]> git.sesse.net Git - nageru/commitdiff
In the variational refinement, change the flow unit from normalized coordinates to...
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 20 Jul 2018 19:52:41 +0000 (21:52 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 20 Jul 2018 20:17:03 +0000 (22:17 +0200)
equations.frag
flow.cpp
motion_search.frag
prewarp.frag
smoothness.frag

index 3926351a600a75bc43aad89335dcdf0e23575ebf..6171a3729d6f862490e288e5125152227d6756b1 100644 (file)
@@ -11,24 +11,16 @@ uniform sampler2D smoothness_x_tex, smoothness_y_tex;
 // TODO: Consider a specialized version for the case where we know that du = dv = 0,
 // since we run so few iterations.
 
-// The base flow needs to be normalized.
-// TODO: Should we perhaps reduce this to a separate two-component
-// texture when calculating the derivatives?
-vec2 normalize_flow(vec3 flow)
-{
-       return flow.xy / flow.z;
-}
-
 // This must be a macro, since the offset needs to be a constant expression.
 #define get_flow(x_offs, y_offs) \
-       (normalize_flow(textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xyz) + \
+       (textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xy + \
        textureOffset(diff_flow_tex, tc, ivec2((x_offs), (y_offs))).xy)
 
 void main()
 {
        // Read the flow (on top of the u0/v0 flow).
        vec2 diff_flow = texture(diff_flow_tex, tc).xy;
-       float du = diff_flow.x;  // FIXME: convert to pixels?
+       float du = diff_flow.x;
        float dv = diff_flow.y;
 
        // Read the first derivatives.
@@ -115,7 +107,7 @@ void main()
 
        // The central term of the Laplacian, for (u0, v0) only.
        // (The central term for (du, dv) is what we are solving for.)
-       vec2 central = (smooth_l + smooth_r + smooth_d + smooth_u) * normalize_flow(texture(flow_tex, tc).xyz);
+       vec2 central = (smooth_l + smooth_r + smooth_d + smooth_u) * texture(flow_tex, tc).xy;
        b1 += central.x;
        b2 += central.y;
 
index 1946569b1e21d2f06184deacadfa44b3085c7073..3c69089e0805d192d60ebdef6702e5c736936a80 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -268,7 +268,7 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he
 class MotionSearch {
 public:
        MotionSearch();
-       void exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int width_patches, int height_patches);
+       void exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches);
 
 private:
        GLuint motion_vs_obj;
@@ -276,7 +276,7 @@ private:
        GLuint motion_search_program;
        GLuint motion_search_vao;
 
-       GLuint uniform_image_size, uniform_inv_image_size;
+       GLuint uniform_image_size, uniform_inv_image_size, uniform_inv_prev_level_size;
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
 };
 
@@ -297,13 +297,14 @@ MotionSearch::MotionSearch()
 
        uniform_image_size = glGetUniformLocation(motion_search_program, "image_size");
        uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
+       uniform_inv_prev_level_size = glGetUniformLocation(motion_search_program, "inv_prev_level_size");
        uniform_image0_tex = glGetUniformLocation(motion_search_program, "image0_tex");
        uniform_image1_tex = glGetUniformLocation(motion_search_program, "image1_tex");
        uniform_grad0_tex = glGetUniformLocation(motion_search_program, "grad0_tex");
        uniform_flow_tex = glGetUniformLocation(motion_search_program, "flow_tex");
 }
 
-void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int width_patches, int height_patches)
+void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches)
 {
        glUseProgram(motion_search_program);
 
@@ -314,6 +315,7 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL
 
        glProgramUniform2f(motion_search_program, uniform_image_size, level_width, level_height);
        glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
+       glProgramUniform2f(motion_search_program, uniform_inv_prev_level_size, 1.0f / prev_level_width, 1.0f / prev_level_height);
 
        GLuint flow_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &flow_fbo);
@@ -409,11 +411,14 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
 // I_0 and I_w. The prewarping is what enables us to solve the variational
 // flow for du,dv instead of u,v.
 //
+// Also calculates the normalized flow, ie. divides by z (this is needed because
+// Densify works by additive blending) and multiplies by the image size.
+//
 // See variational_refinement.txt for more information.
 class Prewarp {
 public:
        Prewarp();
-       void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height);
+       void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint normalized_flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height);
 
 private:
        GLuint prewarp_vs_obj;
@@ -422,6 +427,7 @@ private:
        GLuint prewarp_vao;
 
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+       GLuint uniform_image_size;
 };
 
 Prewarp::Prewarp()
@@ -442,9 +448,11 @@ Prewarp::Prewarp()
        uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex");
        uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex");
        uniform_flow_tex = glGetUniformLocation(prewarp_program, "flow_tex");
+
+       uniform_image_size = glGetUniformLocation(prewarp_program, "image_size");
 }
 
-void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height)
+void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, GLuint normalized_flow_tex, int level_width, int level_height)
 {
        glUseProgram(prewarp_program);
 
@@ -452,12 +460,15 @@ void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I
        bind_sampler(prewarp_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
        bind_sampler(prewarp_program, uniform_flow_tex, 2, flow_tex, nearest_sampler);
 
+       glProgramUniform2f(prewarp_program, uniform_image_size, level_width, level_height);
+
        GLuint prewarp_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &prewarp_fbo);
-       GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
-       glNamedFramebufferDrawBuffers(prewarp_fbo, 2, bufs);
+       GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
+       glNamedFramebufferDrawBuffers(prewarp_fbo, 3, bufs);
        glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT0, I_tex, 0);
        glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT1, I_t_tex, 0);
+       glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT2, normalized_flow_tex, 0);
 
        glViewport(0, 0, level_width, level_height);
        glDisable(GL_BLEND);
@@ -625,7 +636,6 @@ private:
        GLuint uniform_diff_flow_tex, uniform_flow_tex;
        GLuint uniform_beta_0_tex;
        GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
-
 };
 
