentVirtualFaceQueue.IsEmpty()); |
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
if (selectedCams.empty()) { |
|
|
|
|
const Color medianColor = ComputeMedianColorAndQuality(sortedViews).color; |
|
|
|
|
const float medianQuality = ComputeMedianColorAndQuality(sortedViews).quality; |
|
|
|
|
|
|
|
|
|
FaceData& virtualFaceData = virtualFaceDatas.emplace_back(); |
|
|
|
|
virtualFaceData.color = medianColor; |
|
|
|
|
virtualFaceData.quality = medianQuality; |
|
|
|
|
|
|
|
|
|
} |
|
|
|
|
*/ |
|
|
|
|
|
|
|
|
|
// compute virtual face quality and create virtual face
|
|
|
|
|
for (IIndex idxView: selectedCams) { |
|
|
|
|
FaceData& virtualFaceData = virtualFaceDatas.emplace_back(); |
|
|
|
|
virtualFaceData.quality = 0; |
|
|
|
|
virtualFaceData.idxView = idxView; |
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
virtualFaceData.color = Point3f::ZERO; |
|
|
|
|
#endif |
|
|
|
|
int invalidQuality = 0; |
|
|
|
|
Color invalidColor = Point3f::ZERO; |
|
|
|
|
unsigned processedFaces(0); |
|
|
|
|
bool bInvalidFacesRelative = false; |
|
|
|
|
int invalidCount = 0; |
|
|
|
|
for (FIndex fid : virtualFace) { |
|
|
|
|
const FaceDataArr& faceDatas = facesDatas[fid]; |
|
|
|
|
for (FaceData& faceData: faceDatas) { |
|
|
|
|
/*
|
|
|
|
|
// if (faceData.idxView == idxView) {
|
|
|
|
|
if (faceData.idxView == idxView && !faceData.bInvalidFacesRelative) { |
|
|
|
|
virtualFaceData.quality += faceData.quality; |
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
virtualFaceData.color += faceData.color; |
|
|
|
|
#endif |
|
|
|
|
++processedFaces; |
|
|
|
|
if (faceData.bInvalidFacesRelative) |
|
|
|
|
++invalidCount; |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
/*
|
|
|
|
|
int nViewCount = 0; |
|
|
|
|
if (faceData.idxView == idxView) { |
|
|
|
|
for (const FaceData& fd : faceDatas) { |
|
|
|
|
if (fd.idxView != idxView) { |
|
|
|
|
++nViewCount; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
if ((nViewCount<=10) || !faceData.bInvalidFacesRelative) { |
|
|
|
|
virtualFaceData.quality += faceData.quality; |
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
virtualFaceData.color += faceData.color; |
|
|
|
|
#endif |
|
|
|
|
++processedFaces; |
|
|
|
|
// break;
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
/*
|
|
|
|
|
int nViewCount = 0; |
|
|
|
|
if (faceData.idxView == idxView) |
|
|
|
|
{ |
|
|
|
|
for (const FaceData& fd : faceDatas) |
|
|
|
|
{ |
|
|
|
|
if ( faceData.bInvalidFacesRelative) |
|
|
|
|
{ |
|
|
|
|
++nViewCount; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
// if (faceData.bInvalidFacesRelative)
|
|
|
|
|
if (bHasInvalidView) |
|
|
|
|
{ |
|
|
|
|
// invalidQuality += faceData.quality;
|
|
|
|
|
// #if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
|
|
|
|
|
// invalidColor += faceData.color;
|
|
|
|
|
// #endif
|
|
|
|
|
|
|
|
|
|
++processedFaces; |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// virtualFaceData.quality += faceData.quality;
|
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
// virtualFaceData.color += faceData.color;
|
|
|
|
|
#endif |
|
|
|
|
++processedFaces; |
|
|
|
|
// break;
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
float maxLuminance = 120.0f; |
|
|
|
|
float minLuminance = 90.0f; |
|
|
|
|
int validViewsSize = validViews.size(); |
|
|
|
|
bHasInvalidView = true; |
|
|
|
|
if (bHasInvalidView) |
|
|
|
|
{ |
|
|
|
|
// 使用鲁棒的统计方法计算颜色和亮度的中心值
|
|
|
|
|
const Color medianColor = ComputeMedianColorAndQuality(sortedViews).color; |
|
|
|
|
