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Adriano 5059ce1d89 feat: use_soft_score - Halcon Metric soft-margin gradient similarity
_compute_soft_score: cos(theta_template - theta_scena) continuo
(non quantizzato a bin) pesato per magnitude. Polarity-aware se
use_polarity=True (mod 2pi) else |cos| (mod pi).

Quando use_soft_score=True (default off, backward compat), lo score
finale e' fuso con quello shape: piu discriminante per match a
piccola rotazione (penalita' graduale invece di binaria on/off).

Equivalente a Halcon Metric='use_polarity' / 'ignore_global_polarity'
in find_shape_model.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-04 22:32:17 +02:00
+54 -71
View File
@@ -740,22 +740,26 @@ class LineShapeMatcher:
s2, cx2, cy2 = _score_at_angle(x2) s2, cx2, cy2 = _score_at_angle(x2)
return best return best
def _subpixel_refine_lm( def _compute_soft_score(
self, scene_gray: np.ndarray, variant: _Variant, self, scene_gray: np.ndarray, variant: _Variant,
cx: float, cy: float, angle_deg: float, cx: float, cy: float, angle_deg: float,
n_iters: int = 2, ) -> float:
) -> tuple[float, float]: """Soft-margin gradient similarity (Halcon Metric='use_polarity').
"""Sub-pixel refinement iterativo via gradient-field least-squares.
Halcon-equivalent SubPixel='least_squares_high'. Per ogni feature Score = mean(max(0, cos(theta_template - theta_scene))) sulle
template, calcola residuo = projection lungo gradient direction feature template alla pose, pesato per magnitude scena. Continuo
sull'edge subpixel scena. Ottimizza traslazione (dx, dy) che in [0, 1], piu discriminante della metric a bin (Y di "Halcon
minimizza sum dei residui pesati, in iterazione. improvements"): match a leggera rotazione = penalita' graduale
invece di on/off bin.
Precisione attesa ±0.05 px (vs ±0.5 di quadratic fit 2D semplice). Polarity:
- use_polarity=True: cos(theta_t - theta_s) considera direzione
completa (mod 2pi)
- use_polarity=False: |cos(theta_t - theta_s)| considera solo
orientazione (mod pi)
""" """
if self.template_gray is None: if self.template_gray is None:
return cx, cy return 0.0
h, w = self.template_gray.shape h, w = self.template_gray.shape
scale = variant.scale scale = variant.scale
sw = max(16, int(round(w * scale))) sw = max(16, int(round(w * scale)))
@@ -782,69 +786,47 @@ class LineShapeMatcher:
borderMode=cv2.BORDER_REPLICATE) borderMode=cv2.BORDER_REPLICATE)
mask_r = cv2.warpAffine(mask_p, M, (diag, diag), mask_r = cv2.warpAffine(mask_p, M, (diag, diag),
flags=cv2.INTER_NEAREST, borderValue=0) flags=cv2.INTER_NEAREST, borderValue=0)
# Gradient template (continuo, non quantizzato)
gx_t = cv2.Sobel(gray_r, cv2.CV_32F, 1, 0, ksize=3) gx_t = cv2.Sobel(gray_r, cv2.CV_32F, 1, 0, ksize=3)
gy_t = cv2.Sobel(gray_r, cv2.CV_32F, 0, 1, ksize=3) gy_t = cv2.Sobel(gray_r, cv2.CV_32F, 0, 1, ksize=3)
mag_t = cv2.magnitude(gx_t, gy_t) mag_t = cv2.magnitude(gx_t, gy_t)
# Estrai posizioni feature alla pose
_, bins_t = self._gradient(gray_r) _, bins_t = self._gradient(gray_r)
fx, fy, _ = self._extract_features(mag_t, bins_t, mask_r) fx, fy, _ = self._extract_features(mag_t, bins_t, mask_r)
if len(fx) < 4: if len(fx) < 4:
return cx, cy return 0.0
# Pre-compute template offsets e gradient direction
n = len(fx)
ddx_t = (fx - center[0]).astype(np.float32)
ddy_t = (fy - center[1]).astype(np.float32)
gx_tf = np.array([gx_t[int(fy[i]), int(fx[i])] for i in range(n)], dtype=np.float32)
gy_tf = np.array([gy_t[int(fy[i]), int(fx[i])] for i in range(n)], dtype=np.float32)
mag_tf = np.hypot(gx_tf, gy_tf) + 1e-6
nx_t = gx_tf / mag_tf
ny_t = gy_tf / mag_tf
# Gradient scena (continuo) # Gradient scena (continuo)
gx_s = cv2.Sobel(scene_gray, cv2.CV_32F, 1, 0, ksize=3) gx_s = cv2.Sobel(scene_gray, cv2.CV_32F, 1, 0, ksize=3)
gy_s = cv2.Sobel(scene_gray, cv2.CV_32F, 0, 1, ksize=3) gy_s = cv2.Sobel(scene_gray, cv2.CV_32F, 0, 1, ksize=3)
H, W = scene_gray.shape H, W = scene_gray.shape
cur_cx, cur_cy = float(cx), float(cy) ix = int(round(cx)); iy = int(round(cy))
for _ in range(n_iters): sims = []
# Sample bilineare gx_s, gy_s ai punti proiettati weights = []
xs = cur_cx + ddx_t for i in range(len(fx)):
ys = cur_cy + ddy_t xs = ix + int(fx[i] - center[0])
# Clamp ys = iy + int(fy[i] - center[1])
xs_c = np.clip(xs, 0, W - 1.001) if not (0 <= xs < W and 0 <= ys < H):
ys_c = np.clip(ys, 0, H - 1.001) continue
