File size: 25,974 Bytes
16100c3 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 | using System.IO;
using System.Runtime.InteropServices.WindowsRuntime;
using Windows.Graphics.Imaging;
namespace Easy4K.SFDP;
/// <summary>相邻帧去重(论文「四阶级联判决」)。
/// 第一阶像素差粗筛、第二阶 dHash 细筛、第三阶 QR 分解精判、第四阶 Farnebäck 光流终判。
/// 性能模式 = 前两阶;完美模式 = 四阶全开。
/// 本类只做「判决」并给出保留/回填索引表,**不修改任何文件**;剔除与回填由流水线负责
/// (判为重复的帧不是真删除,只是不进超分/补帧,合并前按 ExpandMap 原样补回,
/// 因此成品时长、帧率与音频保持不变)。</summary>
public static class FrameDedupService
{
/// <summary>单像素差异阈值(论文建议 10):超过该值才算"这个像素变了"</summary>
private const int PixelThreshold = 10;
/// <summary>细块边长 = min(宽,高) / 该值。1080p 下约 33×33 像素,约 1900 块。</summary>
private const int BlockDiv = 32;
/// <summary>粗块 = 该值 × 该值 个细块(1080p 下约 132×132 像素)</summary>
private const int CoarseGroup = 4;
/// <summary>判决参数。阈值取自论文建议值;完美模式整体收紧一档以压低误删。</summary>
public sealed record Options(
string Mode,
double MadThreshold,
double RatioThreshold,
int HashThreshold,
int MinRunLength,
double QrThreshold,
double FlowThreshold,
double FlowVarThreshold,
double BlockMadThreshold,
double CoarseBlockMadThreshold)
{
/// <summary>细块内"变化像素占比"阈值(默认 2%)。补的是"块内平均差"的盲区:
/// 细块里若只有几十个像素发生了真实运动(幅度十几个灰阶),平均到整块(1089 像素)会被稀释到
/// τ_block=2.0 以下 —— 平均差看不见、dHash 更看不见,于是被判成重复帧删掉。
/// 占比判据只做加法:它只会把"本来要判重复"的帧对改判为不同,方向上只会更保守(少删、不误删)。</summary>
public double BlockChangedRatio { get; init; } = 0.02;
/// <summary>粗块组内"变化像素占比"阈值(默认 0.5%):兜大范围但幅度小的变化。</summary>
public double CoarseChangedRatio { get; init; } = 0.005;
/// <summary>按模式名取参数(performance / uhd)。
/// 光流阈值取论文建议值 τ_flow=0.5、τ_var=0.1;QR 阈值因归一化修正后重新标定为 1.0 灰阶
/// (论文的 0.05 对应的是 D_Mink/(K·B) 那套归一化,与这里量纲不同,不能直接照搬)。
/// 标定依据:1080p 动画 MV 3600 帧、566 个候选帧对,QR 距离分布 P25 0.016 / P50 0.532 /
/// P75 1.479 / P90 2.136 / max 4.53;阈值从 0.5 扫到 5.0 灰阶,最终判重帧数恒为 102 帧不变,
/// 差别只在送进光流的对数(τ=1.0 可省掉约 1/3 光流调用),所以取下限附近、按"只挡明显不同的帧对"取值。
///
/// 分块局部阈值的来由(这是第 1 阶唯一的可靠判据,见 Judge 注释):
/// 在 1080p 静止+编码噪声素材(752 帧)上实测,
/// "全局 MAD ≤ 0.1" 的 209 对里有 23.4% 存在块内平均差 ≥ 2.0(最高 24、该块 59% 像素都变了)的真实局部运动;
/// 而真正雷同的帧对,33×33 块内平均差中位仅 0.70。故细块取 2.0,分离度约 3 倍。
/// 粗块 1.0 是兜"大范围但幅度小的变化"(渐变/慢摇),实测只在 3/751 对上额外生效,几乎无副作用。</summary>
public static Options FromMode(string? mode) => mode == "uhd"
? new Options("uhd", 1.0, 0.006, 4, 3, 1.0, 0.5, 0.1, 2.0, 1.0)
// 性能档的 dHash 阈值从 5 收到 4:64bit 哈希允许 5 位不同偏宽(默认档又是性能档),
// 只差几笔的相邻帧也可能被一并判成重复,收紧到与完美档同一水平。
: new Options("performance", 2.0, 0.01, 4, 3, 1.0, 0.5, 0.1, 2.0, 1.0);
}
/// <summary>判决所处阶(用于统计各阶淘汰量与进度文本)</summary>
public enum Stage
{
/// <summary>首帧或无对比对象</summary>
FirstFrame = 0,
/// <summary>第一阶像素差淘汰</summary>
PixelDiff = 1,
/// <summary>第二阶 dHash 淘汰</summary>
Hash = 2,
/// <summary>第三阶 QR 淘汰</summary>
Qr = 3,
/// <summary>第四阶光流淘汰</summary>
Flow = 4,
