cmevs-erp-eval / code /core /erp_warp.py
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Initial release: metadata, code, adapters (v1.0; scenes/ in next commit)
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"""
ERP Forward Warp 模块(移植自原版 ERPT erp_softsplat.py)
使用锁定的投影/坐标系接口:
- core.erp_projection: erp_to_direction, direction_to_erp, wrap_u, clamp_v
- utils.pose_utils: Pose (R_cw, R_wc, position)
算法流程:
1. 对每个 src ERP 像素,通过 erp_to_direction 获取射线方向
2. 根据深度计算 3D 点,变换到目标相机坐标系
3. 通过 direction_to_erp 投影到目标 ERP
4. Forward splatting 累积 RGB(softmax / zbuffer / point)
支持的 splatting 方法:
- softmax_splatting(默认):自适应半径 + 高斯核 + softmax 深度竞争
- zbuffer_splatting:两遍 z-buffer 硬遮挡
- zbuffer_point:最近邻投影
"""
from __future__ import annotations
import math
from dataclasses import dataclass
from typing import Any, Dict, Optional, Tuple
import cv2
import numpy as np
import torch
from .erp_projection import (
erp_to_direction,
direction_to_erp,
wrap_u,
create_erp_grid,
)
import sys
from pathlib import Path
sys.path.insert(0, str(Path(__file__).parent.parent))
from utils.pose_utils import Pose
@dataclass
class WarpResult:
"""Warp 结果"""
warped_rgb: np.ndarray # (H, W, 3) uint8
valid_mask: np.ndarray # (H, W) uint8, 1=valid, 0=invalid
flow: Optional[np.ndarray] # (H, W, 2) float32, optical flow
weight_sum: np.ndarray # (H, W) float32
warped_depth: Optional[np.ndarray] = None # (H, W) float32, NaN=invalid
# =============================================================================
# Forward Projection(坐标变换)
# =============================================================================
@torch.no_grad()
def _forward_project(
src_depth_t: torch.Tensor,
src_pose: Pose,
tgt_pose: Pose,
erp_h: int,
erp_w: int,
device: torch.device,
uu: Optional[torch.Tensor] = None,
vv: Optional[torch.Tensor] = None,
) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor, torch.Tensor]:
"""
将源 ERP 像素投影到目标 ERP
使用锁定的 erp_projection 接口进行坐标变换。
Returns:
u_tgt, v_tgt: (H, W) 目标像素坐标
range_tgt: (H, W) 目标 range depth
dirs_tgt: (H, W, 3) 目标方向向量
"""
if uu is None or vv is None:
uu, vv = create_erp_grid(erp_h, erp_w, device)
# 1. 源像素 -> 方向(源相机坐标系)
dirs_src = erp_to_direction(uu, vv, erp_h, erp_w) # (H, W, 3)
# 2. 方向 * 深度 -> 源相机坐标系 3D 点
P_cam_src = dirs_src * src_depth_t.unsqueeze(-1) # (H, W, 3)
# 3. 源相机 -> 世界
R_cw_src = torch.tensor(src_pose.R_cw, device=device, dtype=torch.float32)
t_src = torch.tensor(src_pose.position, device=device, dtype=torch.float32)
P_world = torch.einsum("ij,hwj->hwi", R_cw_src, P_cam_src) + t_src
# 4. 世界 -> 目标相机
R_wc_tgt = torch.tensor(tgt_pose.R_wc, device=device, dtype=torch.float32)
t_tgt = torch.tensor(tgt_pose.position, device=device, dtype=torch.float32)
P_cam_tgt = torch.einsum("ij,hwj->hwi", R_wc_tgt, P_world - t_tgt)
# 5. 目标 range depth 和方向
range_tgt = torch.norm(P_cam_tgt, dim=-1)
dirs_tgt = P_cam_tgt / torch.clamp(range_tgt.unsqueeze(-1), min=1e-9)
# 6. 方向 -> 目标 ERP 像素
u_tgt, v_tgt = direction_to_erp(dirs_tgt, erp_h, erp_w)
u_tgt = wrap_u(u_tgt, erp_w)
return u_tgt, v_tgt, range_tgt, dirs_tgt
