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Okay, now I'm satisfied.
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@ -207,30 +207,19 @@ __global__ void den_blur_1c(float *dst, int pattern, int upsample) {
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/* sstd: spatial standard deviation (Gaussian filter)
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* cstd: color standard deviation (Gaussian on the range [0, 1], where 1
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* represents an "opposite" color).
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* angstd: inverse standard deviation of negative of cosine of angle
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* between current filter direction and density gradient direction
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* (yes, this is absurd; no, I'm not joking)
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*
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* Density is controlled by a power-of-two Gompertz distribution:
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* v = 1 - 2^(-sum^dpow * 2^((dhalfpt - x) * dspeed))
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*
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* dhalfpt: The difference in density values between two points at which the
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* filter admits 50% of the spatial and color kernels, when dpow
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* is 0. `3` seems to be a good fit for most images at decent
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* sampling levels.
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* dspeed: The sharpness of the filter's cutoff around dhalfpt. At `1`, the
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* filter admits 75% of a point that differs by one fewer than
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* `dhalfpt` density steps from the current point (when dpow is 0);
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* at `2`, it admits 93.75% of the same. `0.5` works pretty well.
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* dpow: The change of filter intensity as density scales. This should be
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* set automatically in response to changes in expected density per
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* cell.
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* dstd: Standard deviation (exp2f) of density filter at density = 1.0.
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* dpow: Exponent applied to density values before taking difference.
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* At dpow=0.8, difference between 1000 and 1001 is about 0.2.
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* Use bigger dstd and bigger dpow to blur low-density areas more
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* without clobbering high-density areas.
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* gspeed: Speed of (exp2f) Gompertz distribution governing how much to
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* tighten gradients. Zero and negative values OK.
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*/
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__global__
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void bilateral(float4 *dst, int pattern, int radius,
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float sstd, float cstd, float angscale,
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float dhalfpt, float dspeed, float dpow, float k2
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) {
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float sstd, float cstd, float dstd, float dpow, float gspeed)
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{
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int xi = blockIdx.x * blockDim.x + threadIdx.x;
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int yi = blockIdx.y * blockDim.y + threadIdx.y;
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float x = xi, y = yi;
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@ -245,8 +234,9 @@ void bilateral(float4 *dst, int pattern, int radius,
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// 3.0f compensates for [0,3] range of `cdiff`
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float cscale = 1.0f / (-M_SQRT2 * 3.0f * cstd);
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float dscale = -0.5f / dstd;
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// Gather the center point, and pre-average the color values for easier
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// Gather the center point, and pre-average the color values for faster
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// comparison.
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float4 cen = tex2D(bilateral_src, x, y);
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float cdrcp = 1.0f / (cen.w + 1.0e-6f);
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@ -254,19 +244,7 @@ void bilateral(float4 *dst, int pattern, int radius,
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cen.y *= cdrcp;
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cen.z *= cdrcp;
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float clogden = powf(cen.w, 0.8);
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//logf(1.0f + cen.w * k2);
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/*
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// Calculate the gradient from the pre-blurred density texture in the
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// "forward" and "crosswise" directions (separated by 90 degrees)
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float cgrad_f = tex_shear(blur_src, pattern, x, y, 1)
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- tex_shear(blur_src, pattern, x, y, -1);
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float cgrad_c = tex_shear(blur_src, pattern ^ 1, x, y, 1)
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- tex_shear(blur_src, pattern ^ 1, x, y, -1);
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float gradrcp = 1.0f / sqrtf(cgrad_f * cgrad_f + cgrad_c * cgrad_c + 1.0e-6f);
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float gradfact = cgrad_f * gradrcp;
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*/
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float cpowden = powf(cen.w, dpow);
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float4 out = make_float4(0, 0, 0, 0);
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float weightsum = 0.0f;
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@ -282,9 +260,17 @@ void bilateral(float4 *dst, int pattern, int radius,
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pix = next;
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next = tex_shear(bilateral_src, pattern, x, y, r + 1.0f);
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// This initial factor is arbitrary, but seems to do a decent job at
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// preventing excessive bleed-out from points inside an empty region.
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// (It's used when either the center or the current point has no
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// sample energy at all.)
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float cdiff = 0.5f;
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if (pix.w > 0.0f && cen.w > 0.0f) {
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// Compute the color difference as the simple magnitude difference
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// between the YUV colors at the sampling location, unweighted by
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// density. Essentially, this just identifies regions whose average
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// color coordinates are similar.
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float pdrcp = 1.0f / pix.w;
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float yd = pix.x * pdrcp - cen.x;
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float ud = pix.y * pdrcp - cen.y;
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@ -292,18 +278,29 @@ void bilateral(float4 *dst, int pattern, int radius,
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cdiff = yd * yd + ud * ud + vd * vd;
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}
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//float logden = logf(1.0f + pix.w * k2);
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float logden = powf(pix.w, 0.8);
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float dfact = exp2f(-0.5f * fabsf(clogden - logden) * dhalfpt);
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// Density factor
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float powden = powf(pix.w, dpow);
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float dfact = exp2f(dscale * fabsf(cpowden - powden));
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// Gradient energy factor. This favors points whose local energy
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// gradient points towards the current point - in essence, it draws
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// sampling energy "uphill" into denser regions rather than allowing
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// it to be smeared in all directions. The effect is modulated by the
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// average energy in the region (as determined from a blurred copy of
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// the density map); weak gradients in dense image regions aren't
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// affected as strongly. This is all very experimental, with little
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// theoretical justification, but it seems to work very well.
