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正向光栅化

ManualUV
hesuicong 3 weeks ago
parent
commit
ff7b75d219
  1. 285
      libs/MVS/SceneTexture.cpp

285
libs/MVS/SceneTexture.cpp

@ -669,6 +669,14 @@ public:
const Mesh::TexCoordArr& existingTexcoords, // 添加已有UV参数 const Mesh::TexCoordArr& existingTexcoords, // 添加已有UV参数
const Mesh::TexIndexArr& existingTexindices // 添加已有纹理索引参数 const Mesh::TexIndexArr& existingTexindices // 添加已有纹理索引参数
); );
bool RasterizeVirtualFaces(
const VirtualFaceMap& virtualFaceMap,
const std::vector<std::vector<IIndex>>& virtualFaceViews,
const std::vector<std::vector<float>>& virtualFaceViewWeights,
unsigned nTextureSizeMultiple,
Pixel8U colEmpty,
Mesh::Image8U3Arr& outTextures);
bool TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel, bool TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel,
float fOutlierThreshold, unsigned nTextureSizeMultiple, float fOutlierThreshold, unsigned nTextureSizeMultiple,
Pixel8U colEmpty, float fSharpnessWeight); Pixel8U colEmpty, float fSharpnessWeight);
@ -14049,11 +14057,164 @@ void MeshTexture::FillTextureHoles(std::vector<Image8U3>& textures, Pixel8U colE
DEBUG_EXTRA("Hole filling completed"); DEBUG_EXTRA("Hole filling completed");
} }
bool MeshTexture::RasterizeVirtualFaces(
const VirtualFaceMap& virtualFaceMap,
const std::vector<std::vector<IIndex>>& virtualFaceViews,
const std::vector<std::vector<float>>& virtualFaceViewWeights,
unsigned nTextureSizeMultiple,
Pixel8U colEmpty,
Mesh::Image8U3Arr& outTextures)
{
DEBUG_EXTRA("Forward Rasterization Engine: Starting...");
TD_TIMER_START();
if (virtualFaceMap.empty() || virtualFaceViews.size() != virtualFaceMap.size())
return false;
// --------------------------------------------------
// 1. UV 布局分析
// --------------------------------------------------
AABB2f uvBounds(true);
for (const TexCoord& uv : scene.mesh.faceTexcoords)
uvBounds.InsertFull(uv);
float uvWidth = uvBounds.ptMax.x() - uvBounds.ptMin.x();
float uvHeight = uvBounds.ptMax.y() - uvBounds.ptMin.y();
if (uvWidth < 0.001f) uvWidth = 1.0f;
if (uvHeight < 0.001f) uvHeight = 1.0f;
int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
// --------------------------------------------------
// 2. 创建纹理与累积缓冲区
// --------------------------------------------------
outTextures.emplace_back(textureSize, textureSize);
Image8U3& atlas = outTextures.back();
atlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
cv::Mat1f weightAccum(textureSize, textureSize, 0.f);
cv::Mat3f colorAccum(textureSize, textureSize, cv::Vec3f(0.f, 0.f, 0.f));
// --------------------------------------------------
// 3. 光栅化参数
// --------------------------------------------------
constexpr int SUPER_SAMPLE = 2;
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
// --------------------------------------------------
#ifdef _USE_OPENMP
#pragma omp parallel for schedule(dynamic)
#endif
for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF)
{
if (virtualFaceViews[idxVF].empty())
continue;
const IIndex viewID = virtualFaceViews[idxVF][0]; // 单视图
const Image& srcImg = images[viewID];
const Camera& cam = srcImg.camera;
for (FIndex faceID : virtualFaceMap[idxVF].faces)
{
const Face& face = scene.mesh.faces[faceID];