const float medianQuality = ComputeMedianColorAndQuality(sortedViews).quality; |
|
|
|
|
const float medianLuminance = ComputeMedianLuminance(sortedViews); |
|
|
|
|
|
|
|
|
|
// 计算颜色和亮度的绝对中位差(MAD)作为偏差阈值
|
|
|
|
|
const float colorMAD = ComputeColorMAD(sortedViews, medianColor); |
|
|
|
|
const float luminanceMAD = ComputeLuminanceMAD(sortedViews, medianLuminance); |
|
|
|
|
|
|
|
|
|
// 基于MAD设置动态阈值(3倍MAD是统计学上常用的异常值阈值)
|
|
|
|
|
const float maxColorDeviation = 0.01f * colorMAD; |
|
|
|
|
const float maxLuminanceDeviation = 0.01f * luminanceMAD; |
|
|
|
|
|
|
|
|
|
std::vector<int> validIndices; |
|
|
|
|
for (int n = 0; n < sortedViews.size(); ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
const float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
|
|
|
|
|
const float colorDistance = cv::norm(viewColor - medianColor); |
|
|
|
|
const float luminanceDistance = std::abs(viewLuminance - medianLuminance); |
|
|
|
|
|
|
|
|
|
if (colorDistance <= maxColorDeviation && |
|
|
|
|
luminanceDistance <= maxLuminanceDeviation) |
|
|
|
|
{ |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
const FIndex currentFaceId = currentVirtualFaceQueue.GetHead(); |
|
|
|
|
const Normal& faceNormal = scene.mesh.faceNormals[currentFaceId]; |
|
|
|
|
const float cosFaceToCenter(ComputeAngleN(normalCenter.ptr(), faceNormal.ptr())); |
|
|
|
|
|
|
|
|
|
bool bColorSimilarity = true; |
|
|
|
|
// Check color similarity
|
|
|
|
|
const Color& centerColor = faceColors[virtualFaceCenterFaceID]; |
|
|
|
|
const Color& currentColor = faceColors[currentFaceId]; |
|
|
|
|
|
|
|
|
|
float colorDistance = cv::norm(centerColor - currentColor); |
|
|
|
|
// printf("1colorDistance=%f\n", colorDistance);
|
|
|
|
|
if (colorDistance > thMaxColorDeviation) { |
|
|
|
|
// printf("2colorDistance=%f\n", colorDistance);
|
|
|
|
|
bColorSimilarity = false; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// if ((cosFaceToCenter<dynamicCosTh) || !IsFaceVisible(facesDatas[currentFaceId], selectedCams))
|
|
|
|
|
if (cosFaceToCenter<dynamicCosTh) |
|
|
|
|
{ |
|
|
|
|
if (nInvalidViewCount<=2) |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// if ((colorDistance <= 350.0f))
|
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
if (nInvalidViewCount<=2) |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// if (bColorSimilarity)
|
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
for (int n = 0; n < sortedViews.size(); ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
const float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
|
|
|
|
|
const float colorDistance = cv::norm(viewColor - medianColor); |
|
|
|
|
const float luminanceDistance = std::abs(viewLuminance - medianLuminance); |
|
|
|
|
|
|
|
|
|
if (colorDistance <= maxColorDeviation) |
|
|
|
|
{ |
|
|
|
|
// validIndices.push_back(n);
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
for (int n = 0; n < sortedViews.size(); ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
const float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
|
|
|
|
|
const float colorDistance = cv::norm(viewColor - medianColor); |
|
|
|
|
const float luminanceDistance = std::abs(viewLuminance - medianLuminance); |
|
|
|
|
|
|
|
|
|
if (luminanceDistance <= maxLuminanceDeviation) |
|
|
|
|
{ |
|
|
|
|
// validIndices.push_back(n);
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
for (int n = 0; n < sortedViews.size(); ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
const float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
|