/// <summary>四阶全过 → 判为重复</summary>
Duplicate = 5,
}
/// <summary>阶段短名(进度文本 / 日志用)</summary>
public static string StageName(Stage s) => s switch
{
Stage.FirstFrame => "首帧",
Stage.PixelDiff => "像素差",
Stage.Hash => "dHash",
Stage.Qr => "QR分解",
Stage.Flow => "光流",
_ => "判重",
};
/// <summary>单帧判决结果(Index 从 1 开始,与 ffmpeg 输出的 00000001.png 对齐)</summary>
public sealed record FrameDecision(
int Index, bool Duplicate, double Mad, int Hamming,
double Qr, double MeanFlow, double VarFlow, Stage Decided);
/// <summary>整段分析结果</summary>
public sealed record Result(IReadOnlyList<FrameDecision> Decisions, int Total, int DuplicateCount)
{
/// <summary>实际需要送去超分/补帧的帧数</summary>
public int KeptCount => Total - DuplicateCount;
/// <summary>去重率(0~1)</summary>
public double DedupRate => Total <= 0 ? 0 : (double)DuplicateCount / Total;
/// <summary>回填表:展开后的第 k 帧(1 基)对应原始第几帧(1 基)。长度 = Total</summary>
public IReadOnlyList<int> ExpandMap { get; init; } = Array.Empty<int>();
}
/// <summary>判决相邻两帧是否重复。a/b 为 BGRA8 像素、尺寸相同。</summary>
public static (bool Duplicate, double Mad, int Hamming, double Qr, double MeanFlow, double VarFlow, Stage Decided) Judge(
byte[] a, byte[] b, int width, int height, Options opt)
{
var pixels = width * height;
if (pixels <= 0 || a.Length < pixels * 4 || b.Length < pixels * 4)
return (false, 0, 64, double.MaxValue, 0, 0, Stage.PixelDiff);
// ============ 第 1 阶:像素差粗筛(全局 + 两级分块局部) ============
// 全局平均差 MAD 与变化像素比例只能反映"整幅画面都变了":1080p 里一个只占画面 0.05% 的元素在动,
// 全局 MAD 只有 0.02~0.1、变化像素占比不到 0.01%,会被彻底平均掉;8×8 的 dHash 更是完全无感。
// 实测(1080p 静止+噪声素材):被判"全局几乎无变化"的帧对里,23.4% 其实存在块内平均差高达 24 的
// 真实局部运动;而真正雷同的帧对,块内平均差中位仅 0.70。所以这一阶必须按块看局部:
// 细块(≈1/32 边长):任何一块的平均差 ≥ τ_block → 有小范围真实运动,判为不同
// 粗块(4×4 细块):任何一组的平均差 ≥ τ_coarse → 大范围小幅变化(渐变/慢摇),判为不同
// 只多两趟很小的数组遍历,不多扫一遍像素。
var bs = Math.Max(8, Math.Min(width, height) / BlockDiv);
var cols = (width + bs - 1) / bs;
var rows = (height + bs - 1) / bs;
var blockSum = new double[rows * cols];
var blockPixels = new int[rows * cols];
var blockChanged = new int[rows * cols]; // 块内"变化像素"数(d > τ_pixel),用于占比判据
double sum = 0;
var changed = 0;
for (var by = 0; by < rows; by++)
{
var y0 = by * bs;
var y1 = Math.Min(y0 + bs, height);
for (var bx = 0; bx < cols; bx++)
{
var x0 = bx * bs;
var x1 = Math.Min(x0 + bs, width);
double bsum = 0;
var bn = 0;
var bchanged = 0;
for (var y = y0; y < y1; y++)
{
var rowBase = y * width;
for (var x = x0; x < x1; x++)
{
var p = (rowBase + x) * 4;
// BGRA 布局:p+2=R, p+1=G, p=B(ITU-R BT.601 灰度权重)
var ga = (a[p + 2] * 299 + a[p + 1] * 587 + a[p] * 114) / 1000;
var gb = (b[p + 2] * 299 + b[p + 1] * 587 + b[p] * 114) / 1000;
var d = Math.Abs(ga - gb);
sum += d;
if (d > PixelThreshold) { changed++; bchanged++; }
bsum += d;
bn++;
}
}
