Hybrid algorithm update混合算法更新
Added Laplacian pyramid fusion 新增拉普拉斯金字塔融合 Refactored weight mask feathering logic 重构权重遮罩羽化逻辑
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+161
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@@ -1,78 +1,84 @@
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import torch
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import torch.nn.functional as F
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import math
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def generate_weight_mask(shape, blend_mode="gaussian", feather=0.25, device="cpu"):
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"""
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生成用于分块融合的权重遮罩
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Generates a weight mask with correct feathering logic.
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shape: (H, W) or (C, H, W)
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blend_mode: 'linear', 'gaussian', 'cosine', 'none'
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feather: 0.0 - 1.0 (羽化范围比例)
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"""
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if len(shape) == 3:
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h, w = shape[1], shape[2]
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else:
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h, w = shape[0], shape[1]
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# 创建基础网格
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# linspace 生成从 0 到 1 的线性空间
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# Grid: -1 to 1
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x = torch.linspace(-1, 1, w, device=device)
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y = torch.linspace(-1, 1, h, device=device)
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grid_y, grid_x = torch.meshgrid(y, x, indexing='ij')
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# 调整羽化范围,feather越大,有效中心区域越小,边缘衰减越宽
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# 我们通过缩放网格坐标来控制边缘
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if feather <= 0:
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mask = torch.ones((h, w), device=device)
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else:
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# 映射使得边缘 feather% 的区域从 1 衰减到 0
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# 这里的逻辑是:在 1-feather 范围内是 1,超过这个范围开始衰减
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scale = 1.0 / (1.0 - feather + 1e-6) # 避免除零
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# Feather calculation
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# We want a plateau of 1.0 in the center, decaying to 0.0 at edges.
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# The 'feather' parameter defines the % of the radius that is decaying.
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# Distance from center d: 0 -> 1
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# Effective feather region starts at 1 - feather
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# Use max dist on either axis (Linear box falloff) or Euclidean (Circular)
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# Usually box falloff is better for rectangular tiles
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dist_x = torch.abs(grid_x)
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dist_y = torch.abs(grid_y)
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# Combine distances based on mode
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if blend_mode == "gaussian":
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# Radial Euclidean distance for smooth circular falloff
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d = torch.sqrt(dist_x**2 + dist_y**2)
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# Sigma derived from feather.
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# If feather=0.5, we want 1.0 at d=0.5 and near 0 at d=1.0
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# This is hard to map exactly to feather %.
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# Let's switch to a robust sigmoid-like falloff for Gaussian emulation or use standard Gaussian.
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sigma = 0.5
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mask = torch.exp(-(d**2) / (2 * sigma**2))
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if blend_mode == "gaussian":
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# 高斯分布: exp(-(x^2 + y^2) / sigma)
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# 调整 sigma 使得在边缘处接近 0
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d = torch.sqrt(grid_x**2 + grid_y**2)
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sigma = 0.5 # 标准差
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mask = torch.exp(-(d**2) / (2 * sigma**2))
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# 归一化到 0-1 并截断边缘
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mask = (mask - mask.min()) / (mask.max() - mask.min())
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elif blend_mode == "cosine":
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# 余弦窗口
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mask_x = torch.cos(grid_x * math.pi / 2)
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mask_y = torch.cos(grid_y * math.pi / 2)
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mask = mask_x * mask_y
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mask = torch.clamp(mask, 0, 1)
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elif blend_mode == "linear":
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# 线性金字塔
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mask_x = 1.0 - torch.abs(grid_x)
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mask_y = 1.0 - torch.abs(grid_y)
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mask = torch.min(mask_x, mask_y)
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mask = torch.clamp(mask, 0, 1)
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else: # none
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mask = torch.ones((h, w), device=device)
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elif blend_mode == "cosine":
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# Cosine window
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mask_x = torch.cos(grid_x * math.pi / 2)
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mask_y = torch.cos(grid_y * math.pi / 2)
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mask = mask_x * mask_y
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else: # linear or default (box-like feather)
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# Calculates how far we are from the edge (0=center, 1=edge)
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# We want: 0 to (1-feather) -> Value 1
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# (1-feather) to 1 -> Value 1 down to 0
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# Max distance on either axis
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d = torch.max(dist_x, dist_y)
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# Threshold
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start_decay = 1.0 - feather
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if start_decay >= 1.0:
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mask = torch.ones_like(d)
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else:
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# Linear ramp: (d - start) / (1 - start) -> 0 to 1 in decay zone
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ramp = (d - start_decay) / (1.0 - start_decay + 1e-6)
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mask = 1.0 - torch.clamp(ramp, 0, 1)
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# Normalize mask range 0-1
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mask = torch.clamp(mask, 0, 1)
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# 扩展维度以匹配 Image (H,W,C) 或 Latent (C,H,W)
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# 假设输入 shape 决定了输出 mask 的维度
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if len(shape) == 3:
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# Latent: (C, H, W), mask 需要是 (1, H, W) 用于广播
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return mask.unsqueeze(0)
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else:
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# Image 通常在 Comfy 中处理时如果是单张 mask 是 (H, W)
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return mask
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def get_tiled_splits(full_height, full_width, tile_size, overlap):
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"""
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计算分块坐标。采用 "覆盖优先" 策略,最后一块可能会有较大的重叠,
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以避免产生极小的边缘切片。
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Calculates tile coordinates.
