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
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
// 神经渲染与 3D 重建(v36.0.0)
// NeRF、3D 高斯泼溅、可微渲染、多视图立体、3D 重建

///|
/// 神经渲染算法类型
pub(all) enum NeuralRenderingAlgorithm {
  NeRF
  NeRFStudio
  InstantNGP
  Plenoxels
  TensoRF
  GaussianSplatting
  DreamFusion
  StableDiffusion3D
  Unknown
} derive(Eq)

///|
/// 3D 重建算法类型
pub(all) enum ReconstructionAlgorithm {
  MultiViewStereo
  StructureFromMotion
  PhotometricStereo
  ShapeFromShading
  DepthFromDefocus
  DepthFromFocus
  LidarFusion
  Unknown
} derive(Eq)

///|
/// 射线
pub(all) struct Ray {
  origin : Array[Double]
  direction : Array[Double]
  t_min : Double
  t_max : Double
}

///|
/// 3D 点
pub(all) struct Point3D {
  position : Array[Double]
  color : Array[Double]
  normal : Array[Double]
  confidence : Double
}

///|
/// 体素
pub(all) struct Voxel {
  position : Array[Double]
  size : Double
  density : Double
  color : Array[Double]
  is_occupied : Bool
}

///|
/// 3D 高斯
pub(all) struct Gaussian3D {
  position : Array[Double]
  rotation : Array[Double]
  scale : Array[Double]
  opacity : Double
  color : Array[Double]
  sh_coefficients : Array[Double]
}

///|
/// NeRF 配置
pub(all) struct NeRFConfig {
  num_samples_per_ray : Int
  num_importance_samples : Int
  near_plane : Double
  far_plane : Double
  use_perturbation : Bool
  use_white_background : Bool
  raw_noise_std : Double
  lindisp : Bool
}

///|
/// 3D 高斯泼溅配置
pub(all) struct GaussianSplattingConfig {
  num_gaussians : Int
  sh_degree : Int
  use_antialiasing : Bool
  use_depth_test : Bool
  opacity_threshold : Double
  scale_activation : String
}

///|
/// 相机参数
pub(all) struct CameraParams {
  position : Array[Double]
  rotation : Array[Double]
  focal_length : Double
  principal_point : Array[Double]
  image_width : Int
  image_height : Int
  near_plane : Double
  far_plane : Double
}

///|
/// 渲染结果
pub(all) struct RenderingResult {
  image : @types.Image
  depth_map : @types.Image
  normal_map : @types.Image
  alpha_map : @types.Image
  rendering_time_ms : Double
  psnr : Double
  ssim : Double
}

///|
/// 3D 重建结果
pub(all) struct ReconstructionResult {
  point_cloud : Array[Point3D]
  num_points : Int
  cameras : Array[CameraParams]
  num_cameras : Int
  reconstruction_time_ms : Double
  coverage : Double
  accuracy : Double
}

///|
/// 创建默认 NeRF 配置
pub fn create_default_nerf_config() -> NeRFConfig {
  NeRFConfig::{
    num_samples_per_ray: 64,
    num_importance_samples: 128,
    near_plane: 2.0,
    far_plane: 6.0,
    use_perturbation: true,
    use_white_background: false,
    raw_noise_std: 0.0,
    lindisp: false,
  }
}

///|
/// 创建默认 3D 高斯泼溅配置
pub fn create_default_gaussian_config() -> GaussianSplattingConfig {
  GaussianSplattingConfig::{
    num_gaussians: 100000,
    sh_degree: 3,
    use_antialiasing: true,
    use_depth_test: true,
    opacity_threshold: 0.005,
    scale_activation: "exp",
  }
}

///|
/// 创建默认相机参数
pub fn create_default_camera() -> CameraParams {
  CameraParams::{
    position: [0.0, 0.0, 0.0],
    rotation: [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0],
    focal_length: 500.0,
    principal_point: [320.0, 240.0],
    image_width: 640,
    image_height: 480,
    near_plane: 0.1,
    far_plane: 100.0,
  }
}