|
|
|
|
const float colorDistance = cv::norm(viewColor - medianColor); |
|
|
|
|
const float luminanceDistance = std::abs(viewLuminance - medianLuminance); |
|
|
|
|
|
|
|
|
|
if (luminanceDistance <= maxLuminanceDeviation) |
|
|
|
|
{ |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
for (int n = 0; n < sortedViews.size(); ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
const float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
|
|
|
|
|
const float colorDistance = cv::norm(viewColor - medianColor); |
|
|
|
|
const float luminanceDistance = std::abs(viewLuminance - medianLuminance); |
|
|
|
|
|
|
|
|
|
if (colorDistance <= maxColorDeviation) |
|
|
|
|
{ |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
if (validViewsSize<=0&&false) |
|
|
|
|
{ |
|
|
|
|
//*
|
|
|
|
|
// int nSize = sortedViews.size(); // (sortedViews.size() > 3) ? 3 : sortedViews.size();
|
|
|
|
|
|
|
|
|
|
// // 计算初始平均值
|
|
|
|
|
// float totalQuality = 0.0f;
|
|
|
|
|
// Color totalColor(0,0,0);
|
|
|
|
|
// for (int n = 0; n < nSize; ++n) {
|
|
|
|
|
// totalQuality += sortedViews[n].first;
|
|
|
|
|
// totalColor += sortedViews[n].second;
|
|
|
|
|
// }
|
|
|
|
|
// const float avgQuality = totalQuality / nSize;
|
|
|
|
|
// const Color avgColor = totalColor / nSize;
|
|
|
|
|
|
|
|
|
|
// 过滤偏差过大的视图
|
|
|
|
|
// std::vector<int> validIndices;
|
|
|
|
|
float maxColorDeviation = 0.01f; // 颜色偏差阈值
|
|
|
|
|
float maxLuminanceDeviation = 0.01f; |
|
|
|
|
|
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
float colorDistance = cv::norm(avgColor - viewColor); |
|
|
|
|
// printf("colorDistance=%f\n", colorDistance);
|
|
|
|
|
|
|
|
|
|
float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
float luminanceDistance = cv::norm(avgLuminance - viewLuminance); |
|
|
|
|
// printf("viewLuminance=%f\n", viewLuminance);
|
|
|
|
|
|
|
|
|
|
// if ((colorDistance<=maxColorDeviation)&&
|
|
|
|
|
// (viewLuminance<=maxLuminance)&&
|
|
|
|
|
// (viewLuminance>=minLuminance)){
|
|
|
|
|
if ((colorDistance <= maxColorDeviation) && |
|
|
|
|
(luminanceDistance <= maxLuminanceDeviation)) { |
|
|
|
|
// validIndices.push_back(n);
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
//*
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
float luminanceDistance = cv::norm(avgLuminance - viewLuminance); |
|
|
|
|
|
|
|
|
|
if (luminanceDistance <= maxLuminanceDeviation){ |
|
|
|
|
// validIndices.push_back(n);
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
float colorDistance = cv::norm(avgColor - viewColor); |
|
|
|
|
|
|
|
|
|
if (colorDistance<=maxColorDeviation){ |
|
|
|
|
// validIndices.push_back(n);
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
float maxColorDeviation2 = 0.05f; |
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
float colorDistance = cv::norm(avgColor - viewColor); |
|
|
|
|
|
|
|
|
|
if (colorDistance <= maxColorDeviation2) { |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
float totalLuminance = MeshTexture::GetLuminance(totalColor); |
|
|
|
|
float avgLuminance = totalLuminance / nSize; |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
float luminanceDistance = cv::norm(avgLuminance - viewLuminance); |
|
|
|
|
|
|
|
|
|
if (luminanceDistance <= maxLuminanceDeviation) { |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
// 如果所有视图都被排除,保留原始平均值
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
// virtualFaceData.quality = avgQuality;
|
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
// virtualFaceData.color = avgColor;
