]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
In ResampleEffect, optimize the bilinear weights on a global scale.
[movit] / resample_effect.cpp
index f4808c4560437288a327156f10a2f0e794e1f991..5ea5fe4bd91f80f1d260c52baaeebbb63dabd7b7 100644 (file)
@@ -7,6 +7,9 @@
 #include <math.h>
 #include <stdio.h>
 #include <algorithm>
+#include <Eigen/Sparse>
+#include <Eigen/SparseQR>
+#include <Eigen/OrderingMethods>
 
 #include "effect_chain.h"
 #include "effect_util.h"
@@ -15,6 +18,7 @@
 #include "resample_effect.h"
 #include "util.h"
 
+using namespace Eigen;
 using namespace std;
 
 namespace movit {
@@ -113,6 +117,22 @@ unsigned combine_samples(const Tap<float> *src, Tap<DestFloat> *dst, unsigned sr
        return num_samples_saved;
 }
 
+// Normalize so that the sum becomes one. Note that we do it twice;
+// this sometimes helps a tiny little bit when we have many samples.
+template<class T>
+void normalize_sum(Tap<T>* vals, unsigned num)
+{
+       for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) {
+               double sum = 0.0;
+               for (unsigned i = 0; i < num; ++i) {
+                       sum += to_fp64(vals[i].weight);
+               }
+               for (unsigned i = 0; i < num; ++i) {
+                       vals[i].weight = from_fp64<T>(to_fp64(vals[i].weight) / sum);
+               }
+       }
+}
+
 // Make use of the bilinear filtering in the GPU to reduce the number of samples
 // we need to make. This is a bit more complex than BlurEffect since we cannot combine
 // two neighboring samples if their weights have differing signs, so we first need to
@@ -141,19 +161,7 @@ unsigned combine_many_samples(const Tap<float> *weights, unsigned src_size, unsi
                        src_samples,
                        src_samples - src_bilinear_samples);
                assert(int(src_samples) - int(num_samples_saved) == src_bilinear_samples);
-
-               // Normalize so that the sum becomes one. Note that we do it twice;
-               // this sometimes helps a tiny little bit when we have many samples.
-               for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) {
-                       double sum = 0.0;
-                       for (int i = 0; i < src_bilinear_samples; ++i) {
-                               sum += to_fp64(bilinear_weights_ptr[i].weight);
-                       }
-                       for (int i = 0; i < src_bilinear_samples; ++i) {
-                               bilinear_weights_ptr[i].weight = from_fp64<DestFloat>(
-                                       to_fp64(bilinear_weights_ptr[i].weight) / sum);
-                       }
-               }
+               normalize_sum(bilinear_weights_ptr, src_bilinear_samples);
        }
        return src_bilinear_samples;
 }
@@ -216,6 +224,112 @@ double compute_sum_sq_error(const Tap<float>* weights, unsigned num_weights,
        return sum_sq_error;
 }
 
