from __future__ import annotations import numpy as np from .chroma import BackgroundModel from .settings import DespillSettings def despill_green( rgb: np.ndarray, alpha: np.ndarray, model: BackgroundModel, settings: DespillSettings, ) -> tuple[np.ndarray, np.ndarray]: rgb_f = rgb.astype(np.float32) / 255.0 if not settings.enabled: return rgb.copy(), np.zeros(alpha.shape, dtype=np.float32) # (1) Despill across the whole foreground, not only the soft edge band. # Green frequently bleeds into pixels ViTMatte marks as solid foreground # (alpha ~ 1); the old upper bound left those uncorrected. Neutral pixels # stay untouched because the green-excess term below is zero for them. foreground = alpha > settings.edge_low if settings.edge_expand_radius > 0: from .deps import require_cv2 cv2 = require_cv2() radius = settings.edge_expand_radius kernel = cv2.getStructuringElement( cv2.MORPH_ELLIPSE, (radius * 2 + 1, radius * 2 + 1) ) foreground = cv2.dilate(foreground.astype(np.uint8), kernel).astype(bool) r = rgb_f[..., 0] g = rgb_f[..., 1] b = rgb_f[..., 2] neutral_green = np.maximum(r, b) + settings.green_excess_margin excess = np.maximum(g - neutral_green, 0.0) # (2) Keep full strength across the whole opaque range (alpha >= 0.5) and # ease off only where the pixel is mostly transparent. The previous tent # peaked at alpha 0.5 and starved exactly the solid hair that needs despill. alpha_weight = np.maximum( np.clip(alpha * 2.0, 0.0, 1.0), settings.alpha_weight_floor ) # (3) Localise purely by green excess. bg_confidence is intentionally not a # gate: it is low on the character edge where the spill lives, so using it # suppressed the very correction we want. green_weight = np.clip(excess / max(settings.green_excess_margin * 8.0, 1e-6), 0.0, 1.0) mask = foreground.astype(np.float32) * alpha_weight * green_weight out = rgb_f.copy() target_green = np.minimum(g, neutral_green) out[..., 1] = g * (1.0 - mask * settings.strength) + target_green * ( mask * settings.strength ) # Light foreground color approximation: green spill usually removed too much # luminance from thin hair edges, so redistribute part of the removed green # into red/blue without changing fully opaque pixels. bg_green = float(model.rgb_center[1]) compensation = excess * mask * settings.strength * min(0.25, bg_green * 0.15) out[..., 0] = np.clip(out[..., 0] + compensation * 0.5, 0.0, 1.0) out[..., 2] = np.clip(out[..., 2] + compensation * 0.5, 0.0, 1.0) return np.clip(out * 255.0, 0, 255).astype(np.uint8), mask.astype(np.float32)