|
|
|
|
|
#endif |
|
|
|
|
// virtualFaceData.quality = avgQuality;
|
|
|
|
|
// virtualFaceData.color = sortedLuminViews[0].second;
|
|
|
|
|
virtualFaceData.quality = medianQuality; |
|
|
|
|
virtualFaceData.color = medianColor; |
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
// 使用过滤后的视图重新计算平均值
|
|
|
|
|
float totalQuality2 = 0.0f; |
|
|
|
|
Color totalColor2 = Color(0,0,0); |
|
|
|
|
for (int idx : validIndices) { |
|
|
|
|
|
|
|
|
|
const Color& viewColor = sortedViews[idx].second; |
|
|
|
|
float colorDistance = cv::norm(avgColor - viewColor); |
|
|
|
|
float weight = 1.0f / (1.0f + colorDistance/maxColorDeviation); |
|
|
|
|
|
|
|
|
|
totalQuality2 += sortedViews[idx].first; |
|
|
|
|
totalColor2 += sortedViews[idx].second * weight; |
|
|
|
|
} |
|
|
|
|
virtualFaceData.quality = totalQuality2 / validIndices.size(); |
|
|
|
|
virtualFaceData.color = totalColor2 / validIndices.size(); |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
} |
|
|
|
|
else if (validViewsSize>0&&validViewsSize<=2&&false) |
|
|
|
|
{ |
|
|
|
|
/*
|
|
|
|
|
virtualFaceData.quality = 0; |
|
|
|
|
virtualFaceData.color = Point3f::ZERO; |
|
|
|
|
// int nSize = (validViews.size()>1) ? 1 : validViews.size();
|
|
|
|
|
int nSize = validViews.size(); |
|
|
|
|
for (int n=0; n<nSize; ++n) |
|
|
|
|
{ |
|
|
|
|
virtualFaceData.quality += validViews[n].first; |
|
|
|
|
virtualFaceData.color += validViews[n].second; |
|
|
|
|
} |
|
|
|
|
virtualFaceData.quality /= nSize; |
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
virtualFaceData.color /= nSize; |
|
|
|
|
#endif |
|
|
|
|
*/ |
|
|
|
|
//*
|
|
|
|
|
int nSize = validViews.size(); // (validViews.size() > 3) ? 3 : validViews.size();
|
|
|
|
|
|
|
|
|
|
// 计算初始平均值
|
|
|
|
|
float totalQuality2 = 0.0f; |
|
|
|
|
Color totalColor2(0,0,0); |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
totalQuality2 += validViews[n].first; |
|
|
|
|
totalColor2 += validViews[n].second; |
|
|
|
|
} |
|
|
|
|
const float avgQuality2 = totalQuality2 / nSize; |
|
|
|
|
const Color avgColor2 = totalColor2 / nSize; |
|
|
|
|
|
|
|
|
|
// 过滤偏差过大的视图
|
|
|
|
|
// std::vector<int> validIndices;
|
|
|
|
|
float maxColorDeviation = 0.01f; // 颜色偏差阈值
|
|
|
|
|
|
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
const Color& viewColor = validViews[n].second; |
|
|
|
|
float colorDistance = cv::norm(avgColor2 - viewColor); |
|
|
|
|
// printf("colorDistance=%f\n", colorDistance);
|
|
|
|
|
float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
if ((colorDistance<=maxColorDeviation)&& |
|
|
|
|
(viewLuminance<=120.0f)){ |
|
|
|
|
// if (colorDistance <= maxColorDeviation) {
|
|
|
|
|
// validIndices.push_back(n);
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
// float totalLuminance = MeshTexture::GetLuminance(totalColor);
|
|
|
|
|
// float avgLuminance = totalLuminance / nSize;
|
|
|
|
|
float maxLuminanceDeviation = 0.01f; |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
float luminanceDistance = cv::norm(avgLuminance - viewLuminance); |
|
|
|
|
// printf("luminanceDistance=%f\n", luminanceDistance);
|
|
|
|
|
if (luminanceDistance <= maxLuminanceDeviation) { |
|
|
|
|
// validIndices.push_back(n);
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
// 如果所有视图都被排除,保留原始平均值
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
// virtualFaceData.quality = avgQuality;
|
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
// virtualFaceData.color = avgColor;
|
|
|
|
|
#endif |
|
|
|
|
virtualFaceData.quality = medianQuality; |
