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Author SHA1 Message Date
hesuicong 81036ad095 清晰化版本 2026-07-20 14:52:50 +08:00
hesuicong ff7b75d219 正向光栅化 2026-07-20 11:32:25 +08:00
+362 -224
View File
@@ -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);
@@ -709,7 +717,8 @@ public:
const std::vector<IIndex>& visibleViews, const std::vector<IIndex>& visibleViews,
int baseTexelSize); int baseTexelSize);
Pixel8U SampleImageBicubic(const Image8U3& img, const Point2f& pt); Pixel8U SampleImageBicubic(const Image8U3& img, const Point2f& pt);
void ApplyUnsharpMask(cv::Mat& image, float strength);
void FillTextureGaps2(cv::Mat& texture, const cv::Mat1f& weights, Pixel8U colEmpty);
Mesh::Image8U3Arr GenerateMultiViewTextureAtlasWithVirtualFaces( Mesh::Image8U3Arr GenerateMultiViewTextureAtlasWithVirtualFaces(
const VirtualFaceMap& virtualFaceMap, const VirtualFaceMap& virtualFaceMap,
const VirtualFaceDataArr& virtualFaceDatas, // 改为 VirtualFaceDataArr const VirtualFaceDataArr& virtualFaceDatas, // 改为 VirtualFaceDataArr
@@ -14049,11 +14058,164 @@ 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 +14233,11 @@ 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 +14245,26 @@ 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 +14279,29 @@ 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
// ✅ 归一化(double 版本) const double len = sqrt(camDir.x*camDir.x + camDir.y*camDir.y + camDir.z*camDir.z);
const double len = sqrt( if (len > 0.0) {
camDir.x * camDir.x + camDir.x /= len;
camDir.y * camDir.y + camDir.y /= len;
camDir.z * camDir.z camDir.z /= len;
); }
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 +14313,62 @@ 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;
} }
} }
// 3. 生成纹理图集 DEBUG_EXTRA("Step 3-4 completed: %zu faces processed, %zu unassigned",
// 此时调用的 GenerateMultiViewTextureAtlasWithVirtualFaces 内部, numFaces, unassignedFaces);
// 虽然名字带 MultiView,但因为权重都是1且只有一个View, DEBUG_EXTRA("Proceeding to Step 5: Forward Rasterization");
// 实际上执行的是 Single View Rendering。
// 配合之前的 MSAA 代码,就能得到清晰且无锯齿的结果。 // ==========================================================
Mesh::Image8U3Arr textures = GenerateMultiViewTextureAtlasWithVirtualFaces( // 步骤5:正向光栅化引擎
// ==========================================================
Mesh::Image8U3Arr textures;
if (!RasterizeVirtualFaces(
virtualFaceMap, virtualFaceMap,
virtualFaceDatas,
virtualFaceViews, virtualFaceViews,
virtualFaceViewWeights, virtualFaceViewWeights,
nTextureSizeMultiple, nTextureSizeMultiple,
colEmpty, colEmpty,
fSharpnessWeight textures))
); {
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;
} }
@@ -15399,7 +15579,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
//* //*
Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces( Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
const VirtualFaceMap& virtualFaceMap, const VirtualFaceMap& virtualFaceMap,
const VirtualFaceDataArr& virtualFaceDatas, // 这个参数现在不被使用,但保留以保持接口兼容 const VirtualFaceDataArr& virtualFaceDatas,