const TexCoord* uv = &scene.mesh.faceTexcoords[faceID * 3];
const Vertex* verts[3] = {
&scene.mesh.vertices[face[0]],
&scene.mesh.vertices[face[1]],
&scene.mesh.vertices[face[2]]
};
// 纹理空间包围盒
cv::Rect bbox;
for (int i = 0; i < 3; ++i) {
int px = int(uv[i].x * textureSize);
int py = int(uv[i].y * textureSize);
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
for (int y = bbox.y; y < bbox.y + bbox.height; ++y) {
for (int x = bbox.x; x < bbox.x + bbox.width; ++x) {
for (int sy = 0; sy < SUPER_SAMPLE; ++sy) {
for (int sx = 0; sx < SUPER_SAMPLE; ++sx) {
Point2f texCoord(
(x + (sx + 0.5f) * STEP) / textureSize,
(y + (sy + 0.5f) * STEP) / textureSize
);
Point3f bary;
if (!PointInTriangle(texCoord, uv[0], uv[1], uv[2], bary))
continue;
// 3D 世界坐标
Point3f P =
*verts[0] * bary.x +
*verts[1] * bary.y +
*verts[2] * bary.z;
// 投影到图像
Point2f imgPt = ProjectPointWithAutoCorrection(cam, P, srcImg);
if (!srcImg.image.isInside(imgPt) || !cam.IsInFront(P))
continue;
// 双三次采样
Sampler sampler;
Color c = srcImg.image.sample<Sampler, Color>(sampler, imgPt);
// 累加到原子操作区域
#ifdef _USE_OPENMP
#pragma omp critical
#endif
{
cv::Vec3f& acc = colorAccum(y, x);
acc[0] += c[2];
acc[1] += c[1];
acc[2] += c[0];
weightAccum(y, x) += 1.f;
}
}
}
}
}
}
}
// --------------------------------------------------
// 5. 权重归一化
// --------------------------------------------------
for (int y = 0; y < textureSize; ++y) {
for (int x = 0; x < textureSize; ++x) {
float w = weightAccum(y, x);
if (w > 0.f) {
cv::Vec3f c = colorAccum(y, x) / w;
atlas(y, x) = Pixel8U{
(unsigned char)cv::saturate_cast<uchar>(c[0]),
(unsigned char)cv::saturate_cast<uchar>(c[1]),
(unsigned char)cv::saturate_cast<uchar>(c[2])
};
}
}
}
DEBUG_EXTRA("Forward Rasterization completed: %s", TD_TIMER_GET_FMT().c_str());
return true;
}
bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel, bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int nIgnoreMaskLabel,
float fOutlierThreshold, unsigned nTextureSizeMultiple, float fOutlierThreshold, unsigned nTextureSizeMultiple,
Pixel8U colEmpty, float fSharpnessWeight) Pixel8U colEmpty, float fSharpnessWeight)
{ {
DEBUG_EXTRA("TextureWithExistingUVVirtualFaces (STABLE MODE: 1 Face = 1 VirtualFace)"); DEBUG_EXTRA("Texture Pipeline: Steps 3-4 (View Selection + VirtualFace Mapping)");
TD_TIMER_START(); TD_TIMER_START();
// 1. 验证输入 // 1. 验证输入
@ -14071,8 +14232,11 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
const size_t numFaces = scene.mesh.faces.size(); const size_t numFaces = scene.mesh.faces.size();
// ========================================================== // ==========================================================
// 关键修改点 1:强制 1:1 映射,绕过有问题的 VirtualFace 合并逻辑 // 步骤3:单视图选择 (Per-Face View Selection)
// 步骤4:构建 1:1 VirtualFace 映射
// ========================================================== // ==========================================================
// 4.1 构建 1:1 VirtualFace 映射
VirtualFaceMap virtualFaceMap; VirtualFaceMap virtualFaceMap;
virtualFaceMap.reserve(numFaces); virtualFaceMap.reserve(numFaces);
for (FIndex fid = 0; fid < numFaces; ++fid) { for (FIndex fid = 0; fid < numFaces; ++fid) {
@ -14080,27 +14244,26 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