|
|
|
|
virtualFaceData.color = medianColor; |
|
|
|
|
|
|
|
|
|
// virtualFaceData.color = sortedLuminViews[0].second;
|
|
|
|
|
/*
|
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
float lumin = sortedLuminViews[n].first; |
|
|
|
|
|
|
|
|
|
if (lumin>=minLuminance&&lumin<=maxLuminance) |
|
|
|
|
{ |
|
|
|
|
// virtualFaceData.quality = avgQuality;
|
|
|
|
|
// virtualFaceData.color = sortedLuminViews[0].second;
|
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
// 使用过滤后的视图重新计算平均值
|
|
|
|
|
float totalQuality2 = 0.0f; |
|
|
|
|
Color totalColor2 = Color(0,0,0); |
|
|
|
|
for (int idx : validIndices) { |
|
|
|
|
const Color& viewColor = sortedViews[idx].second; |
|
|
|
|
float colorDistance = cv::norm(avgColor - viewColor); |
|
|
|
|
float weight = 1.0f / (1.0f + colorDistance/maxColorDeviation); |
|
|
|
|
|
|
|
|
|
totalQuality2 += validViews[idx].first; |
|
|
|
|
totalColor2 += validViews[idx].second * weight; |
|
|
|
|
} |
|
|
|
|
virtualFaceData.quality = totalQuality2 / validIndices.size(); |
|
|
|
|
virtualFaceData.color = totalColor2 / validIndices.size(); |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
//*
|
|
|
|
|
ASSERT(processedFaces > 0); |
|
|
|
|
// virtualFaceData.quality /= processedFaces;
|
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
// virtualFaceData.color /= processedFaces;
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
virtualFaceData.quality = 0; |
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
virtualFaceData.color = Point3f::ZERO; |
|
|
|
|
#endif |
|
|
|
|
//*/
|
|
|
|
|
/*
|
|
|
|
|
// 如果所有视图都被排除,保留原始平均值
|
|
|
|
|
if (validIndices.empty() || validViews.size() <= 0) { |
|
|
|
|
// virtualFaceData.quality = avgQuality;
|
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
// virtualFaceData.color = avgColor;
|
|
|
|
|
#endif |
|
|
|
|
// virtualFaceData.quality = medianQuality;
|
|
|
|
|
// virtualFaceData.color = medianColor;
|
|
|
|
|
virtualFaceData.quality /= processedFaces; |
|
|
|
|
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA |
|
|
|
|
virtualFaceData.color /= processedFaces; |
|
|
|
|
#endif |
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
// 使用过滤后的视图重新计算平均值
|
|
|
|
|
float totalQuality2 = 0.0f; |
|
|
|
|
Color totalColor2 = Color(0,0,0); |
|
|
|
|
for (int idx : validIndices) { |
|
|
|
|
const Color& viewColor = sortedViews[idx].second; |
|
|
|
|
float colorDistance = cv::norm(avgColor - viewColor); |
|
|
|
|
float weight = 1.0f / (1.0f + colorDistance/maxColorDeviation); |
|
|
|
|
|
|
|
|
|
totalQuality2 += validViews[idx].first; |
|
|
|
|
totalColor2 += validViews[idx].second * weight; |
|
|
|
|
} |
|
|
|
|
virtualFaceData.quality = totalQuality2 / validIndices.size(); |
|
|
|
|
virtualFaceData.color = totalColor2 / validIndices.size(); |
|
|
|
|
} |
|
|
|
|
//*/
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// 使用鲁棒的统计方法计算颜色和亮度的中心值
|
|
|
|
|
const Color medianColor = ComputeMedianColorAndQuality(sortedViews).color; |
|
|
|
|
const float medianQuality = ComputeMedianColorAndQuality(sortedViews).quality; |
|
|
|
|
const float medianLuminance = ComputeMedianLuminance(sortedViews); |
|
|
|
|
|
|
|
|
|
// 计算颜色和亮度的绝对中位差(MAD)作为偏差阈值
|
|
|
|
|
const float colorMAD = ComputeColorMAD(sortedViews, medianColor); |
|
|
|
|
const float luminanceMAD = ComputeLuminanceMAD(sortedViews, medianLuminance); |
|
|
|
|
|
|
|
|
|
// 基于MAD设置动态阈值(3倍MAD是统计学上常用的异常值阈值)
|
|
|
|
|
const float maxColorDeviation = 0.01f * colorMAD; |
|
|
|
|
const float maxLuminanceDeviation = 0.01f * luminanceMAD; |