x0 = xs_c.astype(np.int32); y0 = ys_c.astype(np.int32) tx = float(gx_t[int(fy[i]), int(fx[i])])
ax = xs_c - x0; ay = ys_c - y0 ty = float(gy_t[int(fy[i]), int(fx[i])])
def _bilin(g): sx = float(gx_s[ys, xs]); sy = float(gy_s[ys, xs])
v00 = g[y0, x0]; v10 = g[y0, x0 + 1] tm = math.hypot(tx, ty); sm = math.hypot(sx, sy)
v01 = g[y0 + 1, x0]; v11 = g[y0 + 1, x0 + 1] if tm < 1e-3 or sm < 1e-3:
return ((1 - ax) * (1 - ay) * v00 continue
+ ax * (1 - ay) * v10 # cos(theta_t - theta_s) = (tx*sx + ty*sy) / (tm*sm)
+ (1 - ax) * ay * v01 cos_sim = (tx * sx + ty * sy) / (tm * sm)
+ ax * ay * v11) if not self.use_polarity:
sx_v = _bilin(gx_s) # Mod pi: |cos| considera solo orientazione (no polarity)
sy_v = _bilin(gy_s) cos_sim = abs(cos_sim)
mag_s = np.hypot(sx_v, sy_v) + 1e-6 else:
nx_s = sx_v / mag_s cos_sim = max(0.0, cos_sim)
ny_s = sy_v / mag_s sims.append(cos_sim)
# Residuo lungo direzione gradient template: weights.append(min(sm, 255.0))
# discordance(theta) misurata via prodotto vettoriale (sin(delta)) if not sims:
# Valori weight: feature con scarsa magnitude scena hanno peso basso return 0.0
w = np.minimum(mag_s, 255.0).astype(np.float32) sims_arr = np.asarray(sims, dtype=np.float32)
# Stima shift (dx, dy) che azzera residuo gradient field: w_arr = np.asarray(weights, dtype=np.float32)
# uso normal-equations: sum_i w_i * (n_t_i . shift) * n_t_i = sum_i w_i * (n_s_i - n_t_i) ? return float((sims_arr * w_arr).sum() / (w_arr.sum() + 1e-9))
# Approccio piu' diretto: shift verso centroide gradient differences
err_x = (nx_s - nx_t) * w
err_y = (ny_s - ny_t) * w
# Step proporzionale a -mean(err) (gradient descent damped)
step_x = -float(err_x.sum()) / (w.sum() + 1e-6)
step_y = -float(err_y.sum()) / (w.sum() + 1e-6)
# Damping: limita step a 1px per iter per stabilita'
step_x = max(-1.0, min(1.0, step_x))
step_y = max(-1.0, min(1.0, step_y))
cur_cx += step_x
cur_cy += step_y
if abs(step_x) < 0.02 and abs(step_y) < 0.02:
break
return cur_cx, cur_cy
def _verify_ncc( def _verify_ncc(
self, scene_gray: np.ndarray, cx: float, cy: float, self, scene_gray: np.ndarray, cx: float, cy: float,
@@ -934,7 +916,7 @@ class LineShapeMatcher:
greediness: float = 0.0, greediness: float = 0.0,
batch_top: bool = False, batch_top: bool = False,
nms_iou_threshold: float = 0.3, nms_iou_threshold: float = 0.3,
subpixel_lm: bool = False, use_soft_score: bool = False,
) -> list[Match]: ) -> list[Match]:
""" """
scale_penalty: se > 0, riduce lo score per match a scala diversa da 1.0: scale_penalty: se > 0, riduce lo score per match a scala diversa da 1.0:
@@ -1284,13 +1266,6 @@ class LineShapeMatcher:
search_radius=self._effective_angle_step() / 2.0, search_radius=self._effective_angle_step() / 2.0,
original_score=score, original_score=score,
) )
# Halcon SubPixel='least_squares_high': refinement iterativo
# gradient-field per precisione 0.05 px (vs 0.5 quadratic 2D).
if subpixel_lm and self.template_gray is not None:
cx_lm, cy_lm = self._subpixel_refine_lm(
gray0, var, cx_f, cy_f, ang_f,
)
cx_f, cy_f = float(cx_lm), float(cy_lm)
# NCC verify (Halcon-style): se ncc_skip_above < 1.0 salta # NCC verify (Halcon-style): se ncc_skip_above < 1.0 salta
# il calcolo per shape-score gia alti. Default 1.01 = NCC sempre, # il calcolo per shape-score gia alti. Default 1.01 = NCC sempre,
# piu sicuro contro falsi positivi (lo shape-score satura facile). # piu sicuro contro falsi positivi (lo shape-score satura facile).
@@ -1303,6 +1278,14 @@ class LineShapeMatcher:
if ncc < verify_threshold: if ncc < verify_threshold:
continue continue
score_f = (float(score_f) + max(0.0, ncc)) * 0.5 score_f = (float(score_f) + max(0.0, ncc)) * 0.5
# Soft-margin gradient similarity: sostituisce o integra lo
# score con metric continua (cos sim gradients) invece di
# bin discreto. Halcon-style: piu robusto a piccole rotazioni.
if use_soft_score:
soft = self._compute_soft_score(
gray0, var, cx_f, cy_f, ang_f,
)
score_f = (float(score_f) + soft) * 0.5
# Re-check min_score sullo score finale: NCC averaging puo # Re-check min_score sullo score finale: NCC averaging puo
# abbattere lo shape-score sotto la soglia user. Senza questo # abbattere lo shape-score sotto la soglia user. Senza questo
# check apparivano match con score < min_score (UI confusing). # check apparivano match con score < min_score (UI confusing).