const std::vector<std::vector<IIndex>>& faceViews, const std::vector<std::vector<IIndex>>& faceViews,
const std::vector<std::vector<float>>& faceViewWeights, const std::vector<std::vector<float>>& faceViewWeights,
unsigned nTextureSizeMultiple, unsigned nTextureSizeMultiple,
@@ -15407,6 +15587,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
float fSharpnessWeight) float fSharpnessWeight)
{ {
DEBUG_EXTRA("Generating multi-view texture atlas with virtual faces (SHARPENED)"); DEBUG_EXTRA("Generating multi-view texture atlas with virtual faces (SHARPENED)");
TD_TIMER_START();
// 1. 分析UV布局 // 1. 分析UV布局
AABB2f uvBounds(true); AABB2f uvBounds(true);
@@ -15424,25 +15605,24 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
const int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple); const int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
// 3. 创建纹理图集 // ✅ 关键修改1:使用超分辨率渲染(2倍)
constexpr int RENDER_SCALE = 2;
const int renderSize = textureSize * RENDER_SCALE;
// 3. 创建纹理图集(最终输出尺寸)
Mesh::Image8U3Arr textures; Mesh::Image8U3Arr textures;
Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize); Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize);
textureAtlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r)); textureAtlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
// 4. 创建权重图、累积颜色图和采样计数图,用于混合 // 4. 创建高分辨率累积缓冲区
cv::Mat1f weightAccum(textureSize, textureSize, 0.0f); cv::Mat1f weightAccum(renderSize, renderSize, 0.0f);
cv::Mat3f colorAccum(textureSize, textureSize, cv::Vec3f(0, 0, 0)); // 用浮点数累积颜色 cv::Mat3f colorAccum(renderSize, renderSize, cv::Vec3f(0, 0, 0));
cv::Mat1i sampleCount(textureSize, textureSize, 0); // 采样计数,用于统计每个像素被采样了多少次
DEBUG_EXTRA("Texture atlas size: %dx%d, UV bounds: [%.3f,%.3f]-[%.3f,%.3f]", DEBUG_EXTRA("Texture atlas size: %dx%d, Render size: %dx%d, UV bounds: [%.3f,%.3f]-[%.3f,%.3f]",
textureSize, textureSize, textureSize, textureSize, renderSize, renderSize,
uvBounds.ptMin.x(), uvBounds.ptMin.y(), uvBounds.ptMin.x(), uvBounds.ptMin.y(),
uvBounds.ptMax.x(), uvBounds.ptMax.y()); uvBounds.ptMax.x(), uvBounds.ptMax.y());
// ✅ 超采样参数
const int SUPER_SAMPLE = 2; // 2x2超采样
const float STEP = 1.0f / SUPER_SAMPLE;
// 5. 处理每个虚拟面 // 5. 处理每个虚拟面
#ifdef _USE_OPENMP #ifdef _USE_OPENMP
#pragma omp parallel for schedule(dynamic) #pragma omp parallel for schedule(dynamic)
@@ -15462,161 +15642,83 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
const Face& face = scene.mesh.faces[faceID]; const Face& face = scene.mesh.faces[faceID];
const TexCoord* uvCoords = &scene.mesh.faceTexcoords[faceID * 3]; const TexCoord* uvCoords = &scene.mesh.faceTexcoords[faceID * 3];
// 计算面片在纹理空间中的边界框 // ✅ 关键修改2:计算高分辨率下的边界框
AABB2f faceUVBounds(true); cv::Rect bbox;
for (int i = 0; i < 3; ++i) { for (int i = 0; i < 3; ++i) {
faceUVBounds.InsertFull(uvCoords[i]); int px = int(uvCoords[i].x * renderSize);
int py = int(uvCoords[i].y * renderSize);
if (bbox.empty())
bbox = cv::Rect(px, py, 1, 1);
else
bbox |= cv::Rect(px, py, 1, 1);
} }
bbox &= cv::Rect(0, 0, renderSize, renderSize);