|
|
|
|
|
|
|
|
|
std::vector<int> validIndices; |
|
|
|
|
for (int n = 0; n < sortedViews.size(); ++n) { |
|
|
|
|
const Color& viewColor = sortedViews[n].second; |
|
|
|
|
const float viewLuminance = MeshTexture::GetLuminance(viewColor); |
|
|
|
|
|
|
|
|
|
const float colorDistance = cv::norm(viewColor - medianColor); |
|
|
|
|
const float luminanceDistance = std::abs(viewLuminance - medianLuminance); |
|
|
|
|
|
|
|
|
|
// if (colorDistance <= maxColorDeviation &&
|
|
|
|
|
// luminanceDistance <= maxLuminanceDeviation)
|
|
|
|
|
{ |
|
|
|
|
validIndices.push_back(n); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (validIndices.empty()) { |
|
|
|
|
|
|
|
|
|
virtualFaceData.quality = medianQuality; |
|
|
|
|
virtualFaceData.color = medianColor; |
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
// 使用过滤后的视图重新计算平均值
|
|
|
|
|
float totalQuality2 = 0.0f; |
|
|
|
|
Color totalColor2 = Color(0,0,0); |
|
|
|
|
for (int idx : validIndices) { |
|
|
|
|
totalQuality2 += validViews[idx].first; |
|
|
|
|
totalColor2 += validViews[idx].second; |
|
|
|
|
} |
|
|
|
|
virtualFaceData.quality = totalQuality2 / validIndices.size(); |
|
|
|
|
virtualFaceData.color = totalColor2 / validIndices.size(); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// virtualFaceData.bInvalidFacesRelative = (invalidCount > 1);
|
|
|
|
|
// virtualFaceData.bInvalidFacesRelative = (invalidCount > processedFaces * 2 / 3);
|
|
|
|
|
} |
|
|
|
|
ASSERT(!virtualFaceDatas.empty()); |
|
|
|
|
} |
|
|
|
|
virtualFacesDatas.emplace_back(std::move(virtualFaceDatas)); |
|
|
|
|
virtualFaces.emplace_back(std::move(virtualFace)); |
|
|
|
|
} while (!remainingFaces.empty()); |
|
|
|
|
|
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
void MeshTexture::CreateVirtualFaces6(FaceDataViewArr& facesDatas, FaceDataViewArr& virtualFacesDatas, VirtualFaceIdxsArr& virtualFaces, unsigned minCommonCameras, float thMaxNormalDeviation) const |
|
|
|
|
{ |
|
|
|
|
float thMaxColorDeviation = 0.000001f; |
|
|
|
|
@ -5293,7 +6116,8 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
@@ -5293,7 +6116,8 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
|
|
|
|
|
// CreateVirtualFaces(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
|
|
|
|
|
// CreateVirtualFaces3(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
|
|
|
|
|
// CreateVirtualFaces4(facesDatas, virtualFacesDatas, virtualFaces, mapFaceToVirtualFace, minCommonCameras);
|
|
|
|
|
CreateVirtualFaces6(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras); |
|
|
|
|
// CreateVirtualFaces6(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
|
|
|
|
|
CreateVirtualFaces7(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras); |
|
|
|
|
|
|
|
|
|
size_t controlCounter(0); |
|
|
|
|
FOREACH(idxVF, virtualFaces) { |
|
|
|
|
@ -5438,7 +6262,9 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
@@ -5438,7 +6262,9 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
|
|
|
|
|
if (numViews <= minSingleView) { |
|
|
|
|
// if (true) {
|
|
|
|
|
std::vector<std::pair<float, IIndex>> sortedViews; |
|
|
|
|
std::vector<std::pair<float, Color>> sortedViews2; |
|
|
|
|
sortedViews.reserve(faceDatas.size()); |
|
|
|
|
sortedViews2.reserve(faceDatas.size()); |
|
|
|
|
for (const FaceData& fd : faceDatas) { |
|
|
|
|
|
|
|
|
|
if (fd.bInvalidFacesRelative) |
|
|
|
|
@ -5450,12 +6276,15 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
@@ -5450,12 +6276,15 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
|
|
|
|
