7555321cfc
Strategic pivot: the dropout-fill rescue, the anime-seg fill backend, the
BiRefNet+anime-seg intersection, and the recolor pass all existed to repair
source images whose hair was already green-contaminated or broken at generation
time. Fixing the source instead (clean pastel-background generation) makes the
matte high-contrast, so that whole compensation layer is unnecessary. Remove it.
- Two pipelines via segmentation.enabled:
false -> chroma-only (Chroma + ViTMatte)
true -> single segmenter (default anime-seg, switchable birefnet) -> trimap
then ViTMatte refines, pymatting estimates foreground, despill cleans spill.
- Generalise the green-hardcoded colour logic to a screen_color prior (hex, e.g.
"#CFEFFF"; default null = green auto-detect, byte-identical). chroma keys off
Lab/RGB distance to the colour; despill removes chroma along its Lab direction.
Added --screen-color CLI flag.
- Removed dead code: fill_seg_dropouts + seg_fill*/intersection params,
SegmentationSettings.fill_backend/fill_model_name/sharpen, unsharp_mask,
recolor.py + RecolorSettings.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
127 lines
5.0 KiB
Python
127 lines
5.0 KiB
Python
from __future__ import annotations
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import numpy as np
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from .chroma import BackgroundModel
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from .settings import DespillSettings
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def despill_green(
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rgb: np.ndarray,
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alpha: np.ndarray,
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model: BackgroundModel,
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settings: DespillSettings,
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screen_color: tuple[float, float, float] | None = None,
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) -> tuple[np.ndarray, np.ndarray]:
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rgb_f = rgb.astype(np.float32) / 255.0
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if not settings.enabled:
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return rgb.copy(), np.zeros(alpha.shape, dtype=np.float32)
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if screen_color is not None:
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# Arbitrary background colour: despill along its Lab chroma direction.
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return _despill_color(rgb, alpha, model, settings)
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# (1) Despill across the whole foreground, not only the soft edge band.
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# Green frequently bleeds into pixels ViTMatte marks as solid foreground
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# (alpha ~ 1); the old upper bound left those uncorrected. Neutral pixels
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# stay untouched because the green-excess term below is zero for them.
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foreground = alpha > settings.edge_low
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if settings.edge_expand_radius > 0:
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from .deps import require_cv2
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cv2 = require_cv2()
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radius = settings.edge_expand_radius
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kernel = cv2.getStructuringElement(
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cv2.MORPH_ELLIPSE, (radius * 2 + 1, radius * 2 + 1)
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)
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foreground = cv2.dilate(foreground.astype(np.uint8), kernel).astype(bool)
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r = rgb_f[..., 0]
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g = rgb_f[..., 1]
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b = rgb_f[..., 2]
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neutral_green = np.maximum(r, b) + settings.green_excess_margin
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excess = np.maximum(g - neutral_green, 0.0)
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# (2) Keep full strength across the whole opaque range (alpha >= 0.5) and
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# ease off only where the pixel is mostly transparent. The previous tent
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# peaked at alpha 0.5 and starved exactly the solid hair that needs despill.
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alpha_weight = np.maximum(
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np.clip(alpha * 2.0, 0.0, 1.0), settings.alpha_weight_floor
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)
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# (3) Localise purely by green excess. bg_confidence is intentionally not a
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# gate: it is low on the character edge where the spill lives, so using it
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# suppressed the very correction we want.
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green_weight = np.clip(excess / max(settings.green_excess_margin * 8.0, 1e-6), 0.0, 1.0)
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mask = foreground.astype(np.float32) * alpha_weight * green_weight
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out = rgb_f.copy()
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target_green = np.minimum(g, neutral_green)
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out[..., 1] = g * (1.0 - mask * settings.strength) + target_green * (
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mask * settings.strength
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)
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# Light foreground color approximation: green spill usually removed too much
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# luminance from thin hair edges, so redistribute part of the removed green
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# into red/blue without changing fully opaque pixels.
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bg_green = float(model.rgb_center[1])
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compensation = excess * mask * settings.strength * min(0.25, bg_green * 0.15)
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out[..., 0] = np.clip(out[..., 0] + compensation * 0.5, 0.0, 1.0)
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out[..., 2] = np.clip(out[..., 2] + compensation * 0.5, 0.0, 1.0)
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return np.clip(out * 255.0, 0, 255).astype(np.uint8), mask.astype(np.float32)
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def _despill_color(
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rgb: np.ndarray,
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alpha: np.ndarray,
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model: BackgroundModel,
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settings: DespillSettings,
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) -> tuple[np.ndarray, np.ndarray]:
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"""Despill toward an arbitrary background colour.
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Generalises the green channel algebra: the background's Lab a*/b* vector gives
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a chroma direction; foreground chroma projecting along it beyond a margin is
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treated as spill and pulled back, keeping luminance so texture survives. Reduces
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to a green-style suppression when the background is a saturated primary, but also
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handles low-chroma pastels where no single RGB channel dominates.
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"""
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from .deps import require_cv2
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cv2 = require_cv2()
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rgb_f = rgb.astype(np.float32) / 255.0
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bg_lab = np.asarray(model.lab_center, dtype=np.float32)
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va, vb = float(bg_lab[1]), float(bg_lab[2])
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mag = float(np.hypot(va, vb))
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if mag < 1e-3:
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return rgb.copy(), np.zeros(alpha.shape, dtype=np.float32)
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da, db = va / mag, vb / mag
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foreground = alpha > settings.edge_low
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if settings.edge_expand_radius > 0:
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radius = settings.edge_expand_radius
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kernel = cv2.getStructuringElement(
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cv2.MORPH_ELLIPSE, (radius * 2 + 1, radius * 2 + 1)
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)
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foreground = cv2.dilate(foreground.astype(np.uint8), kernel).astype(bool)
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lab = cv2.cvtColor(rgb_f, cv2.COLOR_RGB2LAB)
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A, B = lab[..., 1], lab[..., 2]
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proj = A * da + B * db # chroma toward the background hue
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excess = np.maximum(proj - settings.color_margin_lab, 0.0)
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alpha_weight = np.maximum(
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np.clip(alpha * 2.0, 0.0, 1.0), settings.alpha_weight_floor
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)
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color_weight = np.clip(
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excess / max(settings.color_margin_lab * 8.0, 1e-6), 0.0, 1.0
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)
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mask = foreground.astype(np.float32) * alpha_weight * color_weight
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reduce = excess * mask * settings.strength # pull chroma back along the bg axis
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lab_out = lab.copy()
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lab_out[..., 1] = A - reduce * da
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lab_out[..., 2] = B - reduce * db
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out = cv2.cvtColor(lab_out, cv2.COLOR_LAB2RGB)
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return np.clip(out * 255.0, 0, 255).astype(np.uint8), mask.astype(np.float32)
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