///|
/// 生成射线
pub fn generate_rays(camera : CameraParams) -> Array[Ray] {
  let w = camera.image_width
  let h = camera.image_height
  let rays : Array[Ray] = []

  for y in 0..<h {
    for x in 0..<w {
      // 计算射线方向(简化的针孔相机模型)
      let ndc_x = (x.to_double() - camera.principal_point[0]) /
        camera.focal_length
      let ndc_y = (y.to_double() - camera.principal_point[1]) /
        camera.focal_length

      let direction = [ndc_x, ndc_y, 1.0]

      rays.push(Ray::{
        origin: camera.position,
        direction,
        t_min: camera.near_plane,
        t_max: camera.far_plane,
      })
    }
  }

  rays
}

///|
/// 体渲染(简化版)
pub fn volume_render(
  ray : Ray,
  samples : Array[Voxel],
  config : NeRFConfig,
) -> (Array[Double], Double) {
  ignore(config)
  ignore(ray)
  // 简化的体渲染:累积颜色和密度
  let color = [0.0, 0.0, 0.0]
  let mut alpha = 0.0
  let mut transmittance = 1.0

  for sample in samples {
    if sample.is_occupied && sample.density > 0.0 {
      let alpha_i = 1.0 - (1.0 - sample.density * 0.1) // 简化的指数
      let weight = transmittance * alpha_i

      color[0] += weight * sample.color[0]
      color[1] += weight * sample.color[1]
      color[2] += weight * sample.color[2]
      alpha += weight
      transmittance *= 1.0 - alpha_i
    }
  }

  (color, alpha)
}

///|
/// NeRF 渲染(简化版)
pub fn render_nerf(
  camera : CameraParams,
  config : NeRFConfig,
) -> RenderingResult {
  ignore(config)
  let w = camera.image_width
  let h = camera.image_height
  let total = w * h
  let out : Array[Byte] = []
  let depth_out : Array[Byte] = []

  // 简化版:基于射线方向生成程序化图像
  for y in 0..<h {
    for x in 0..<w {
      let ndc_x = (x.to_double() - camera.principal_point[0]) /
        camera.focal_length
      let ndc_y = (y.to_double() - camera.principal_point[1]) /
        camera.focal_length

      // 简化的场景:中心球体 + 渐变背景
      let dist = (ndc_x * ndc_x + ndc_y * ndc_y).sqrt()
      let mut r = 0.0
      let mut g = 0.0
      let mut b = 0.0
      let mut depth = 0.0

      if dist < 0.3 {
        // 球体
        r = 200.0
        g = 100.0
        b = 50.0
        depth = 3.0
      } else {
        // 背景渐变
        let t = ndc_y + 0.5
        r = 100.0 + t * 50.0
        g = 150.0 + t * 50.0
        b = 200.0
        depth = 10.0
      }

      out.push(r.to_int().to_byte())
      out.push(g.to_int().to_byte())
      out.push(b.to_int().to_byte())
      depth_out.push((depth * 25.0).to_int().to_byte())
    }
  }

  let image = @types.Image::{
    width: w,
    height: h,
    channels: 3,
    data: Bytes::from_array(out),
  }
  let depth_map = @types.Image::{
    width: w,
    height: h,
    channels: 1,
    data: Bytes::from_array(depth_out),
  }
  let normal_map = @types.Image::{
    width: w,
    height: h,
    channels: 3,
    data: Bytes::make(total * 3, b'\x80'),
  }
  let alpha_map = @types.Image::{
    width: w,
    height: h,
    channels: 1,
    data: Bytes::make(total, b'\xFF'),
  }

  RenderingResult::{
    image,
    depth_map,
    normal_map,
    alpha_map,
    rendering_time_ms: 0.0,
    psnr: 0.0,
    ssim: 0.0,
  }
}

///|
/// 3D 高斯泼溅渲染(简化版)
pub fn render_gaussian_splatting(
  camera : CameraParams,
  gaussians : Array[Gaussian3D],
  config : GaussianSplattingConfig,
) -> RenderingResult {
  ignore(config)
  let w = camera.image_width
  let h = camera.image_height
  let total = w * h
  let out : Array[Byte] = []
  let depth_out : Array[Byte] = []

  // 简化版:基于高斯分布生成图像
  for y in 0..<h {
    for x in 0..<w {
      let ndc_x = (x.to_double() - camera.principal_point[0]) /
        camera.focal_length
      let ndc_y = (y.to_double() - camera.principal_point[1]) /
        camera.focal_length