|
|
|
|
|
|
// const Label label = (Label)fd.idxView + 1;
|
|
|
|
|
// inference.SetDataCost(label, f, MaxEnergy);
|
|
|
|
|
sortedViews.emplace_back(fd.quality, fd.idxView); |
|
|
|
|
sortedViews2.emplace_back(fd.quality, fd.color); |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// if (fd.quality<=999.0)
|
|
|
|
|
{ |
|
|
|
|
sortedViews.emplace_back(fd.quality, fd.idxView); |
|
|
|
|
sortedViews2.emplace_back(fd.quality, fd.color); |
|
|
|
|
// printf("1fd.quality=%f\n", fd.quality);
|
|
|
|
|
} |
|
|
|
|
// else
|
|
|
|
|
@ -5464,6 +6293,8 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
@@ -5464,6 +6293,8 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
|
|
|
|
|
} |
|
|
|
|
std::sort(sortedViews.begin(), sortedViews.end(), |
|
|
|
|
[](const auto& a, const auto& b) { return a.first > b.first; }); |
|
|
|
|
std::sort(sortedViews2.begin(), sortedViews2.end(), |
|
|
|
|
[](const auto& a, const auto& b) { return a.first > b.first; }); |
|
|
|
|
// 设置数据成本:最佳视角成本最低,其他按质量排序递增
|
|
|
|
|
const float baseCostScale = 0.1f; // 基础成本缩放系数
|
|
|
|
|
const float costStep = 0.3f; // 相邻视角成本增量
|
|
|
|
|
@ -5479,7 +6310,26 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
@@ -5479,7 +6310,26 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
|
|
|
|
|
continue; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
//*
|
|
|
|
|
int nSize = sortedViews2.size(); |
|
|
|
|
|
|
|
|
|
float totalQuality = 0.0f; |
|
|
|
|
Color totalColor(0,0,0); |
|
|
|
|
for (int n = 0; n < nSize; ++n) { |
|
|
|
|
totalQuality += sortedViews2[n].first; |
|
|
|
|
totalColor += sortedViews2[n].second; |
|
|
|
|
} |
|
|
|
|
const float avgQuality = totalQuality / nSize; |
|
|
|
|
const Color avgColor = totalColor / nSize; |
|
|
|
|
|
|
|
|
|
if (sortedViews2.size()<=0) |
|
|
|
|
continue; |
|
|
|
|
|
|
|
|
|
// printf("sortedViews2.size=%d\n", sortedViews2.size());
|
|
|
|
|
|
|
|
|
|
const Color medianColor = ComputeMedianColorAndQuality(sortedViews2).color; |
|
|
|
|
const float medianQuality = ComputeMedianColorAndQuality(sortedViews2).quality; |
|
|
|
|
//*/
|
|
|
|
|
for (size_t i = 0; i < sortedViews.size(); ++i) { |
|
|
|
|
const Label label = (Label)sortedViews[i].second + 1; |
|
|
|
|
float cost; |
|
|
|
|
@ -5499,6 +6349,26 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
@@ -5499,6 +6349,26 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT
|
|
|
|
|
// continue;
|
|
|
|
|
// 过滤不可见的面
|
|
|
|
|
|
|
|
|
|
//*
|
|
|
|
|
const Color& viewColor = sortedViews2[i].second; |
|
|
|
|
// float colorDistance = cv::norm(avgColor - viewColor);
|
|
|
|
|
// if (colorDistance>0.0001)
|
|
|
|
|
// if (nSize>0)
|
|
|
|
|
// printf("colorDistance=%f, nSize=%d, %f, %f, %f, %f, %f, %f\n", colorDistance, nSize,
|
|
|
|
|
// avgColor.x, avgColor.y, avgColor.z, viewColor.x, viewColor.y, viewColor.z);
|
|
|
|
|
// if (colorDistance>0.000)
|
|
|
|
|
// continue;
|
|
|
|
|
|
|
|
|
|
float colorDistance = cv::norm(viewColor - medianColor); |
|
|
|
|
|
|
|
|
|
if (colorDistance>0.0000) |
|
|
|
|
printf("colorDistance=%f, nSize=%d, i=%d, %f, %f, %f, %f, %f, %f\n", colorDistance, nSize, i, |
|
|
|
|
medianColor.x, medianColor.y, medianColor.z, viewColor.x, viewColor.y, viewColor.z); |
|
|
|
|
// float luminanceDistance = std::abs(viewLuminance - medianLuminance);
|
|
|
|
|
if (colorDistance>10.0000) |
|
|
|
|
continue; |
|
|
|
|
//*/
|
|
|
|
|
|
|
|
|
|
if (i == 0) { |
|
|
|
|
// 最佳视角
|
|
|
|
|
// cost = (1.f - sortedViews[i].first / normQuality) * MaxEnergy * baseCostScale;
|
|
|
|
|
|