# =============================================================================
# Adaptive Softmax Splatting
# =============================================================================
def _adaptive_splat_rgb(
erp_h: int,
erp_w: int,
u: torch.Tensor,
v: torch.Tensor,
rgb: torch.Tensor,
depth_compete: torch.Tensor,
valid: torch.Tensor,
alpha: float,
radius: torch.Tensor,
occlusion_gate: Optional[Dict[str, Any]] = None,
) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor, torch.Tensor]:
"""
自适应半径 softmax splatting
- 高斯核加权
- softmax(alpha * inv_depth) 深度竞争
- 可选 occlusion gate(近似 z-buffer 门控)
"""
device = u.device
u_flat = u.reshape(-1)
v_flat = v.reshape(-1)
rgb_flat = rgb.reshape(-1, 3)
d_flat = depth_compete.reshape(-1)
valid_flat = valid.reshape(-1)
r_flat = radius.reshape(-1)
# 安全深度
safe_d = torch.where(
valid_flat & torch.isfinite(d_flat) & (d_flat > 0),
d_flat, torch.ones_like(d_flat),
)
# Softmax 权重 = exp(alpha * inv_depth)
inv_d = 1.0 / torch.clamp(safe_d, min=0.1)
valid_inv = inv_d[valid_flat]
inv_max = valid_inv.max() if len(valid_inv) > 0 else inv_d.max()
exp_w = torch.exp(alpha * (inv_d - inv_max))
# 可选 occlusion gate
gate_enabled = False
min_d_flat: Optional[torch.Tensor] = None
gate_abs = 0.0
gate_rel = 0.0
if occlusion_gate and bool(occlusion_gate.get("enabled", False)):
gate_enabled = True
gate_abs = float(occlusion_gate.get("abs_eps_m", 0.05))
gate_rel = float(occlusion_gate.get("rel_eps", 0.05))
u_nn = torch.round(u_flat).to(torch.long)
v_nn = torch.round(v_flat).to(torch.long)
u_nn = torch.remainder(u_nn, erp_w)
v_ok = (v_nn >= 0) & (v_nn < erp_h)
v_nn_c = torch.clamp(v_nn, 0, erp_h - 1)
idx_nn = v_nn_c * erp_w + u_nn
min_d_flat = torch.full((erp_h * erp_w,), float("inf"), device=device)
d_nn = torch.where(valid_flat & v_ok & torch.isfinite(d_flat),
d_flat, torch.full_like(d_flat, float("inf")))
min_d_flat.scatter_reduce_(0, idx_nn, d_nn, reduce="amin", include_self=True)
accum_rgb = torch.zeros(erp_h, erp_w, 3, device=device, dtype=torch.float32)
accum_w = torch.zeros(erp_h, erp_w, device=device, dtype=torch.float32)
accum_hit = torch.zeros(erp_h, erp_w, device=device, dtype=torch.float32)
accum_d = torch.zeros(erp_h, erp_w, device=device, dtype=torch.float32)
u0 = torch.floor(u_flat).to(torch.int64)
v0 = torch.floor(v_flat).to(torch.int64)
du = (u_flat - u0.float()).clamp(0, 1)
dv = (v_flat - v0.float()).clamp(0, 1)
# Splat 范围
valid_radii = r_flat[valid_flat & torch.isfinite(r_flat)]
max_r = min(int(valid_radii.max().item()) + 1, 5) if len(valid_radii) > 0 else 2
def _add(u_idx, v_idx, bw):
v_ok = (v_idx >= 0) & (v_idx < erp_h)
m = valid_flat & v_ok & torch.isfinite(d_flat)
u_safe = torch.where(m, u_idx, torch.zeros_like(u_idx))
v_safe = torch.where(m, v_idx, torch.zeros_like(v_idx))
idx = v_safe * erp_w + u_safe
if gate_enabled and min_d_flat is not None:
md = min_d_flat.gather(0, idx)
gate = d_flat <= (md * (1.0 + gate_rel) + gate_abs)
mm = m & gate
else:
mm = m
final_w = torch.where(mm, bw * exp_w, torch.zeros_like(bw))
hit_w = torch.where(mm, bw, torch.zeros_like(bw))
accum_w.view(-1).scatter_add_(0, idx, final_w)
accum_hit.view(-1).scatter_add_(0, idx, hit_w)
accum_rgb.view(-1, 3).scatter_add_(
0, idx.unsqueeze(-1).expand(-1, 3),