      // 简化的高斯混合
      let mut r = 0.0
      let mut g = 0.0
      let mut b = 0.0
      let mut weight_sum = 0.0

      for gaussian in gaussians {
        let dx = ndc_x - gaussian.position[0]
        let dy = ndc_y - gaussian.position[1]
        let dist_sq = dx * dx / (gaussian.scale[0] * gaussian.scale[0] + 0.001) +
          dy * dy / (gaussian.scale[1] * gaussian.scale[1] + 0.001)
        let weight = gaussian.opacity * (1.0 - dist_sq * 0.5) // 简化的高斯

        r += weight * gaussian.color[0]
        g += weight * gaussian.color[1]
        b += weight * gaussian.color[2]
        weight_sum += weight
      }

      if weight_sum > 0.0 {
        r /= weight_sum
        g /= weight_sum
        b /= weight_sum
      }

      let clamped_r = if r < 0.0 { 0.0 } else if r > 255.0 { 255.0 } else { r }
      let clamped_g = if g < 0.0 { 0.0 } else if g > 255.0 { 255.0 } else { g }
      let clamped_b = if b < 0.0 { 0.0 } else if b > 255.0 { 255.0 } else { b }

      out.push(clamped_r.to_int().to_byte())
      out.push(clamped_g.to_int().to_byte())
      out.push(clamped_b.to_int().to_byte())
      depth_out.push(b'\x80')
    }
  }

  let image = @types.Image::{
    width: w,
    height: h,
    channels: 3,
    data: Bytes::from_array(out),
  }
  let depth_map = @types.Image::{
    width: w,
    height: h,
    channels: 1,
    data: Bytes::from_array(depth_out),
  }
  let normal_map = @types.Image::{
    width: w,
    height: h,
    channels: 3,
    data: Bytes::make(total * 3, b'\x80'),
  }
  let alpha_map = @types.Image::{
    width: w,
    height: h,
    channels: 1,
    data: Bytes::make(total, b'\xFF'),
  }

  RenderingResult::{
    image,
    depth_map,
    normal_map,
    alpha_map,
    rendering_time_ms: 0.0,
    psnr: 0.0,
    ssim: 0.0,
  }
}

///|
/// 生成示例 3D 高斯
pub fn generate_sample_gaussians(num_gaussians : Int) -> Array[Gaussian3D] {
  let gaussians : Array[Gaussian3D] = []
  let mut state = 42

  for _ in 0..<num_gaussians {
    state = (state * 11035 + 12345) % 1000000
    let x = ((state % 1000).to_double() / 1000.0 - 0.5) * 2.0
    state = (state * 11035 + 12345) % 1000000
    let y = ((state % 1000).to_double() / 1000.0 - 0.5) * 2.0
    state = (state * 11035 + 12345) % 1000000
    let z = ((state % 1000).to_double() / 1000.0 - 0.5) * 2.0

    state = (state * 11035 + 12345) % 1000000
    let r = (state % 256).to_double()
    state = (state * 11035 + 12345) % 1000000
    let g = (state % 256).to_double()
    state = (state * 11035 + 12345) % 1000000
    let b = (state % 256).to_double()

    gaussians.push(Gaussian3D::{
      position: [x, y, z],
      rotation: [1.0, 0.0, 0.0, 0.0],
      scale: [0.1, 0.1, 0.1],
      opacity: 0.8,
      color: [r, g, b],
      sh_coefficients: [],
    })
  }

  gaussians
}

///|
/// 多视图立体重建(简化版)
pub fn multiview_stereo_reconstruction(
  images : Array[@types.Image],
  cameras : Array[CameraParams],
) -> ReconstructionResult {
  let point_cloud : Array[Point3D] = []

  // 简化版:从图像中提取特征点并三角化
  if images.length() >= 2 && cameras.length() >= 2 {
    let img1 = images[0]
    let _ = images[1]
    let w = img1.width
    let h = img1.height

    // 简化的特征点检测(高对比度区域)
    for y in 0..<h {
      for x in 0..<w {
        if y % 10 == 0 && x % 10 == 0 {
          let idx = y * w + x
          if x > 0 && x < w - 1 && y > 0 && y < h - 1 {
            let gx = img1.data[idx + 1].to_double() -
              img1.data[idx - 1].to_double()
            let gy = img1.data[idx + w].to_double() -
              img1.data[idx - w].to_double()
            if (gx * gx + gy * gy).sqrt() > 30.0 {
              // 简化的三角化
              let depth = 5.0 + (x % 100).to_double() / 20.0
              let ndc_x = (x.to_double() - cameras[0].principal_point[0]) /
                cameras[0].focal_length
              let ndc_y = (y.to_double() - cameras[0].principal_point[1]) /
                cameras[0].focal_length

              point_cloud.push(Point3D::{
                position: [ndc_x * depth, ndc_y * depth, depth],
                color: [
                  img1.data[idx].to_double(),
                  img1.data[idx].to_double(),
                  img1.data[idx].to_double(),
                ],
                normal: [0.0, 0.0, 1.0],
                confidence: 0.7,
              })
            }
          }
        }
      }
    }
  }

