]> git.sesse.net Git - nageru/commitdiff
Add in the relative weighting of the variational refinement terms.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 22 Jul 2018 13:16:43 +0000 (15:16 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 22 Jul 2018 13:16:43 +0000 (15:16 +0200)
equations.frag
flow.cpp
smoothness.frag

index 3dc21ec0e9e3a6d6a1ad126b0e2a4eacf7a84bca..d7a39bad2db5b15a46f43da1bdd88edd6a5c50dc 100644 (file)
@@ -8,6 +8,12 @@ uniform sampler2D diff_flow_tex, base_flow_tex;
 uniform sampler2D beta_0_tex;
 uniform sampler2D smoothness_x_tex, smoothness_y_tex;
 
+// Relative weighting of intensity term.
+uniform float delta;
+
+// Relative weighting of gradient term.
+uniform float gamma;
+
 // TODO: Consider a specialized version for the case where we know that du = dv = 0,
 // since we run so few iterations.
 
@@ -68,9 +74,8 @@ void main()
        //
        // TODO: Evaluate squaring β_0.
        // FIXME: Should the penalizer be adjusted for 0..1 intensity range instead of 0..255?
-       // TODO: Multiply by some alpha.
        float beta_0 = texture(beta_0_tex, tc).x;
-       float k1 = beta_0 * inversesqrt(beta_0 * (I_x * du + I_y * dv + I_t) * (I_x * du + I_y * dv + I_t) + 1e-6);
+       float k1 = delta * beta_0 * inversesqrt(beta_0 * (I_x * du + I_y * dv + I_t) * (I_x * du + I_y * dv + I_t) + 1e-6);
        float A11 = k1 * I_x * I_x;
        float A12 = k1 * I_x * I_y;
        float A22 = k1 * I_y * I_y;
@@ -108,7 +113,7 @@ void main()
        // (see derivatives.frag).
        float beta_x = 1.0 / (I_xx * I_xx + I_xy * I_xy + 1e-7);
        float beta_y = 1.0 / (I_xy * I_xy + I_yy * I_yy + 1e-7);
-       float k2 = inversesqrt(
+       float k2 = gamma * inversesqrt(
                beta_x * (I_xx * du + I_xy * dv + I_xt) * (I_xx * du + I_xy * dv + I_xt) +
                beta_y * (I_xy * du + I_yy * dv + I_yt) * (I_xy * du + I_yy * dv + I_yt) +
                1e-6);
@@ -121,8 +126,7 @@ void main()
        b2 -= k_x * I_xy * I_xt + k_y * I_yy * I_yt;
 
        // E_S term, sans the part on the right-hand side that deals with
-       // the neighboring pixels.
-       // TODO: Multiply by some gamma.
+       // the neighboring pixels. The gamma is multiplied in in smoothness.frag.
        float smooth_l = textureOffset(smoothness_x_tex, tc, ivec2(-1,  0)).x;
        float smooth_r = texture(smoothness_x_tex, tc).x;
        float smooth_d = textureOffset(smoothness_y_tex, tc, ivec2( 0, -1)).x;
index f16eda22ac82e5458a85955bbed8b276c976d21e..17618816be51bc321b6ffa41356a145cd767e653 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -30,6 +30,11 @@ constexpr unsigned coarsest_level = 5;
 constexpr unsigned finest_level = 1;
 constexpr unsigned patch_size_pixels = 12;
 
+// Weighting constants for the different parts of the variational refinement.
+// These don't correspond 1:1 to the values given in the DIS paper,
+// since we have different normalizations and ranges in some cases.
+float vr_gamma = 10.0f, vr_delta = 5.0f, vr_alpha = 10.0f;
+
 // Some global OpenGL objects.
 GLuint nearest_sampler, linear_sampler, smoothness_sampler;
 GLuint vertex_vbo;
@@ -571,6 +576,7 @@ private:
        GLuint smoothness_vao;
 
        GLuint uniform_flow_tex, uniform_diff_flow_tex;
+       GLuint uniform_alpha;
 };
 
 ComputeSmoothness::ComputeSmoothness()
@@ -590,6 +596,7 @@ ComputeSmoothness::ComputeSmoothness()
 
        uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex");
        uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex");
+       uniform_alpha = glGetUniformLocation(smoothness_program, "alpha");
 }
 
 void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height)
@@ -598,6 +605,7 @@ void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoot
 
        bind_sampler(smoothness_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
        bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
+       glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha);
 
        GLuint smoothness_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &smoothness_fbo);
@@ -646,6 +654,7 @@ private:
        GLuint uniform_diff_flow_tex, uniform_base_flow_tex;
        GLuint uniform_beta_0_tex;
        GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
+       GLuint uniform_gamma, uniform_delta;
 };
 
 SetupEquations::SetupEquations()
@@ -670,6 +679,8 @@ SetupEquations::SetupEquations()
        uniform_beta_0_tex = glGetUniformLocation(equations_program, "beta_0_tex");
        uniform_smoothness_x_tex = glGetUniformLocation(equations_program, "smoothness_x_tex");
        uniform_smoothness_y_tex = glGetUniformLocation(equations_program, "smoothness_y_tex");
+       uniform_gamma = glGetUniformLocation(equations_program, "gamma");
+       uniform_delta = glGetUniformLocation(equations_program, "delta");
 }
 
 void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height)
@@ -683,6 +694,8 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex
        bind_sampler(equations_program, uniform_beta_0_tex, 4, beta_0_tex, nearest_sampler);
        bind_sampler(equations_program, uniform_smoothness_x_tex, 5, smoothness_x_tex, smoothness_sampler);
        bind_sampler(equations_program, uniform_smoothness_y_tex, 6, smoothness_y_tex, smoothness_sampler);
+       glProgramUniform1f(equations_program, uniform_delta, vr_delta);
+       glProgramUniform1f(equations_program, uniform_gamma, vr_gamma);
 
        GLuint equations_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &equations_fbo);
index 583231ed90b233b69489facaa4d4a93641c8cce4..adc3dcf910a617569cd424b02d60d28f34f48685 100644 (file)
@@ -6,6 +6,9 @@ const float eps_sq = 0.001 * 0.001;
 
 uniform sampler2D flow_tex, diff_flow_tex;
 
+// Relative weighting of smoothness term.
+uniform float alpha;
+
 // This must be a macro, since the offset needs to be a constant expression.
 #define get_flow(x_offs, y_offs) \
        (textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xy + \
@@ -13,7 +16,7 @@ uniform sampler2D flow_tex, diff_flow_tex;
 
 float diffusivity(float u_x, float u_y, float v_x, float v_y)
 {
-       return inversesqrt(u_x * u_x + u_y * u_y + v_x * v_x + v_y * v_y + eps_sq);
+       return alpha * inversesqrt(u_x * u_x + u_y * u_y + v_x * v_x + v_y * v_y + eps_sq);
 }
 
 void main()