Add comprehensive tests for image processing and mask functionalities

- Introduced tests for color image handling, ensuring source preservation and premultiplied alpha usage.
- Implemented tests for brush stroke operations, validating segment boundaries and brush anti-aliasing.
- Added tests for frame anti-aliasing, confirming correct rendering behavior with various alpha values and depth settings.
- Created tests for frame projection, ensuring accurate overlap calculations and half-plane clipping.
- Developed tests for image premultiplied retention, verifying behavior during loading and packing processes.
- Added undo functionality tests for mask operations, ensuring single transaction behavior during edits.
This commit is contained in:
2026-09-05 21:33:11 +08:00
parent bbaa4bff46
commit 1994d38ccd
111 changed files with 7691 additions and 2341 deletions

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@@ -8,9 +8,8 @@ Server 在 Job 目录写入图片、JSON 或 Debug NPZ;Blender 根据 Job 返
| | | |
| `remove-background` | `image.0001.png` 起 | 替换 Image Empty 的颜色数据 |
| `upscale-image` | `upscale.0001.png` 起 | 替换或新建高清颜色数据 |
| `refine-image-selection` | `image.png` | Image Box / Lasso 读取完整 bounds 的 Refine Selection 结果 |
| `generate-depth-plane-geometry` | `image.0001.*`、`z-depth.exr`、`depth.json` | 创建 Depth Plane |
| `generate-cutout-artifacts` | 可选 Selection、Depth 与 Normal 文件 | 创建 Cutout Shape 与材质 |
| `generate-cutout-artifacts` | 可选 Depth 与 Normal 文件 | 创建 Cutout Shape 与材质 |
Depth Job 保存可由 Blender 直接加载的模型空间 EXR;Blender 主线程负责轮廓提取、三角化、Depth 标定和数据创建。
@@ -24,7 +23,7 @@ MoGe-2 的原始结果由模型适配器转换为单帧 `GeometryFrame`。它包
| `z-depth.exr` | RGB 重复保存完整相机 Z,Alpha 保存 Validity |
| `depth.json` | 保存 `image_size`、3×3 `intrinsics` 与有效区域的 `reference_depth` |
| `tangent-normal.png` | Tangent Space Normal Map |
| `object-normal.png` | Object Space Normal Map |
| `object-normal.png` | Cutout 原生 XY / Z 空间的 Object Space Normal Map |
MoGe-2 的布尔 Mask 以 `0/1` 写入 Validity。Mask 外的有限 Depth/XYZ 仍保留在 RGB,使 Geometry Nodes 的线性采样维持连续;输入 Alpha、正深度和有限性只参与 `depth.json` 的参考样本筛选。任一待写 Field 包含 NaN/Inf 时不生成 EXR。
@@ -34,7 +33,6 @@ Blender 通过 `common/depth.py` 加载 EXR,设为 Non-Color 并 Pack。Depth
Blender 先把 `SelectionPath` 栅格化为 `SelectionMask`,再把局部 RGBA 作为 Server 输入。MoGe-2 输入统一按 `RGB × Alpha` 合成到黑底;完全透明像素下的隐藏 RGB 不影响预测。Server 不接收 Path 或 Mask 对象协议:
- 开启 Refine Selection 时,`selection.png` 以输入 bounds 的完整尺寸保存 `Source Alpha × BEN2 Alpha` RGBA;
- 需要 Vector Depth 时请求 `vector-depth.exr` 与 `depth.json`;
- 需要 Z Depth 时请求 `z-depth.exr` 与 `depth.json`;
- Normal Map 按空间请求 `tangent-normal.png` 或 `object-normal.png`。