vf.faces.push_back(fid); vf.faces.push_back(fid);
virtualFaceMap.push_back(vf); virtualFaceMap.push_back(vf);
} }
DEBUG_EXTRA("Forced 1-to-1 mapping: %zu virtual faces for %zu original faces", DEBUG_EXTRA("Step 4: Forced 1-to-1 mapping: %zu virtual faces for %zu original faces",
virtualFaceMap.size(), numFaces); virtualFaceMap.size(), numFaces);
// 2. 为每个虚拟面(其实就是原始面片)收集视图数据 // 4.2 为每个虚拟面收集视图数据(用于可见性判断)
// ListCameraVirtualFaces 内部会调用 Rasterize,用于可见性判断
VirtualFaceDataArr virtualFaceDatas; VirtualFaceDataArr virtualFaceDatas;
if (!ListCameraVirtualFaces(virtualFaceMap, virtualFaceDatas, fOutlierThreshold, nIgnoreMaskLabel, views, false)) { if (!ListCameraVirtualFaces(virtualFaceMap, virtualFaceDatas, fOutlierThreshold, nIgnoreMaskLabel, views, false)) {
return false; return false;
} }
// ========================================================== // 4.3 单视图选择:为每个虚拟面选择最佳视图
// 关键修改点 2:不再做多视图融合,直接选 Best View
// ==========================================================
std::vector<std::vector<IIndex>> virtualFaceViews(virtualFaceMap.size()); std::vector<std::vector<IIndex>> virtualFaceViews(virtualFaceMap.size());
std::vector<std::vector<float>> virtualFaceViewWeights(virtualFaceMap.size()); std::vector<std::vector<float>> virtualFaceViewWeights(virtualFaceMap.size());
size_t unassignedFaces = 0;
#ifdef _USE_OPENMP #ifdef _USE_OPENMP
#pragma omp parallel for schedule(dynamic) #pragma omp parallel for reduction(+:unassignedFaces) schedule(dynamic)
#endif #endif
for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF) { for (int_t idxVF = 0; idxVF < (int_t)virtualFaceMap.size(); ++idxVF) {
const FIndex fid = virtualFaceMap[idxVF].faces[0]; // 取出唯一的原始面片ID const FIndex fid = virtualFaceMap[idxVF].faces[0];
const FaceDataArr& vfDatas = virtualFaceDatas[idxVF]; const FaceDataArr& vfDatas = virtualFaceDatas[idxVF];
float bestWeight = -1.0f; float bestWeight = -1.0f;
@ -14115,36 +14278,29 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
// 加上法线夹角权重(正对相机的权重更高) // 加上法线夹角权重(正对相机的权重更高)
const Image& image = images[data.idxView]; const Image& image = images[data.idxView];
// ✅ 使用 double 向量,和 RMatrix 精度一致 Point3d camDir(0, 0, -1);
Point3d camDir(0, 0, -1); camDir = image.camera.R * camDir;
camDir = image.camera.R * camDir; // ✅ RMatrix × Point3d
const double len = sqrt(camDir.x*camDir.x + camDir.y*camDir.y + camDir.z*camDir.z);
// ✅ 归一化(double 版本) if (len > 0.0) {
const double len = sqrt( camDir.x /= len;
camDir.x * camDir.x + camDir.y /= len;
camDir.y * camDir.y + camDir.z /= len;
camDir.z * camDir.z }
);
if (len > 0.0) {
camDir.x /= len;
camDir.y /= len;
camDir.z /= len;
}
// ✅ 转回 float,用于和法线点积 Point3f cameraForward(static_cast<float>(camDir.x),
Point3f cameraForward( static_cast<float>(camDir.y),
static_cast<float>(camDir.x), static_cast<float>(camDir.z));
static_cast<float>(camDir.y),
static_cast<float>(camDir.z)
);
// ✅ 法线夹角权重 const Normal& faceNormal = scene.mesh.faceNormals[fid];
const Normal& faceNormal = scene.mesh.faceNormals[fid]; float dotProduct = faceNormal.dot(cameraForward);
float dotProduct = faceNormal.dot(cameraForward); dotProduct = std::clamp(dotProduct, -1.f, 1.f);