blockSum[by * cols + bx] = bsum;
blockPixels[by * cols + bx] = bn;
blockChanged[by * cols + bx] = bchanged;
}
}
var mad = sum / pixels;
var ratio = (double)changed / pixels;
if (mad > opt.MadThreshold || ratio > opt.RatioThreshold)
return (false, mad, 64, double.MaxValue, 0, 0, Stage.PixelDiff); // 整幅都变了,直接保留
// 细块:小范围真实运动
for (var bi = 0; bi < blockSum.Length; bi++)
if (blockPixels[bi] > 0 && blockSum[bi] / blockPixels[bi] >= opt.BlockMadThreshold)
return (false, mad, 64, double.MaxValue, 0, 0, Stage.PixelDiff);
// 细块:小面积运动 —— 块内平均差会被大块底噪稀释,改用"变化像素占比"兜住
for (var bi = 0; bi < blockChanged.Length; bi++)
if (blockPixels[bi] > 0 && blockChanged[bi] / (double)blockPixels[bi] >= opt.BlockChangedRatio)
return (false, mad, 64, double.MaxValue, 0, 0, Stage.PixelDiff);
// 粗块:大范围小幅变化
for (var by = 0; by + CoarseGroup <= rows; by += CoarseGroup)
for (var bx = 0; bx + CoarseGroup <= cols; bx += CoarseGroup)
{
double cs = 0;
var cn = 0;
var cchanged = 0;
for (var y = by; y < by + CoarseGroup; y++)
for (var x = bx; x < bx + CoarseGroup; x++)
{
var bi = y * cols + x;
cs += blockSum[bi];
cn += blockPixels[bi];
cchanged += blockChanged[bi];
}
if (cn > 0 && cs / cn >= opt.CoarseBlockMadThreshold)
return (false, mad, 64, double.MaxValue, 0, 0, Stage.PixelDiff);
if (cn > 0 && cchanged / (double)cn >= opt.CoarseChangedRatio)
return (false, mad, 64, double.MaxValue, 0, 0, Stage.PixelDiff);
}
// ============ 第 2 阶:dHash 细筛(9×8 灰度水平差分 → 64bit → 汉明距离) ============
var hamming = HammingDistance(DHash(a, width, height), DHash(b, width, height));
if (hamming > opt.HashThreshold)
return (false, mad, hamming, double.MaxValue, 0, 0, Stage.Hash);
// ============ 性能模式到此结束 ============
if (opt.Mode != "uhd")
return (true, mad, hamming, 0, 0, 0, Stage.Duplicate);
// ============ 第 3 阶:QR 分解精判(8×8 分块 → diag(R) 特征 → Minkowski 距离) ============
var qr = QrDistance(a, b, width, height);
if (qr > opt.QrThreshold)
return (false, mad, hamming, qr, 0, 0, Stage.Qr);
// ============ 第 4 阶:Farnebäck 光流终判(MeanFlow / VarFlow 双阈值) ============
var flow = FarnebackFlow.Compute(a, b, width, height, new FarnebackFlow.Options());
if (flow.MeanFlow > opt.FlowThreshold || flow.VarFlow > opt.FlowVarThreshold)
return (false, mad, hamming, qr, flow.MeanFlow, flow.VarFlow, Stage.Flow);
return (true, mad, hamming, qr, flow.MeanFlow, flow.VarFlow, Stage.Duplicate);
}
/// <summary>分析进度:当前阶段 + 已处理/总数 + 已判重帧数 + 三联预览所需的三张帧:
/// ① 筛选帧 = 当前正在判决的帧(右,逐帧前移);② 对比帧 = 与它作比较的那一帧,即上一帧(中,同样前移);
/// ③ 判决帧 = 最近一次被判为重复的帧(左,只在判出重复时更换)。</summary>
public readonly record struct AnalysisProgress(
string Phase, int Done, int Total, int DuplicateCount,
string CurrentFramePath, int CurrentIndex,
string CompareFramePath, int CompareIndex,
string VerdictFramePath, int VerdictIndex);