const int startX = std::max(0, (int)(faceUVBounds.ptMin.x() * textureSize)); if (bbox.empty()) continue;
const int startY = std::max(0, (int)(faceUVBounds.ptMin.y() * textureSize));
const int endX = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.x() * textureSize));
const int endY = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.y() * textureSize));
// 为当前面片预计算3D点的重心坐标映射 // ✅ 关键修改3:直接在高分辨率下逐像素采样(不再使用Delaunay插值)
std::vector<Point2f> texPoints; for (int y = bbox.y; y < bbox.y + bbox.height; ++y) {
std::vector<cv::Vec3f> pointColors; // 存储每个采样点的颜色 for (int x = bbox.x; x < bbox.x + bbox.width; ++x) {
// 计算当前像素的UV坐标(在高分辨率空间)
Point2f texCoord(
static_cast<float>(x) / renderSize,
static_cast<float>(y) / renderSize
);
// ✅ 均匀采样面片内部(带超采样) // 计算重心坐标
for (int y = startY; y <= endY; ++y) { Point3f barycentric;
for (int x = startX; x <= endX; ++x) { if (!PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
// ✅ 超采样循环:每个像素采样SUPER_SAMPLE x SUPER_SAMPLE次 continue;
for (int sy = 0; sy < SUPER_SAMPLE; ++sy) {
for (int sx = 0; sx < SUPER_SAMPLE; ++sx) {
// 计算亚像素纹理坐标(在像素中心偏移)
float fx = x + (sx + 0.5f) * STEP;
float fy = y + (sy + 0.5f) * STEP;
const Point2f texCoord(fx / textureSize, fy / textureSize);
// 计算重心坐标
Point3f barycentric;
if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
// 计算3D点
const Vertex worldPoint =
scene.mesh.vertices[face[0]] * barycentric.x +
scene.mesh.vertices[face[1]] * barycentric.y +
scene.mesh.vertices[face[2]] * barycentric.z;
// 为每个视图采样颜色
cv::Vec3f accumColor(0, 0, 0);
float totalWeight = 0.0f;
for (size_t viewIdx = 0; viewIdx < faceViews[idxVF].size(); ++viewIdx) {
const IIndex idxView = faceViews[idxVF][viewIdx];
const float viewWeight = faceViewWeights[idxVF][viewIdx];
if (idxView >= images.size()) continue;
const Image& sourceImage = images[idxView];
// 投影到图像
Point2f imgPoint = ProjectPointWithAutoCorrection(sourceImage.camera, worldPoint, sourceImage);
// 验证投影
if (!ValidateProjection(worldPoint, sourceImage, imgPoint) ||
!sourceImage.image.isInside(imgPoint) ||
!sourceImage.camera.IsInFront(worldPoint)) {
continue;
}
// ✅ 使用高质量采样(双三次插值)
Sampler sampler;
Color color = sourceImage.image.sample<Sampler, Color>(sampler, imgPoint);
// 累积加权颜色(注意:OpenMVS的Color顺序是BGR)
accumColor[0] += color[0] * viewWeight; // B
accumColor[1] += color[1] * viewWeight; // G
accumColor[2] += color[2] * viewWeight; // R
totalWeight += viewWeight;
}
if (totalWeight > 0.0f) {
// 平均颜色
accumColor /= totalWeight;
// 保存采样点和颜色
texPoints.emplace_back(texCoord);
pointColors.push_back(accumColor);
}
}
}
} }
}
}
// 使用Delaunay三角剖分在面片内部生成均匀采样 // 计算3D世界坐标
if (texPoints.size() >= 3) { const Vertex worldPoint =
// 创建Delaunay三角剖分 scene.mesh.vertices[face[0]] * barycentric.x +
cv::Subdiv2D subdiv(cv::Rect(0, 0, textureSize, textureSize)); scene.mesh.vertices[face[1]] * barycentric.y +
for (const auto& pt : texPoints) { scene.mesh.vertices[face[2]] * barycentric.z;
subdiv.insert(cv::Point2f(pt.x * textureSize, pt.y * textureSize));
}
std::vector<cv::Vec6f> triangleList; // 累积来自所有视图的颜色
subdiv.getTriangleList(triangleList); cv::Vec3f accumColor(0, 0, 0);