(final_w.unsqueeze(-1) * rgb_flat).float(),
)
accum_d.view(-1).scatter_add_(0, idx, (final_w * d_flat).float())
for di in range(-max_r, max_r + 1):
for dj in range(-max_r, max_r + 1):
dist_ij = math.sqrt(di * di + dj * dj)
if dist_ij > max_r + 0.5:
continue
dx = float(di) - du
dy = float(dj) - dv
dist = torch.sqrt(dx * dx + dy * dy)
within = dist <= (r_flat + 0.5)
gauss_w = torch.where(
within,
torch.exp(-0.5 * (dist / r_flat.clamp(min=0.5)) ** 2),
torch.zeros_like(r_flat),
)
u_off = torch.remainder(u0 + di, erp_w)
v_off = v0 + dj
_add(u_off, v_off, gauss_w)
return accum_rgb, accum_w, accum_hit, accum_d
# =============================================================================
# Z-Buffer Splatting
# =============================================================================
def _zbuffer_splat_rgb(
erp_h: int, erp_w: int,
u: torch.Tensor, v: torch.Tensor,
rgb: torch.Tensor, depth_compete: torch.Tensor, valid: torch.Tensor,
eps_abs_m: float, eps_rel: float, min_w: float,
) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor, torch.Tensor]:
"""Z-buffer 硬遮挡 forward splatting(两遍法)"""
device = u.device
u_flat, v_flat = u.reshape(-1), v.reshape(-1)
d_flat = depth_compete.reshape(-1)
rgb_flat = rgb.reshape(-1, 3)
valid_flat = valid.reshape(-1)
m0 = valid_flat & torch.isfinite(u_flat) & torch.isfinite(v_flat) & \
torch.isfinite(d_flat) & (d_flat > 0.0)
u0 = torch.floor(u_flat).to(torch.int64)
v0 = torch.floor(v_flat).to(torch.int64)
du = (u_flat - u0.float()).clamp(0, 1)
dv = (v_flat - v0.float()).clamp(0, 1)
u0w = torch.remainder(u0, erp_w)
u1w = torch.remainder(u0 + 1, erp_w)
v1 = v0 + 1
w00 = (1 - du) * (1 - dv)
w10 = du * (1 - dv)
w01 = (1 - du) * dv
w11 = du * dv
# Pass A: min depth
min_depth = torch.full((erp_h * erp_w,), float("inf"), device=device)
def _amin(ui, vi, w):
m = m0 & (vi >= 0) & (vi < erp_h) & (w >= min_w)
us = torch.where(m, ui, torch.zeros_like(ui))
vs = torch.where(m, vi, torch.zeros_like(vi))
idx = vs * erp_w + us
cand = torch.where(m, d_flat, torch.full_like(d_flat, float("inf")))
min_depth.scatter_reduce_(0, idx, cand, reduce="amin", include_self=True)
_amin(u0w, v0, w00); _amin(u1w, v0, w10)
_amin(u0w, v1, w01); _amin(u1w, v1, w11)
# Pass B: accumulate near-front
accum_rgb = torch.zeros(erp_h, erp_w, 3, device=device)
accum_w = torch.zeros(erp_h, erp_w, device=device)
accum_hit = torch.zeros(erp_h, erp_w, device=device)
accum_d = torch.zeros(erp_h, erp_w, device=device)
def _acc(ui, vi, w):
m = m0 & (vi >= 0) & (vi < erp_h) & (w >= min_w)
us = torch.where(m, ui, torch.zeros_like(ui))
vs = torch.where(m, vi, torch.zeros_like(vi))
idx = vs * erp_w + us
md = min_depth.gather(0, idx)
gate = d_flat <= (md * (1 + eps_rel) + eps_abs_m)
mm = m & gate
wf = torch.where(mm, w, torch.zeros_like(w))
accum_w.view(-1).scatter_add_(0, idx, wf)
accum_hit.view(-1).scatter_add_(0, idx, wf)
accum_rgb.view(-1, 3).scatter_add_(
0, idx.unsqueeze(-1).expand(-1, 3),
(wf.unsqueeze(-1) * rgb_flat).float(),
)
accum_d.view(-1).scatter_add_(0, idx, (wf * d_flat).float())
_acc(u0w, v0, w00); _acc(u1w, v0, w10)
_acc(u0w, v1, w01); _acc(u1w, v1, w11)
return accum_rgb, accum_w, accum_hit, accum_d