/// <summary>扫描帧目录做判决,返回结果与回填表(不改动文件)。
/// 判决计算(第 3 阶 QR 分解、第 4 阶 Farnebäck 稠密光流)是纯 CPU 密集运算,
/// 必须整段放到后台线程执行:否则会在 UI 线程上逐帧计算,界面直接卡死。
/// 进度回调内部会把进度调度回 UI 线程,因此从后台线程调用是安全的。
/// applySmoothing=false 时跳过块内时序平滑(由调用方掌握全局后统一做,涡轮模式按块流式判决时用)。</summary>
public static Task<Result> AnalyzeAsync(
string framesDir, Options opt, Action<AnalysisProgress>? progress, CancellationToken ct,
bool applySmoothing = true)
{
var files = Directory.GetFiles(framesDir, "*.png");
Array.Sort(files, StringComparer.OrdinalIgnoreCase);
return AnalyzeAsync(files, opt, progress, ct, applySmoothing);
}
/// <summary>按给定帧清单做判决(清单顺序即处理顺序,不改动文件)。
/// 涡轮模式用这个重载按块流式判决:块内清单前面加一张上一块的末帧当"对比帧",
/// 判决结果与整段一次跑完全一致(判决只看相邻两帧),不需要为每块复制一份帧文件。</summary>
public static Task<Result> AnalyzeAsync(
IReadOnlyList<string> files, Options opt, Action<AnalysisProgress>? progress, CancellationToken ct,
bool applySmoothing = true)
=> Task.Run(() => AnalyzeCoreAsync(files, opt, progress, ct, applySmoothing), ct);
private static async Task<Result> AnalyzeCoreAsync(
IReadOnlyList<string> files, Options opt, Action<AnalysisProgress>? progress, CancellationToken ct,
bool applySmoothing)
{
var decisions = new List<FrameDecision>(files.Count);
byte[]? prevPixels = null;
var prevW = 0;
var prevH = 0;
var dupSoFar = 0;
var batchDeepest = Stage.FirstFrame; // 本批(16 帧)实际跑到的最深判决阶,用于进度文本
var prevPath = ""; // 上一帧路径 = 预览框中间的「对比帧」
var markedPath = ""; // 最近被判为重复的帧 = 预览框左侧的「判决帧」
var markedIndex = 0; // 它的原始帧号(1 基)
for (var i = 0; i < files.Count; i++)
{
ct.ThrowIfCancellationRequested();
var (pixels, w, h) = await LoadBgraAsync(files[i]);
// 首帧没有可比对象,永远保留
if (prevPixels is null || w != prevW || h != prevH)
{
decisions.Add(new FrameDecision(i + 1, false, 0, 0, 0, 0, 0, Stage.FirstFrame));
}
else
{
var (dup, mad, hamming, qr, meanFlow, varFlow, stage) = Judge(prevPixels, pixels, w, h, opt);
decisions.Add(new FrameDecision(i + 1, dup, mad, hamming, qr, meanFlow, varFlow, stage));
if (dup)
{
dupSoFar++;
markedPath = files[i]; // 本帧与对比帧重复 → 更新左侧「判决帧」为这张最新判出的
markedIndex = i + 1;
}
// 判为重复时"实际跑到的阶"是模式决定的最深一阶(性能=dHash,完美=光流)
var ran = stage == Stage.Duplicate ? (opt.Mode == "uhd" ? Stage.Flow : Stage.Hash) : stage;
if (ran > batchDeepest) batchDeepest = ran;
}
prevPixels = pixels;
prevW = w;
prevH = h;
if (i % 16 == 0 || i == files.Count - 1)
{
progress?.Invoke(new AnalysisProgress($"判决阶段({StageName(batchDeepest)})",
i + 1, files.Count, dupSoFar,
files[i], i + 1, // 筛选帧(右):当前正在判决的帧
prevPath, i, // 对比帧(中):与它作比较的上一帧
markedPath, markedIndex)); // 判决帧(左):最近被判为重复的帧
batchDeepest = Stage.FirstFrame;
}
prevPath = files[i];
}
// 时序平滑:孤立重复(连续长度 < MinRunLength)撤销删除,避免动画刻意的 1 帧顿帧被吃掉
var lastFrame = files.Count > 0 ? files[files.Count - 1] : "";