float totalWeight = 0.0f;
// 遍历三角形并填充 for (size_t viewIdx = 0; viewIdx < faceViews[idxVF].size(); ++viewIdx) {
for (const auto& t : triangleList) { const IIndex idxView = faceViews[idxVF][viewIdx];
cv::Point2f pt1(t[0], t[1]); const float viewWeight = faceViewWeights[idxVF][viewIdx];
cv::Point2f pt2(t[2], t[3]);
cv::Point2f pt3(t[4], t[5]);
// 获取三角形内的像素 if (idxView >= images.size()) continue;
std::vector<cv::Point> pixels = GetPixelsInTriangle(pt1, pt2, pt3, textureSize);
for (const auto& pixel : pixels) { const Image& sourceImage = images[idxView];
if (pixel.x < 0 || pixel.x >= textureSize ||
pixel.y < 0 || pixel.y >= textureSize) { // 投影到图像
Point2f imgPoint = ProjectPointWithAutoCorrection(sourceImage.camera, worldPoint, sourceImage);
// 验证投影
if (!ValidateProjection(worldPoint, sourceImage, imgPoint) ||
!sourceImage.image.isInside(imgPoint) ||
!sourceImage.camera.IsInFront(worldPoint)) {
continue; continue;
} }
const Point2f texCoord((float)pixel.x / textureSize, (float)pixel.y / textureSize); Color color = sourceImage.image((int)imgPoint.x, (int)imgPoint.y);
// ✅ 改进:使用距离加权插值(替代最近邻) // ✅ 关键修改5:使用面积权重(而非简单计数)
cv::Vec3f weightedColor(0, 0, 0); const float areaWeight = viewWeight * (1.0f / (RENDER_SCALE * RENDER_SCALE));
float totalWeight = 0.0f;
const float POWER = 2.0f; // 距离幂次(2表示平方反比)
const float MAX_DIST_SQ = 100.0f / (textureSize * textureSize); // 最大距离平方
for (size_t i = 0; i < texPoints.size(); ++i) { // 累积加权颜色(BGR顺序)
float dx = texPoints[i].x - texCoord.x; accumColor[0] += color[0] * areaWeight; // B
float dy = texPoints[i].y - texCoord.y; accumColor[1] += color[1] * areaWeight; // G
float distSq = dx*dx + dy*dy; // 平方距离 accumColor[2] += color[2] * areaWeight; // R
totalWeight += areaWeight;
}
// 跳过距离过远的点 // ✅ 关键修改6:原子累加(避免竞态条件)
if (distSq > MAX_DIST_SQ) continue; if (totalWeight > 0.0f) {
#ifdef _USE_OPENMP
// 避免除零 #pragma omp critical
if (distSq < 1e-10f) distSq = 1e-10f; #endif
{
// 计算权重(距离越近权重越大) colorAccum(y, x) += accumColor;
float weight = 1.0f / std::pow(distSq, POWER/2.0f); weightAccum(y, x) += totalWeight;
weightedColor += pointColors[i] * weight;
totalWeight += weight;
}
// ✅ 如果有权重,则计算加权平均颜色
if (totalWeight > 0.0f) {
cv::Vec3f newColor = weightedColor / totalWeight;
// 累加颜色和权重
#ifdef _USE_OPENMP
#pragma omp atomic
#endif
weightAccum(pixel.y, pixel.x) += 1.0f;
#ifdef _USE_OPENMP
#pragma omp atomic
#endif
sampleCount(pixel.y, pixel.x) += 1;
#ifdef _USE_OPENMP
#pragma omp critical
#endif
{
colorAccum(pixel.y, pixel.x) += newColor;
}
} }
} }
} }
@@ -15624,45 +15726,81 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
} }
} }
// 6. 应用权重归一化 // 6. 应用权重归一化(在高分辨率下)
DEBUG_EXTRA("Applying weight normalization for virtual faces"); DEBUG_EXTRA("Applying weight normalization at high resolution");
for (int y = 0; y < textureSize; ++y) { cv::Mat3f hiResAtlas(renderSize, renderSize, cv::Vec3f(0, 0, 0));
for (int x = 0; x < textureSize; ++x) { for (int y = 0; y < renderSize; ++y) {
for (int x = 0; x < renderSize; ++x) {
float weight = weightAccum(y, x); float weight = weightAccum(y, x);
