Use fixed bright bone reward

This commit is contained in:
Codex
2026-05-31 01:58:57 +08:00
parent 2fa26320bc
commit 5dc20cef56

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@@ -67,8 +67,8 @@ const AUTO_PROGRESS_STEPS = [
];
const BONE_BRIGHT_THRESHOLD = 185;
const BONE_EDGE_THRESHOLD = 165;
const BONE_ACTIVATION_GAMMA = 1.65;
const BONE_MAX_REWARD = 1.45;
const BONE_FIXED_REWARD = 1;
const BONE_EDGE_REWARD = 0.22;
const STL_DISPLAY_MODES = ["hidden", "solid", "translucent"];
const STL_DISPLAY_LABELS = {
hidden: "取消显示",
@@ -3045,18 +3045,6 @@ async function prepareAutoFineImageContext(settings) {
};
}
function smoothStep(edge0, edge1, value) {
const t = clamp((value - edge0) / Math.max(edge1 - edge0, 0.001), 0, 1);
return t * t * (3 - 2 * t);
}
function boneBrightnessReward(lum) {
if (lum < BONE_EDGE_THRESHOLD) return 0;
const activation = Math.pow(smoothStep(BONE_EDGE_THRESHOLD, 255, lum), BONE_ACTIVATION_GAMMA);
const brightBoost = smoothStep(BONE_BRIGHT_THRESHOLD, 255, lum);
return activation * (0.35 + BONE_MAX_REWARD * brightBoost);
}
function scorePoseAgainstBoneImages(pose, context, settings) {
if (!context?.frames?.length || !context.samples?.length || !context.volumeScene) return NaN;
const current = { ...state.pose };
@@ -3103,8 +3091,8 @@ function scorePoseAgainstBoneImages(pose, context, settings) {
continue;
}
const lum = image.data[(y * image.width + x) * 4] || 0;
const reward = boneBrightnessReward(lum);
if (reward > 0) hitReward += reward;
if (lum >= BONE_BRIGHT_THRESHOLD) hitReward += BONE_FIXED_REWARD;
else if (lum >= BONE_EDGE_THRESHOLD) hitReward += BONE_EDGE_REWARD;
else missPenalty += 1.05 - (lum / Math.max(BONE_EDGE_THRESHOLD, 1)) * 0.28;
contributors += 1;
}
@@ -3346,7 +3334,7 @@ async function runAutoFine(options = {}) {
}
setAutoProgress(true, 94, "应用最佳位姿", "正在把本轮最高分候选写回位姿控件和融合视图。", "apply");
state.pose = { ...best.pose };
state.autoResult = { ...best, evaluated, settings: { ...autoSettingsForStorage(settings), scoring: settings.imageContext ? "activated-bright-bone-window-stl-samples" : "reference-stl-box-overlap", window: "bone", boneThreshold: BONE_BRIGHT_THRESHOLD, boneActivationGamma: BONE_ACTIVATION_GAMMA } };
state.autoResult = { ...best, evaluated, settings: { ...autoSettingsForStorage(settings), scoring: settings.imageContext ? "fixed-bright-bone-window-stl-samples" : "reference-stl-box-overlap", window: "bone", boneThreshold: BONE_BRIGHT_THRESHOLD, boneReward: BONE_FIXED_REWARD } };
state.lastAutoPose = { before, after: { ...state.pose } };
state.autoDeltaBaseline = { ...before };
renderPoseControls();
@@ -3357,7 +3345,7 @@ async function runAutoFine(options = {}) {
const scoreText = Number.isFinite(best.score) ? best.score.toFixed(4) : "不可用";
const referenceText = describeAutoReference(settings);
$("autoResult").textContent = changed
? `本轮最高分候选:${best.mode}score ${scoreText};评估 ${evaluated} 个候选;${settings.imageContext ? `骨窗高亮激活评分,亮度越高骨骼奖励越大,${BONE_EDGE_THRESHOLD} 以下扣分` : "参考 STL 盒体评分"}${referenceText}`
? `本轮最高分候选:${best.mode}score ${scoreText};评估 ${evaluated} 个候选;${settings.imageContext ? `骨窗固定命中奖励,亮度 ≥ ${BONE_BRIGHT_THRESHOLD} 统一计为骨骼命中` : "参考 STL 盒体评分"}${referenceText}`
: `本轮未找到比当前位姿更高分的候选score ${scoreText};评估 ${evaluated} 个候选。这不代表已配准正确,只说明当前搜索范围和参考 STL 下没有更高分;${referenceText};自动微调目前只调整平移/缩放,明显旋转错位需要先手动校正。`;
updateAutoPoseResult(before, state.pose);
setAutoProgress(true, 100, changed ? "微调完成" : "本轮未改动", changed ? `已应用 ${best.mode}` : "没有强行移动模型;请检查参考 STL 和大角度旋转。", "apply");