# =============================================================================
# Z-Buffer Point
# =============================================================================
def _zbuffer_point_rgb(
erp_h: int, erp_w: int,
u: torch.Tensor, v: torch.Tensor,
rgb: torch.Tensor, depth_compete: torch.Tensor, valid: torch.Tensor,
eps_abs_m: float, eps_rel: float,
) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor, torch.Tensor]:
"""Z-buffer 点渲染(radius=0, winner-take-all)"""
device = u.device
u_flat, v_flat = u.reshape(-1), v.reshape(-1)
d_flat = depth_compete.reshape(-1)
rgb_flat = rgb.reshape(-1, 3)
valid_flat = valid.reshape(-1)
m0 = valid_flat & torch.isfinite(u_flat) & torch.isfinite(v_flat) & \
torch.isfinite(d_flat) & (d_flat > 0.0)
u_nn = torch.remainder(torch.round(u_flat).to(torch.int64), erp_w)
v_nn = torch.round(v_flat).to(torch.int64)
v_ok = (v_nn >= 0) & (v_nn < erp_h)
m = m0 & v_ok
us = torch.where(m, u_nn, torch.zeros_like(u_nn))
vs = torch.where(m, v_nn, torch.zeros_like(v_nn))
idx = vs * erp_w + us
# Pass A: min depth
min_depth = torch.full((erp_h * erp_w,), float("inf"), device=device)
cand = torch.where(m, d_flat, torch.full_like(d_flat, float("inf")))
min_depth.scatter_reduce_(0, idx, cand, reduce="amin", include_self=True)
# Pass B
md = min_depth.gather(0, idx)
gate = d_flat <= (md * (1 + eps_rel) + eps_abs_m)
mm = m & gate
wf = torch.where(mm, torch.ones_like(d_flat), torch.zeros_like(d_flat))
accum_rgb = torch.zeros(erp_h, erp_w, 3, device=device)
accum_w = torch.zeros(erp_h, erp_w, device=device)
accum_hit = torch.zeros(erp_h, erp_w, device=device)
accum_d = torch.zeros(erp_h, erp_w, device=device)
accum_w.view(-1).scatter_add_(0, idx, wf)
accum_hit.view(-1).scatter_add_(0, idx, wf)
accum_rgb.view(-1, 3).scatter_add_(
0, idx.unsqueeze(-1).expand(-1, 3),
(wf.unsqueeze(-1) * rgb_flat).float(),
)
accum_d.view(-1).scatter_add_(0, idx, (wf * d_flat).float())
return accum_rgb, accum_w, accum_hit, accum_d
# =============================================================================
# Hole Fill
# =============================================================================
def _edge_aware_hole_fill(
rgb: np.ndarray, mask: np.ndarray,
max_hole_px: int = 5,
inpaint_radius: int = 2,
) -> Tuple[np.ndarray, np.ndarray]:
"""小洞填充(只填充极小洞,避免 disocclusion 被错误填充)"""
holes = (mask == 0).astype(np.uint8)
if holes.sum() == 0:
return rgb, mask
num, labels, stats, _ = cv2.connectedComponentsWithStats(holes, connectivity=8)
fill_mask = np.zeros_like(holes)
max_area = max_hole_px * max_hole_px
for i in range(1, num):
area = stats[i, cv2.CC_STAT_AREA]
if area <= max_area:
fill_mask[labels == i] = 1
if fill_mask.sum() == 0:
return rgb, mask
rgb_bgr = cv2.cvtColor(rgb, cv2.COLOR_RGB2BGR)
filled = cv2.inpaint(rgb_bgr, fill_mask, inpaint_radius, cv2.INPAINT_TELEA)
filled_rgb = cv2.cvtColor(filled, cv2.COLOR_BGR2RGB)
rgb_out = rgb.copy()
mask_out = mask.copy()
fill_bool = fill_mask > 0
rgb_out[fill_bool] = filled_rgb[fill_bool]
mask_out[fill_bool] = 1
return rgb_out, mask_out
# =============================================================================
# 主函数
# =============================================================================
@torch.no_grad()