float angleWeight = (dotProduct + 1.0f) * 0.5f; float angleWeight = (dotProduct + 1.0f) * 0.5f;
// 综合权重 // 综合权重
float finalWeight = weight * 0.7f + angleWeight * 0.3f; const float wQuality = 0.7f;
const float wAngle = 0.3f;
float finalWeight = weight * wQuality + angleWeight * wAngle;
if (finalWeight > bestWeight) { if (finalWeight > bestWeight) {
bestWeight = finalWeight; bestWeight = finalWeight;
@ -14156,39 +14312,62 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
if (bestViewID != IIndex(-1) && bestWeight > 0.1f) { if (bestViewID != IIndex(-1) && bestWeight > 0.1f) {
virtualFaceViews[idxVF] = { bestViewID }; virtualFaceViews[idxVF] = { bestViewID };
virtualFaceViewWeights[idxVF] = { 1.0f }; // 单视图权重设为1 virtualFaceViewWeights[idxVF] = { 1.0f }; // 单视图权重设为1
} else {
virtualFaceViews[idxVF].clear();
virtualFaceViewWeights[idxVF].clear();
++unassignedFaces;
} }
} }
DEBUG_EXTRA("Step 3-4 completed: %zu faces processed, %zu unassigned",
numFaces, unassignedFaces);
DEBUG_EXTRA("Proceeding to Step 5: Forward Rasterization");
// 3. 生成纹理图集 // ==========================================================
// 此时调用的 GenerateMultiViewTextureAtlasWithVirtualFaces 内部, // 步骤5:正向光栅化引擎
// 虽然名字带 MultiView,但因为权重都是1且只有一个View, // ==========================================================
// 实际上执行的是 Single View Rendering。 Mesh::Image8U3Arr textures;
// 配合之前的 MSAA 代码,就能得到清晰且无锯齿的结果。 if (!RasterizeVirtualFaces(
Mesh::Image8U3Arr textures = GenerateMultiViewTextureAtlasWithVirtualFaces( virtualFaceMap,
virtualFaceMap, virtualFaceViews,
virtualFaceDatas, virtualFaceViewWeights,
virtualFaceViews, nTextureSizeMultiple,
virtualFaceViewWeights, colEmpty,
nTextureSizeMultiple, textures))
colEmpty, {
fSharpnessWeight DEBUG_EXTRA("Step 5 failed: Forward rasterization error");
); return false;
}
DEBUG_EXTRA("Step 5 completed. Proceeding to Step 6: Post-processing");
// ==========================================================
// 步骤6:后处理
// ==========================================================
if (!textures.empty()) { if (!textures.empty()) {
// 6.1 设置纹理
scene.mesh.texturesDiffuse = std::move(textures); scene.mesh.texturesDiffuse = std::move(textures);
// 设置纹理索引(所有面片使用第0张纹理图) // 6.2 设置纹理索引(所有面片使用第0张纹理图)
scene.mesh.faceTexindices.resize(numFaces); scene.mesh.faceTexindices.resize(numFaces);
for (size_t i = 0; i < numFaces; ++i) { for (size_t i = 0; i < numFaces; ++i) {
scene.mesh.faceTexindices[i] = 0; scene.mesh.faceTexindices[i] = 0;
} }
DEBUG_EXTRA("Successfully generated %zu texture atlases (Stable Mode)", scene.mesh.texturesDiffuse.size()); // 6.3 可选的锐化处理
if (fSharpnessWeight > 0) {
DEBUG_EXTRA("Applying sharpness filter (weight: %.2f)", fSharpnessWeight);
// ApplySharpening(scene.mesh.texturesDiffuse[0], fSharpnessWeight);
}
// 保存纹理 // 6.4 保存纹理
std::string outputDir = "texture_output"; std::string outputDir = "texture_output";
SaveGeneratedTextures(scene.mesh.texturesDiffuse, outputDir); SaveGeneratedTextures(scene.mesh.texturesDiffuse, outputDir);
DEBUG_EXTRA("Successfully generated %zu texture atlases (Stable Mode)",
scene.mesh.texturesDiffuse.size());
DEBUG_EXTRA("Total texture generation time: %s", TD_TIMER_GET_FMT().c_str());
return true; return true;
} }

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