X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=motion_search.frag;h=eb4f7c77fe2c6f8cb056a46caeaa89d58f0ee486;hb=3795723be95f2fe82f3c8b8b45b1a905b2c811fd;hp=a417834ff3fc72c5121fb144c3a373df6d71da3b;hpb=d567402be6554018899290ede7608c07540ff18c;p=nageru diff --git a/motion_search.frag b/motion_search.frag index a417834..eb4f7c7 100644 --- a/motion_search.frag +++ b/motion_search.frag @@ -35,21 +35,49 @@ be ideal. */ -const uint patch_size = 12; -const uint num_iterations = 16; +in vec3 flow_tc; +in vec2 patch_center; +flat in int ref_layer, search_layer; +out vec3 out_flow; + +uniform sampler2DArray flow_tex, image_tex; +uniform usampler2DArray grad_tex; // Also contains the corresponding reference image. +uniform vec2 inv_image_size, inv_prev_level_size; +uniform uint patch_size; +uniform uint num_iterations; + +vec3 unpack_gradients(uint v) +{ + uint vi = v & 0xffu; + uint xi = (v >> 8) & 0xfffu; + uint yi = v >> 20; + vec3 r = vec3(xi * (1.0f / 4095.0f) - 0.5f, yi * (1.0f / 4095.0f) - 0.5f, vi * (1.0f / 255.0f)); + return r; +} + +// Note: The third variable is the actual pixel value. +vec3 get_gradients(vec3 tc) +{ + vec3 grad = unpack_gradients(texture(grad_tex, tc).x); -in vec2 flow_tc; -in vec2 patch_bottom_left_texel; // Center of bottom-left texel of patch. -out vec2 out_flow; + // Zero gradients outside the image. (We'd do this with a sampler, + // but we want the repeat behavior for the actual texels, in the + // z channel.) + if (any(lessThan(tc.xy, vec2(0.0f))) || any(greaterThan(tc.xy, vec2(1.0f)))) { + grad.xy = vec2(0.0f); + } -uniform sampler2D flow_tex, grad0_tex, image0_tex, image1_tex; -uniform vec2 image_size, inv_image_size; + return grad; +} void main() { - // Lock patch_bottom_left_texel to an integer, so that we never get - // any bilinear artifacts for the gradient. - vec2 base = round(patch_bottom_left_texel * image_size) + vec2 image_size = textureSize(grad_tex, 0).xy; + + // Lock the patch center to an integer, so that we never get + // any bilinear artifacts for the gradient. (NOTE: This assumes an + // even patch size.) Then calculate the bottom-left texel of the patch. + vec2 base = (round(patch_center * image_size) - (0.5f * patch_size - 0.5f)) * inv_image_size; // First, precompute the pseudo-Hessian for the template patch. @@ -68,13 +96,13 @@ void main() for (uint y = 0; y < patch_size; ++y) { for (uint x = 0; x < patch_size; ++x) { vec2 tc = base + uvec2(x, y) * inv_image_size; - vec2 grad = texture(grad0_tex, tc).xy; + vec3 grad = get_gradients(vec3(tc, ref_layer)); H[0][0] += grad.x * grad.x; H[1][1] += grad.y * grad.y; H[0][1] += grad.x * grad.y; - template_sum += texture(image0_tex, tc).x; - grad_sum += grad; + template_sum += grad.z; // The actual template pixel value. + grad_sum += grad.xy; } } H[1][0] = H[0][1]; @@ -90,32 +118,22 @@ void main() mat2 H_inv = inverse(H); - // Fetch the initial guess for the flow. (We need the normalization step - // because densification works by accumulating; see the comments on the - // Densify class.) - vec3 prev_flow = texture(flow_tex, flow_tc).xyz; - vec2 initial_u; - if (prev_flow.z < 1e-3) { - initial_u = vec2(0.0, 0.0); - } else { - initial_u = prev_flow.xy / prev_flow.z; - } - - // Note: The flow is in OpenGL coordinates [0..1], but the calculations - // generally come out in pixels since the gradient is in pixels, - // so we need to convert at the end. + // Fetch the initial guess for the flow, and convert from the previous size to this one. + vec2 initial_u = texture(flow_tex, flow_tc).xy * (image_size * inv_prev_level_size); vec2 u = initial_u; + float mean_diff, first_mean_diff; for (uint i = 0; i < num_iterations; ++i) { vec2 du = vec2(0.0, 0.0); float warped_sum = 0.0f; + vec2 u_norm = u * inv_image_size; // In [0..1] coordinates instead of pixels. for (uint y = 0; y < patch_size; ++y) { for (uint x = 0; x < patch_size; ++x) { vec2 tc = base + uvec2(x, y) * inv_image_size; - vec2 grad = texture(grad0_tex, tc).xy; - float t = texture(image0_tex, tc).x; - float warped = texture(image1_tex, tc + u).x; - du += grad * (warped - t); + vec3 grad = get_gradients(vec3(tc, ref_layer)); + float t = grad.z; + float warped = texture(image_tex, vec3(tc + u_norm, search_layer)).x; + du += grad.xy * (warped - t); warped_sum += warped; } } @@ -131,16 +149,36 @@ void main() // sum(S^T * (x - y)) = [what we calculated] - (µ1 - µ2) sum(S^T) // // so we can just subtract away the mean difference here. - du -= grad_sum * (warped_sum - template_sum) * (1.0 / (patch_size * patch_size)); + mean_diff = (warped_sum - template_sum) * (1.0 / float(patch_size * patch_size)); + du -= grad_sum * mean_diff; + + if (i == 0) { + first_mean_diff = mean_diff; + } // Do the actual update. - u -= (H_inv * du) * inv_image_size; + u -= H_inv * du; } - // Reject if we moved too far. - if (length((u - initial_u) * image_size) > patch_size) { + // Reject if we moved too far. Note that the paper says “too far” is the + // patch size, but the DIS code uses half of a patch size. The latter seems + // to give much better overall results. + // + // Also reject if the patch goes out-of-bounds (the paper does not mention this, + // but the code does, and it seems to be critical to avoid really bad behavior + // at the edges). + vec2 patch_center = (base * image_size - 0.5f) + patch_size * 0.5f + u; + if (length(u - initial_u) > (patch_size * 0.5f) || + patch_center.x < -(patch_size * 0.5f) || + image_size.x - patch_center.x < -(patch_size * 0.5f) || + patch_center.y < -(patch_size * 0.5f) || + image_size.y - patch_center.y < -(patch_size * 0.5f)) { u = initial_u; + mean_diff = first_mean_diff; } - out_flow = u; + // NOTE: The mean patch diff will be for the second-to-last patch, + // not the true position of du. But hopefully, it will be very close. + u *= inv_image_size; + out_flow = vec3(u.x, u.y, mean_diff); }