def warp_erp_to_target(
src_rgb: np.ndarray,
src_depth: np.ndarray,
src_pose: Pose,
tgt_pose: Pose,
cfg: Dict[str, Any],
device: torch.device,
) -> WarpResult:
"""
从源 ERP 视角 warp 到目标 ERP 视角
使用锁定的 erp_projection.py 进行坐标变换,
使用锁定的 pose_utils.Pose 进行位姿处理。
Args:
src_rgb: (H, W, 3) uint8 源 RGB
src_depth: (H, W) float32 源 range depth(米)
src_pose: 源相机位姿(Pose 实例)
tgt_pose: 目标相机位姿(Pose 实例)
cfg: 配置字典
device: 计算设备
Returns:
WarpResult
"""
warp_cfg = cfg.get("warp", {})
method = str(warp_cfg.get("method", "softmax_splatting"))
alpha = float(warp_cfg.get("alpha", 2.0))
min_weight_sum = float(warp_cfg.get("min_weight_sum", 1e-4))
output_flow = bool(warp_cfg.get("output_flow", True))
output_depth = bool(warp_cfg.get("output_depth", True))
depth_scale_factor = float(warp_cfg.get("depth_scale_factor", 1.0))
# Z-buffer 参数
z_eps_abs = float(warp_cfg.get("zbuffer_eps_abs_m", 0.03))
z_eps_rel = float(warp_cfg.get("zbuffer_eps_rel", 0.03))
z_min_w = float(warp_cfg.get("zbuffer_min_weight", 1e-3))
# 自适应半径参数
base_radius = float(warp_cfg.get("splat_radius_px", 1.5))
radius_min = float(warp_cfg.get("radius_min_px", 0.6))
radius_max_eq = float(warp_cfg.get("radius_max_px", 2.2))
radius_max_pole = float(warp_cfg.get("radius_max_pole_px", 3.4))
pole_radius_scale = float(warp_cfg.get("pole_radius_scale", 3.0))
pole_lat_threshold = float(warp_cfg.get("pole_lat_threshold", 60.0)) * math.pi / 180.0
depth_radius_scale = bool(warp_cfg.get("depth_radius_scale", False))
depth_ref = float(warp_cfg.get("depth_ref_m", 2.0))
depth_edge_aware = bool(warp_cfg.get("depth_edge_aware", True))
depth_edge_threshold = float(warp_cfg.get("depth_edge_threshold", 0.3))
depth_edge_min_scale = float(warp_cfg.get("depth_edge_min_scale", 0.12))
# Hole fill
hole_fill = bool(warp_cfg.get("hole_fill_enabled", False)) and method not in ("zbuffer_splatting", "zbuffer_point")
max_hole_px = int(warp_cfg.get("max_hole_px", 16))
erp_h, erp_w = src_rgb.shape[:2]
# 转 tensor
src_rgb_t = torch.from_numpy(src_rgb.astype(np.float32)).to(device) / 255.0
src_depth_t = torch.from_numpy(src_depth.astype(np.float32)).to(device)
if depth_scale_factor != 1.0:
src_depth_t *= depth_scale_factor
valid = torch.isfinite(src_depth_t) & (src_depth_t > 0.0)
# --- 深度边缘掩码 ---
depth_edge_scale = torch.ones_like(src_depth_t)
if depth_edge_aware:
from torch.nn.functional import conv2d
sobel_x = torch.tensor([[-1, 0, 1], [-2, 0, 2], [-1, 0, 1]],
dtype=torch.float32, device=device).view(1, 1, 3, 3)
sobel_y = torch.tensor([[-1, -2, -1], [0, 0, 0], [1, 2, 1]],
dtype=torch.float32, device=device).view(1, 1, 3, 3)
safe_d = torch.where(valid, src_depth_t, src_depth_t[valid].median() if valid.any() else torch.ones_like(src_depth_t))
log_d = torch.log(torch.clamp(safe_d, min=0.1)).unsqueeze(0).unsqueeze(0)
gx = conv2d(log_d, sobel_x, padding=1).squeeze()
gy = conv2d(log_d, sobel_y, padding=1).squeeze()
grad = torch.sqrt(gx ** 2 + gy ** 2)
gmax = grad.max()
if gmax > 1e-6:
gnorm = grad / gmax
else:
gnorm = torch.zeros_like(grad)
depth_edge_scale = torch.clamp(
1.0 - gnorm / max(depth_edge_threshold, 1e-6),