if (weight > 0.0f) { if (weight > 0.0f) {
// 计算加权平均颜色 hiResAtlas(y, x) = colorAccum(y, x) / weight;
cv::Vec3f avgColor = colorAccum(y, x) / weight;
// 转换为Pixel8U(注意BGR顺序)
Pixel8U finalColor;
finalColor.b = (unsigned char)cv::saturate_cast<uchar>(avgColor[0]); // B
finalColor.g = (unsigned char)cv::saturate_cast<uchar>(avgColor[1]); // G
finalColor.r = (unsigned char)cv::saturate_cast<uchar>(avgColor[2]); // R
textureAtlas(y, x) = finalColor;
} else { } else {
// 保持背景色 // 对于未采样的像素,使用背景色
textureAtlas(y, x) = colEmpty; hiResAtlas(y, x) = cv::Vec3f(colEmpty[2], colEmpty[1], colEmpty[0]);
} }
} }
} }
// 7. 填充缝隙和未采样区域 // 7. ✅ 关键修改7:高质量降采样到目标分辨率
DEBUG_EXTRA("Filling gaps in texture atlas for virtual faces"); DEBUG_EXTRA("Downsampling from %dx%d to %dx%d", renderSize, renderSize, textureSize, textureSize);
cv::Mat textureMat = (cv::Mat&)textureAtlas; cv::Mat3f downsampledAtlas;
cv::Mat1f weightMat = weightAccum; cv::resize(hiResAtlas, downsampledAtlas, cv::Size(textureSize, textureSize), 0, 0, cv::INTER_CUBIC);
cv::Mat1i sampleMat = sampleCount;
// FillTextureGapsMultiView(textureMat, weightMat, sampleMat, colEmpty);
// 8. 应用锐化(可选) // 8. 转换为8位纹理
if (fSharpnessWeight > 0) { for (int y = 0; y < textureSize; ++y) {
// ApplySharpening(textureMat, fSharpnessWeight); for (int x = 0; x < textureSize; ++x) {
const cv::Vec3f& color = downsampledAtlas(y, x);
Pixel8U finalColor;
finalColor.b = (unsigned char)cv::saturate_cast<uchar>(color[0]);
finalColor.g = (unsigned char)cv::saturate_cast<uchar>(color[1]);
finalColor.r = (unsigned char)cv::saturate_cast<uchar>(color[2]);
textureAtlas(y, x) = finalColor;
}
} }
DEBUG_EXTRA("Multi-view texture atlas generation with virtual faces complete"); // 9. 填充缝隙和未采样区域(可选)
DEBUG_EXTRA("Filling gaps in texture atlas");
cv::Mat textureMat = (cv::Mat&)textureAtlas;
cv::Mat1f weightMat = weightAccum;
// FillTextureGaps2(textureMat, weightMat, colEmpty);
// 10. ✅ 关键修改8:应用锐化(显著提升清晰度)
if (fSharpnessWeight > 0) {
DEBUG_EXTRA("Applying sharpening filter (weight: %.2f)", fSharpnessWeight);
ApplyUnsharpMask(textureMat, fSharpnessWeight);
}
// 11. 可选:各向异性过滤
#if TEXOPT_USE_ANISOTROPIC
const int anisoLevel = 8;
for (auto& tex : textures) {
tex.SetFilterMode(Texture::ANISOTROPIC);
tex.SetAnisotropy(anisoLevel);
}
#endif
DEBUG_EXTRA("Multi-view texture atlas generation completed in %s", TD_TIMER_GET_FMT().c_str());
return textures; return textures;
} }
// 辅助函数:Unsharp Mask 锐化
void MeshTexture::ApplyUnsharpMask(cv::Mat& image, float strength) {
cv::Mat blurred;
cv::GaussianBlur(image, blurred, cv::Size(0, 0), 2.0);
cv::Mat sharpened;
cv::addWeighted(image, 1.0 + strength, blurred, -strength, 0, sharpened);
// 限制像素值范围
cv::max(cv::min(sharpened, 255), 0, image);
}
// 辅助函数:填充纹理缝隙
void MeshTexture::FillTextureGaps2(cv::Mat& texture, const cv::Mat1f& weights, Pixel8U colEmpty) {
// 实现缝隙填充逻辑
// 可以使用膨胀、腐蚀或邻域传播算法
}
// ✅ 单视图选择函数(面片级) // ✅ 单视图选择函数(面片级)
bool MeshTexture::SelectBestSingleView( bool MeshTexture::SelectBestSingleView(
const Point3f& worldPos, const Point3f& worldPos,