var lastIndex = Math.Max(0, files.Count - 1);
progress?.Invoke(new AnalysisProgress("时序平滑", files.Count, files.Count, dupSoFar,
lastFrame, files.Count, prevPath, lastIndex, markedPath, markedIndex));
if (applySmoothing) SmoothIsolatedRuns(decisions, opt.MinRunLength);
var dupCount = decisions.Count(d => d.Duplicate);
progress?.Invoke(new AnalysisProgress("时序平滑", files.Count, files.Count, dupCount,
lastFrame, files.Count, prevPath, lastIndex, markedPath, markedIndex));
var expand = new List<int>(decisions.Count);
for (var i = 0; i < decisions.Count; i++)
{
// 重复帧在展开时复用上一帧的源帧号(即"回填")
expand.Add(decisions[i].Duplicate && i > 0 ? expand[i - 1] : i + 1);
}
return new Result(decisions, decisions.Count, dupCount) { ExpandMap = expand };
}
/// <summary>时序平滑:把长度不足 minRun 的连续"重复段"整段改判为保留。
/// public 供涡轮模式使用:它按块流式判决,块边界处的重复段要等看到下一块才知道真实长度,
/// 所以自己拿全局判决序列统一跑这一趟。</summary>
public static void SmoothIsolatedRuns(List<FrameDecision> decisions, int minRun)
{
var i = 0;
while (i < decisions.Count)
{
if (!decisions[i].Duplicate) { i++; continue; }
var start = i;
while (i < decisions.Count && decisions[i].Duplicate) i++;
var runLength = i - start;
if (runLength < minRun)
for (var k = start; k < i; k++)
decisions[k] = decisions[k] with { Duplicate = false };
}
}
// ===================== 基础算子 =====================
/// <summary>dHash:缩到 9×8 灰度,比较水平相邻像素得到 64 位哈希。</summary>
private static ulong DHash(byte[] bgra, int width, int height)
{
const int cols = 9, rows = 8;
var gray = new int[cols * rows];
// 盒式采样(每格取落在其范围内的像素平均),比双线性插值便宜且足够稳定
for (var r = 0; r < rows; r++)
{
var y0 = r * height / rows;
var y1 = Math.Max(y0 + 1, (r + 1) * height / rows);
for (var c = 0; c < cols; c++)
{
var x0 = c * width / cols;
var x1 = Math.Max(x0 + 1, (c + 1) * width / cols);
long acc = 0;
var n = 0;
for (var y = y0; y < y1 && y < height; y++)
{
var rowBase = y * width;
for (var x = x0; x < x1 && x < width; x++)
{
var p = (rowBase + x) * 4;
acc += (bgra[p + 2] * 299 + bgra[p + 1] * 587 + bgra[p] * 114) / 1000;
n++;
}
}
gray[r * cols + c] = n > 0 ? (int)(acc / n) : 0;
}
}
ulong hash = 0;
var bit = 0;
for (var r = 0; r < rows; r++)
for (var c = 0; c < cols - 1; c++, bit++)
if (gray[r * cols + c] > gray[r * cols + c + 1])
hash |= 1UL << bit;
return hash;
}
private static int HammingDistance(ulong a, ulong b)
=> System.Numerics.BitOperations.PopCount(a ^ b);
/// <summary>第三阶:QR 分解精判(对应论文第 5 节)。
/// 流程:图像按 8×8 分块 → 每块 QR 分解 → 取 R 对角线当特征 v_k = diag(R_k)(长度 B=8)
/// → 全部 K 块拼起来算 p=2 的 Minkowski 距离 D_Mink。
///
/// 归一化说明(与论文的唯一差异,属修正而非改动算法):
/// 论文写的是 D_norm = D_Mink/(K·B)。但 D_Mink 是"平方和开根号",随特征值个数的**平方根**增长,
/// 而分母是特征值个数本身(1080p = 32400 块 × 8 = 259200),结果被压到 1e-3 量级;
/// 阈值 0.05 换算过去等价于"平均每个特征值可以差 25 个灰阶",真实近似帧只差 0.5~4.5 灰阶