min=depth_edge_min_scale, max=1.0,
)
depth_edge_scale = torch.where(torch.isfinite(depth_edge_scale),
depth_edge_scale, torch.ones_like(depth_edge_scale))
# --- ERP 网格 ---
uu, vv = create_erp_grid(erp_h, erp_w, device)
# --- Forward project ---
u_tgt, v_tgt, range_tgt, dirs_tgt = _forward_project(
src_depth_t, src_pose, tgt_pose, erp_h, erp_w, device, uu, vv,
)
# --- 自适应半径 ---
lat_tgt = torch.asin(torch.clamp(dirs_tgt[..., 1], -1.0, 1.0))
abs_lat = torch.abs(lat_tgt)
pole_factor = torch.clamp(
(abs_lat - pole_lat_threshold) / (0.5 * math.pi - pole_lat_threshold),
min=0.0, max=1.0,
)
lat_scale = 1.0 + pole_factor * (pole_radius_scale - 1.0)
if depth_radius_scale:
safe_range = torch.where(valid, range_tgt, torch.full_like(range_tgt, depth_ref))
d_scale = 1.0 / (1.0 + safe_range / depth_ref)
else:
d_scale = torch.ones_like(range_tgt)
adaptive_radius = base_radius * lat_scale * d_scale * depth_edge_scale
adaptive_radius = torch.where(valid, adaptive_radius, torch.full_like(adaptive_radius, base_radius))
radius_max_local = radius_max_eq + pole_factor * (radius_max_pole - radius_max_eq)
adaptive_radius = torch.clamp(adaptive_radius, min=radius_min)
adaptive_radius = torch.minimum(adaptive_radius, radius_max_local)
# --- Splatting ---
if method == "zbuffer_splatting":
_rgb, _w, _hit, _d = _zbuffer_splat_rgb(
erp_h, erp_w, u_tgt, v_tgt, src_rgb_t, range_tgt, valid,
z_eps_abs, z_eps_rel, z_min_w,
)
elif method == "zbuffer_point":
_rgb, _w, _hit, _d = _zbuffer_point_rgb(
erp_h, erp_w, u_tgt, v_tgt, src_rgb_t, range_tgt, valid,
z_eps_abs, z_eps_rel,
)
else:
_rgb, _w, _hit, _d = _adaptive_splat_rgb(
erp_h, erp_w, u_tgt, v_tgt, src_rgb_t, range_tgt, valid,
alpha, adaptive_radius, warp_cfg.get("occlusion_gate", None),
)
# --- 归一化 ---
denom = _w > 0.0
out_rgb = torch.zeros_like(_rgb)
out_rgb[denom] = _rgb[denom] / _w[denom].unsqueeze(-1)
min_hit = float(warp_cfg.get("min_hit_sum", 1e-6))
valid_mask = _hit > min_hit
warped_np = (out_rgb.clamp(0, 1) * 255).byte().cpu().numpy()
mask_np = valid_mask.cpu().numpy().astype(np.uint8)
weight_np = _hit.cpu().numpy().astype(np.float32)
# --- Warped depth ---
warped_depth_np = None
if output_depth:
out_d = torch.full((erp_h, erp_w), float("nan"), device=device)
out_d[denom] = _d[denom] / torch.clamp(_w[denom], min=1e-9)
out_d[~valid_mask] = float("nan")
warped_depth_np = out_d.cpu().numpy().astype(np.float32)
# --- Hole fill ---
if hole_fill:
warped_np, mask_np = _edge_aware_hole_fill(warped_np, mask_np, max_hole_px)
# --- Optical flow ---
flow_np = None
if output_flow:
du = u_tgt - uu
du = (du + 0.5 * erp_w) % erp_w - 0.5 * erp_w
dv = v_tgt - vv
flow_np = torch.stack([du, dv], dim=-1).cpu().numpy().astype(np.float32)
return WarpResult(
warped_rgb=warped_np,
valid_mask=mask_np,
flow=flow_np,
weight_sum=weight_np,
warped_depth=warped_depth_np,
)
def create_comparison_image(
warped_rgb: np.ndarray,
valid_mask: np.ndarray,
gt_rgb: Optional[np.ndarray] = None,
) -> np.ndarray:
"""创建对比图(warped | GT),如无 GT 则只返回 warped"""
vis = warped_rgb.copy()
vis[valid_mask == 0] = 0
if gt_rgb is not None:
return np.concatenate([vis, gt_rgb], axis=0)
return vis