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Returns: list of (y, x, h, w)
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"""
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stride = tile_size - overlap
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splits = []
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# 简单的网格生成
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y_coords = []
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current_y = 0
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while current_y < full_height:
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@@ -80,8 +86,7 @@ def get_tiled_splits(full_height, full_width, tile_size, overlap):
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if current_y + tile_size >= full_height:
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break
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current_y += stride
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# 修正最后一个坐标,确保不越界且覆盖边缘
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# Fix last
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if y_coords[-1] + tile_size > full_height:
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y_coords[-1] = max(0, full_height - tile_size)
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@@ -92,15 +97,121 @@ def get_tiled_splits(full_height, full_width, tile_size, overlap):
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if current_x + tile_size >= full_width:
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break
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current_x += stride
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# Fix last
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if x_coords[-1] + tile_size > full_width:
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x_coords[-1] = max(0, full_width - tile_size)
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for y in y_coords:
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for x in x_coords:
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# 实际切片大小(通常等于 tile_size,除非原图小于 tile_size)
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h = min(tile_size, full_height - y)
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w = min(tile_size, full_width - x)
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splits.append((y, x, h, w))
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return splits
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return splits
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# --- Laplacian Pyramid Blending Utilities ---
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def gaussian_pyramid(img, levels):
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pyramid = [img]
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for i in range(levels - 1):
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# Blur and downsample
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# Kernel: [1, 4, 6, 4, 1] / 16 approximation
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# Using avg_pool for speed/memory or standard gaussian kernel
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# For seamless blending, simple bilinear downsample often suffices
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down = F.interpolate(pyramid[-1], scale_factor=0.5, mode='bilinear', align_corners=False)
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pyramid.append(down)
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return pyramid
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def laplacian_pyramid(img, levels):
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gaussian_pyr = gaussian_pyramid(img, levels)
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laplacian_pyr = []
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for i in range(levels - 1):
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current = gaussian_pyr[i]
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next_up = F.interpolate(gaussian_pyr[i+1], size=current.shape[2:], mode='bilinear', align_corners=False)
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laplacian_pyr.append(current - next_up)
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laplacian_pyr.append(gaussian_pyr[-1])
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return laplacian_pyr
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def reconstruct_from_laplacian(lap_pyr):
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current = lap_pyr[-1]
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for i in range(len(lap_pyr) - 2, -1, -1):
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up = F.interpolate(current, size=lap_pyr[i].shape[2:], mode='bilinear', align_corners=False)
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current = lap_pyr[i] + up
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return current
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def laplacian_pyramid_blending(tiles, splits, canvas_shape, feather=0.25, device="cpu"):
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"""
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Performs Laplacian Pyramid Blending on a set of tiles.
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tiles: list of tensors [1, C, H, W]
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splits: list of (y, x, h, w)
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canvas_shape: (H, W)
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"""
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H, W = canvas_shape
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C = tiles[0].shape[1]
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# Determine levels based on tile size
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min_dim = min(tiles[0].shape[2], tiles[0].shape[3])
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levels = int(math.log2(min_dim)) - 2 # Keep base ~4-8 pixels
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levels = max(1, min(levels, 5)) # Cap levels to save VRAM
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# Initialize Pyramids for the Canvas
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# We need to accumulate Weighted Laplacians and Weights for each level
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# Format: List of Tensors (one per level)
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canvas_L_pyr = [] # Numerator
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weight_G_pyr = [] # Denominator
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# Create empty canvas levels
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# Note: Dimensions change per level
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curr_h, curr_w = H, W
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for i in range(levels):
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canvas_L_pyr.append(torch.zeros((1, C, curr_h, curr_w), device=device))
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weight_G_pyr.append(torch.zeros((1, 1, curr_h, curr_w), device=device))
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curr_h = int(curr_h * 0.5)
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curr_w = int(curr_w * 0.5)
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# Process each tile
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for idx, tile in enumerate(tiles):
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y, x, h, w = splits[idx]
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# 1. Generate Mask for Tile
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# Use simple Linear feather for mask pyramid basis
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mask = generate_weight_mask((C, h, w), blend_mode="linear", feather=feather, device=device)
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mask = mask.unsqueeze(0) # [1, C, h, w] (broadcasts to C usually or 1)
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if mask.shape[1] != 1: mask = mask[:, 0:1, :, :] # Ensure [1, 1, h, w]
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# 2. Build Pyramids for Tile and Mask
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tile_L_pyr = laplacian_pyramid(tile, levels)
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mask_G_pyr = gaussian_pyramid(mask, levels) # Weight uses Gaussian pyr
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# 3. Accumulate into Canvas Pyramids
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for i in range(levels):
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t_L = tile_L_pyr[i]
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m_G = mask_G_pyr[i]
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# Dimensions at this level
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lvl_H, lvl_W = canvas_L_pyr[i].shape[2], canvas_L_pyr[i].shape[3]
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# Map coordinates to this level
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scale = 1.0 / (2**i)
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ly, lx = int(y * scale), int(x * scale)
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lh, lw = t_L.shape[2], t_L.shape[3]
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# Safety checks for rounding
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if ly + lh > lvl_H: lh = lvl_H - ly
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if lx + lw > lvl_W: lw = lvl_W - lx
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# Add to accumulators
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# L_final = Sum(L_i * W_i) / Sum(W_i)
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# Accumulate numerator
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canvas_L_pyr[i][:, :, ly:ly+lh, lx:lx+lw] += t_L[:, :, :lh, :lw] * m_G[:, :, :lh, :lw]
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# Accumulate denominator
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weight_G_pyr[i][:, :, ly:ly+lh, lx:lx+lw] += m_G[:, :, :lh, :lw]
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# Normalize each level
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normalized_L_pyr = []
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for i in range(levels):
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norm = canvas_L_pyr[i] / (weight_G_pyr[i] + 1e-6)
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normalized_L_pyr.append(norm)
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# Reconstruct
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return reconstruct_from_laplacian(normalized_L_pyr)
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