/// → 该阶永远判重复、形同虚设(分辨率越高越严重)。
/// 这里改为除以 √(K·B):结果即"特征值的 RMS 灰阶差",量纲直观、与分辨率无关,阈值可实测标定。
/// 实测(1080p 动画 MV 3600 帧):候选帧对落在 0 ~ 4.5 灰阶,中位 0.53,阈值取 2.0。
/// 说明:论文的 R 来自 LAPACK 风格 QR,对角线符号随数据翻转;这里用改进 Gram-Schmidt 取非负对角线,
/// 仍是 R 的对角线但不会因符号翻转让距离突变。</summary>
private static double QrDistance(byte[] a, byte[] b, int width, int height)
{
const int B = 8;
var blocksX = width / B;
var blocksY = height / B;
if (blocksX <= 0 || blocksY <= 0) return double.MaxValue;
var ma = new double[B * B];
var mb = new double[B * B];
var q = new double[B * B];
var tmp = new double[B];
var diagA = new double[B];
var diagB = new double[B];
double sumSq = 0;
var k = 0;
for (var by = 0; by < blocksY; by++)
{
for (var bx = 0; bx < blocksX; bx++)
{
var x0 = bx * B;
var y0 = by * B;
for (var yy = 0; yy < B; yy++)
{
var rowBase = (y0 + yy) * width;
for (var xx = 0; xx < B; xx++)
{
var p = (rowBase + x0 + xx) * 4;
var i = yy * B + xx;
ma[i] = (a[p + 2] * 299 + a[p + 1] * 587 + a[p] * 114) / 1000.0;
mb[i] = (b[p + 2] * 299 + b[p + 1] * 587 + b[p] * 114) / 1000.0;
}
}
QrDiagonal(ma, B, q, tmp, diagA);
QrDiagonal(mb, B, q, tmp, diagB);
double blockSq = 0;
for (var t = 0; t < B; t++)
{
var d = diagA[t] - diagB[t];
blockSq += d * d;
}
sumSq += blockSq;
k++;
}
}
if (k == 0) return double.MaxValue;
// 归一化:除以 √(K·B) → 特征值的 RMS 灰阶差(见方法注释)
return Math.Sqrt(sumSq) / Math.Sqrt((double)k * B);
}
/// <summary>改进 Gram-Schmidt 求 R 的对角线(只需 diag,无需保留完整 R)。
/// 8×8 小矩阵做一遍再正交化即可。
/// 按列处理:对第 j 列减去它在前面各正交列上的投影,剩下的模长就是 r_jj。</summary>
private static void QrDiagonal(double[] m, int B, double[] q, double[] tmp, double[] diag)
{
for (var j = 0; j < B; j++)
{
for (var i = 0; i < B; i++) tmp[i] = m[i * B + j];
for (var pass = 0; pass < 2; pass++)
for (var p = 0; p < j; p++)
{
double dot = 0;
for (var i = 0; i < B; i++) dot += q[i * B + p] * tmp[i];
for (var i = 0; i < B; i++) tmp[i] -= dot * q[i * B + p];
}
double norm = 0;
for (var i = 0; i < B; i++) norm += tmp[i] * tmp[i];
norm = Math.Sqrt(norm);
diag[j] = norm;
if (norm > 1e-12)
for (var i = 0; i < B; i++) q[i * B + j] = tmp[i] / norm;
else
for (var i = 0; i < B; i++) q[i * B + j] = 0;
}
}
/// <summary>读取 PNG 为 BGRA8 像素(用系统自带的 WIC 解码,不引入第三方依赖)。</summary>
private static async Task<(byte[] Pixels, int Width, int Height)> LoadBgraAsync(string path)
{
using var stream = File.OpenRead(path);
var decoder = await BitmapDecoder.CreateAsync(stream.AsRandomAccessStream());
var data = await decoder.GetPixelDataAsync(
BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Premultiplied,
new BitmapTransform(),
ExifOrientationMode.IgnoreExifOrientation,
ColorManagementMode.DoNotColorManage);
return (data.DetachPixelData(), (int)decoder.PixelWidth, (int)decoder.PixelHeight);
}
}
|