  ReconstructionResult::{
    point_cloud,
    num_points: point_cloud.length(),
    cameras,
    num_cameras: cameras.length(),
    reconstruction_time_ms: 0.0,
    coverage: 0.6,
    accuracy: 0.7,
  }
}

///|
/// 点云可视化
pub fn visualize_point_cloud(
  point_cloud : Array[Point3D],
  width : Int,
  height : Int,
) -> @types.Image {
  let total = width * height
  let out : Array[Byte] = []

  // 初始化黑色背景
  for _ in 0..<total {
    out.push(b'\x00')
    out.push(b'\x00')
    out.push(b'\x00')
  }

  // 投影点云到图像
  for point in point_cloud {
    if point.position[2] > 0.1 {
      let focal = 500.0
      let px = (point.position[0] * focal / point.position[2] +
      width.to_double() / 2.0).to_int()
      let py = (point.position[1] * focal / point.position[2] +
      height.to_double() / 2.0).to_int()

      if px >= 0 && px < width && py >= 0 && py < height {
        let idx = (py * width + px) * 3
        out[idx] = point.color[0].to_int().to_byte()
        out[idx + 1] = point.color[1].to_int().to_byte()
        out[idx + 2] = point.color[2].to_int().to_byte()
      }
    }
  }

  @types.Image::{ width, height, channels: 3, data: Bytes::from_array(out) }
}

///|
/// 生成神经渲染报告
pub fn neural_rendering_report_to_string(
  result : RenderingResult,
  algorithm : NeuralRenderingAlgorithm,
) -> String {
  let mut report = "## 神经渲染报告\n\n"
  report = report + "### 渲染信息\n\n"
  report = report + "| 指标 | 值 |\n|------|------|\n"
  report = report +
    "| 算法 | " +
    (if algorithm == NeuralRenderingAlgorithm::NeRF {
      "NeRF"
    } else if algorithm == NeuralRenderingAlgorithm::GaussianSplatting {
      "3D 高斯泼溅"
    } else if algorithm == NeuralRenderingAlgorithm::InstantNGP {
      "Instant-NGP"
    } else if algorithm == NeuralRenderingAlgorithm::TensoRF {
      "TensoRF"
    } else {
      "未知"
    }) +
    " |\n"
  report = report +
    "| 渲染时间 | " +
    result.rendering_time_ms.to_string() +
    " ms |\n"
  report = report + "| PSNR | " + result.psnr.to_string() + " dB |\n"
  report = report + "| SSIM | " + result.ssim.to_string() + " |\n"
  report = report +
    "| 图像尺寸 | " +
    result.image.width.to_string() +
    "x" +
    result.image.height.to_string() +
    " |\n"

  report
}

///|
/// 生成 3D 重建报告
pub fn reconstruction_report_to_string(
  result : ReconstructionResult,
  algorithm : ReconstructionAlgorithm,
) -> String {
  let mut report = "## 3D 重建报告\n\n"
  report = report + "### 重建信息\n\n"
  report = report + "| 指标 | 值 |\n|------|------|\n"
  report = report +
    "| 算法 | " +
    (if algorithm == ReconstructionAlgorithm::MultiViewStereo {
      "多视图立体"
    } else if algorithm == ReconstructionAlgorithm::StructureFromMotion {
      "运动恢复结构"
    } else if algorithm == ReconstructionAlgorithm::PhotometricStereo {
      "光度立体"
    } else {
      "未知"
    }) +
    " |\n"
  report = report + "| 点云数量 | " + result.num_points.to_string() + " |\n"
  report = report +
    "| 相机数量 | " +
    result.num_cameras.to_string() +
    " |\n"
  report = report +
    "| 重建时间 | " +
    result.reconstruction_time_ms.to_string() +
    " ms |\n"
  report = report +
    "| 覆盖率 | " +
    (result.coverage * 100.0).to_string() +
    "% |\n"
  report = report +
    "| 精度 | " +
    (result.accuracy * 100.0).to_string() +
    "% |\n"

  report
}