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//
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// Note that both the gradient and the blurred weight are calculated
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// in one dimension, along the current sampling vector.
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float avg = tex_shear(blur_src, pattern, x, y, r);
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float yayfact = (prev - next.w) / (avg + 1.0e-6f);
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yayfact = expf(-expf(0.5f * yayfact));
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float gradfact = (next.w - prev) / (avg + 1.0e-6f);
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if (r < 0) gradfact = -gradfact;
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gradfact = exp2f(-exp2f(gspeed * gradfact));
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float factor = spa_coefs[(int) fabsf(r)] * expf(cscale * cdiff) * dfact;
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if (r != 0) factor *= gradfact;
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// Oh, this is ridiculous.
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float factor = spa_coefs[(int) fabsf(r)];
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if (r != 0) factor *= expf(cscale * cdiff) * dfact * yayfact;
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// * expf(-cdrcp * expf((gradfact - 1.0f) * r));
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weightsum += factor;
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out.x += factor * pix.x;
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out.y += factor * pix.y;
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@ -317,11 +314,6 @@ void bilateral(float4 *dst, int pattern, int radius,
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out.z *= weightrcp;
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out.w *= weightrcp;
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//out.x = out.w = tex_shear(blur_src, pattern, x, y, 0);
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//out.y = cgrad_f;
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//out.z = cgrad_c;
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//out.y = gradfact * out.w;
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const int astride = blockDim.x * gridDim.x;
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dst[yi * astride + xi] = out;
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}
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@ -344,12 +336,6 @@ class Filtering(HunkOCode):
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self.init_mod()
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def de(self, ddst, dsrc, dscratch, gnm, dim, tc, nxf, stream=None):
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# Log-scale the accumulated buffer in `dsrc`.
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k1 = f32(gnm.color.brightness(tc) * 268 / 256)
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# Old definition of area is (w*h/(s*s)). Since new scale 'ns' is now
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# s/w, new definition is (w*h/(s*s*w*w)) = (h/(s*s*w))
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area = dim.h / (gnm.camera.scale(tc) ** 2 * dim.w)
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k2 = f32(1.0 / (area * gnm.spp(tc)))
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# Helper variables and functions to keep it clean
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sb = 16 * dim.astride
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@ -382,27 +368,28 @@ class Filtering(HunkOCode):
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# a requirement for the filter itself to get decent results).
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DIRECTIONS = 8
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def do_bilateral(bsrc, bdst, pattern, r=15, sstd=3, cstd=0.1,
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angscale=2.5, dhalfpt=1, dspeed=2000000, dpow=0.6):
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# Scale spatial parameters so that a "pixel" is equivalent to an
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def do_bilateral(bsrc, bdst, pattern, r=15, sstd=6, cstd=0.05,
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dstd=1.5, dpow=0.8, gspeed=4.0):
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# Scale spatial parameter so that a "pixel" is equivalent to an
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# actual pixel at 1080p
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sstd *= 1920. / dim.w
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tref.set_address_2d(bsrc, dsc, sb)
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# Blur density two octaves along sampling vector, ultimately
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# storing in `dscratch`
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launch(den_blur, np.intp(bdst), i32(pattern), i32(0),
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texrefs=[tref])
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grad_tref.set_address_2d(bdst, grad_dsc, sb / 4)
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launch(den_blur_1c, dscratch, i32(pattern), i32(1),
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texrefs=[grad_tref])
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grad_tref.set_address_2d(dscratch, grad_dsc, sb / 4)
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launch(bilateral, np.intp(bdst), i32(pattern), i32(r),
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f32(sstd), f32(cstd), f32(angscale),
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f32(dhalfpt), f32(dspeed), f32(dpow), k2,
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f32(sstd), f32(cstd), f32(dstd), f32(dpow), f32(gspeed),
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texrefs=[tref, grad_tref])
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def do_bilateral_range(bsrc, bdst, npats, *args, **kwargs):
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for i in range(npats):
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do_bilateral(bsrc, bdst, i, *args, **kwargs)
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bdst, bsrc = bsrc, bdst
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@ -420,6 +407,13 @@ class Filtering(HunkOCode):
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do_bilateral_range(src, ddst, DIRECTIONS)
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launch(fma_buf, dsrc, np.intp(src), i32(dim.astride), f32(1))
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# Log-scale the accumulated buffer in `dsrc`.
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k1 = f32(gnm.color.brightness(tc) * 268 / 256)
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# Old definition of area is (w*h/(s*s)). Since new scale 'ns' is now
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# s/w, new definition is (w*h/(s*s*w*w)) = (h/(s*s*w))
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area = dim.h / (gnm.camera.scale(tc) ** 2 * dim.w)
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k2 = f32(1.0 / (area * gnm.spp(tc)))
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nbins = dim.ah * dim.astride
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logscale = self.mod.get_function("logscale")
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t = logscale(ddst, dsrc, k1, k2,
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# which further xforms will wrap to the first when writing. Currently it
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# is compiled in, so power-of-two and no runtime maximization. Current
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# value of 16 fits into a 1GB card at 1080p.
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max_nxf = 16
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max_nxf = 1
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# TODO
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chaos_used = False
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