+// Given a predefined, fixed set of bilinear weight positions, try to optimize
+// their weights through some linear algebra. This can do a better job than
+// the weight calculation in combine_samples() because it can look at the entire
+// picture (an effective weight can sometimes be affected by multiple samples).
+// It will also optimize weights for non-combined samples, which is useful when
+// a sample happens in-between texels for numerical reasons.
+//
+// The math goes as follows: The desired result is a weighted sum, where the
+// weights are the coefficients in <weights>:
+//
+//   y = sum(c_j x_j, j)
+//
+// We try to approximate this by a different set of coefficients, which have
+// weights d_i and are placed at some fraction to the right of a source texel x_j.
+// This means it will influence two texels (x_j and x_{j+1}); generalizing this,
+// let us define that w_ij means the amount texel <j> influences bilinear weight
+// <i> (keeping in mind that w_ij = 0 for all but at most two different j).
+// This means the actually computed result is:
+//
+//   y' = sum(d_i w_ij x_j, j)
+//
+// We assume w_ij fixed and wish to find {d_i} so that y' gets as close to y
+// as possible. Specifically, let us consider the sum of squred errors of the
+// coefficients:
+//
+//   ε² = sum((sum( d_i w_ij, i ) - c_j)², j)
+//
+// The standard trick, which also applies just fine here, is to differentiate
+// the error with respect to each variable we wish to optimize, and set each
+// such expression to zero. Solving this equation set (which we can do efficiently
+// by letting Eigen invert a sparse matrix for us) yields the minimum possible
+// error. To see the form each such equation takes, pick any value k and
+// differentiate the expression by d_k:
+//
+//   ∂(ε²)/∂(d_k) = sum(2(sum( d_i w_ij, i ) - c_j) w_kj, j)
+//
+// Setting this expression equal to zero, dropping the irrelevant factor 2 and
+// rearranging yields:
+//
+//   sum(w_kj sum( d_i w_ij, i ), j) = sum(w_kj c_j, j)
+//
+// where again, we remember where the sums over j are over at most two elements,
+// since w_ij is nonzero for at most two values of j.
+template<class T>
+void optimize_sum_sq_error(const Tap<float>* weights, unsigned num_weights,
+                           Tap<T>* bilinear_weights, unsigned num_bilinear_weights,
+                           unsigned size)
+{
+       // Find the range of the desired weights.
+       int c_lower_pos = lrintf(weights[0].pos * size - 0.5);
+       int c_upper_pos = lrintf(weights[num_weights - 1].pos * size - 0.5) + 1;
+
+       SparseMatrix<float> A(num_bilinear_weights, num_bilinear_weights);
+       SparseVector<float> b(num_bilinear_weights);
+
+       // Convert each bilinear weight to the (x, frac) form for less junk in the code below.
+       int* pos = new int[num_bilinear_weights];
+       float* fracs = new float[num_bilinear_weights];
+       for (unsigned i = 0; i < num_bilinear_weights; ++i) {
+               const float pixel_pos = to_fp64(bilinear_weights[i].pos) * size - 0.5f;
+               const float f = pixel_pos - floor(pixel_pos);
+               pos[i] = int(floor(pixel_pos));
+               fracs[i] = lrintf(f / movit_texel_subpixel_precision) * movit_texel_subpixel_precision;
+       }
+
+       // The index ordering is a bit unusual to fit better with the
+       // notation in the derivation above.
+       for (unsigned k = 0; k < num_bilinear_weights; ++k) {
+               for (int j = pos[k]; j <= pos[k] + 1; ++j) {
+                       const float f_kj = (j == pos[k]) ? (1.0f - fracs[k]) : fracs[k];
+                       for (unsigned i = 0; i < num_bilinear_weights; ++i) {
+                               float f_ij;
+                               if (j == pos[i]) {
+                                       f_ij = 1.0f - fracs[i];
+                               } else if (j == pos[i] + 1) {
+                                       f_ij = fracs[i];
+                               } else {
+                                       // f_ij = 0
+                                       continue;
+                               }
+                               A.coeffRef(i, k) += f_kj * f_ij;
+                       }
+                       float c_j;
+                       if (j >= c_lower_pos && j < c_upper_pos) {
+                               c_j = weights[j - c_lower_pos].weight;
+                       } else {
+                               c_j = 0.0f;
+                       }
+                       b.coeffRef(k) += f_kj * c_j;
+               }
+       }
+       delete[] pos;
+       delete[] fracs;
+
+       A.makeCompressed();
+       SparseQR<SparseMatrix<float>, COLAMDOrdering<int> > qr(A);
+       assert(qr.info() == Success);
+       SparseMatrix<float> new_weights = qr.solve(b);
+       assert(qr.info() == Success);
+
+       for (unsigned i = 0; i < num_bilinear_weights; ++i) {
+               bilinear_weights[i].weight = from_fp64<T>(new_weights.coeff(i, 0));
+       }
+       normalize_sum(bilinear_weights, num_bilinear_weights);
+}
+
 }  // namespace
 
 ResampleEffect::ResampleEffect()
@@ -508,6 +622,10 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        bool fallback_to_fp32 = false;
        double max_sum_sq_error_fp16 = 0.0;
        for (unsigned y = 0; y < dst_samples; ++y) {
+               optimize_sum_sq_error(
+                       weights + y * src_samples, src_samples,
+                       bilinear_weights_fp16 + y * src_bilinear_samples, src_bilinear_samples,
+                       src_size);
                double sum_sq_error_fp16 = compute_sum_sq_error(
                        weights + y * src_samples, src_samples,
                        bilinear_weights_fp16 + y * src_bilinear_samples, src_bilinear_samples,
@@ -520,6 +638,12 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        if (max_sum_sq_error_fp16 > 2.0f / (255.0f * 255.0f)) {
                fallback_to_fp32 = true;
                src_bilinear_samples = combine_many_samples(weights, src_size, src_samples, dst_samples, &bilinear_weights_fp32);
+               for (unsigned y = 0; y < dst_samples; ++y) {
+                       optimize_sum_sq_error(
+                               weights + y * src_samples, src_samples,
+                               bilinear_weights_fp32 + y * src_bilinear_samples, src_bilinear_samples,
+                               src_size);
+               }
        }
 
        // Encode as a two-component texture. Note the GL_REPEAT.