 SetupEquations::SetupEquations()
@@ -746,7 +756,7 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te
 }
 
 // Simply add the differential flow found by the variational refinement to the base flow.
-// The output is in diff_flow_tex; we don't need to make a new texture.
+// The output is in base_flow_tex; we don't need to make a new texture.
 class AddBaseFlow {
 public:
        AddBaseFlow();
@@ -758,7 +768,7 @@ private:
        GLuint add_flow_program;
        GLuint add_flow_vao;
 
-       GLuint uniform_base_flow_tex;
+       GLuint uniform_diff_flow_tex;
 };
 
 AddBaseFlow::AddBaseFlow()
@@ -776,18 +786,18 @@ AddBaseFlow::AddBaseFlow()
        glEnableVertexArrayAttrib(add_flow_vao, position_attrib);
        glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 
-       uniform_base_flow_tex = glGetUniformLocation(add_flow_program, "base_flow_tex");
+       uniform_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex");
 }
 
 void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height)
 {
        glUseProgram(add_flow_program);
 
-       bind_sampler(add_flow_program, uniform_base_flow_tex, 0, base_flow_tex, nearest_sampler);
+       bind_sampler(add_flow_program, uniform_diff_flow_tex, 0, diff_flow_tex, nearest_sampler);
 
        GLuint add_flow_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &add_flow_fbo);
-       glNamedFramebufferTexture(add_flow_fbo, GL_COLOR_ATTACHMENT0, diff_flow_tex, 0);
+       glNamedFramebufferTexture(add_flow_fbo, GL_COLOR_ATTACHMENT0, base_flow_tex, 0);
 
        glViewport(0, 0, level_width, level_height);
        glEnable(GL_BLEND);
@@ -942,6 +952,7 @@ int main(void)
        GLuint initial_flow_tex;
        glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
        glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
+       int prev_level_width = 1, prev_level_height = 1;
 
        GLuint prev_level_flow_tex = initial_flow_tex;
 
@@ -1006,7 +1017,7 @@ int main(void)
                // And draw.
                {
                        ScopedTimer timer("Motion search", &level_timer);
-                       motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, width_patches, height_patches);
+                       motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches);
                }
 
                // Densification.
@@ -1025,15 +1036,23 @@ int main(void)
                // Everything below here in the loop belongs to variational refinement.
                ScopedTimer varref_timer("Variational refinement", &level_timer);
 
-               // Prewarping; create I and I_t.
-               GLuint I_tex, I_t_tex;
+               // Prewarping; create I and I_t, and a normalized base flow (so we don't
+               // have to normalize it over and over again, and also save some bandwidth).
+               //
+               // During the entire rest of the variational refinement, flow will be measured
+               // in pixels, not 0..1 normalized OpenGL texture coordinates.
+               // This is because variational refinement depends so heavily on derivatives,
+               // which are measured in intensity levels per pixel.
+               GLuint I_tex, I_t_tex, base_flow_tex;
                glCreateTextures(GL_TEXTURE_2D, 1, &I_tex);
                glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex);
+               glCreateTextures(GL_TEXTURE_2D, 1, &base_flow_tex);
                glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height);
                glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height);
+               glTextureStorage2D(base_flow_tex, 1, GL_RG16F, level_width, level_height);
                {
                        ScopedTimer timer("Prewarping", &varref_timer);
-                       prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+                       prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height);
                }
 
                // Calculate I_x and I_y. We're only calculating first derivatives;
@@ -1075,13 +1094,13 @@ int main(void)
                        // both in x and y direction.
                        {
                                ScopedTimer timer("Compute smoothness", &varref_timer);
-                               compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+                               compute_smoothness.exec(base_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
                        }
 
                        // Set up the 2x2 equation system for each pixel.
                        {
                                ScopedTimer timer("Set up equations", &varref_timer);
-                               setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, dense_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+                               setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, base_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
                        }
 
                        // Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
@@ -1095,12 +1114,15 @@ int main(void)
                // Add the differential flow found by the variational refinement to the base flow,
                // giving the final flow estimate for this level.
                // The output is in diff_flow_tex; we don't need to make a new texture.
+               // You can comment out this prat if you wish to test disabling of the variational refinement.
                {
                        ScopedTimer timer("Add differential flow", &varref_timer);
-                       add_base_flow.exec(dense_flow_tex, du_dv_tex, level_width, level_height);
+                       add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height);
                }
 
-               prev_level_flow_tex = du_dv_tex;
+               prev_level_flow_tex = base_flow_tex;
+               prev_level_width = level_width;
+               prev_level_height = level_height;
        }
        total_timer.end();
 
@@ -1123,8 +1145,7 @@ int main(void)
                        float du = dense_flow[(yy * level_width + x) * 2 + 0];
                        float dv = dense_flow[(yy * level_width + x) * 2 + 1];
 
-                       du = du * level_width;
-                       dv = -dv * level_height;
+                       dv = -dv;
 
                        fwrite(&du, 4, 1, flowfp);
                        fwrite(&dv, 4, 1, flowfp);
index 188f5c3da22b73361a810d382cd8d83cbdab0433..163db2cbaf4be29dc74d749e07ce4037dda9b9f6 100644 (file)
@@ -43,7 +43,7 @@ in vec2 patch_bottom_left_texel;  // Center of bottom-left texel of patch.
 out vec3 out_flow;
 
 uniform sampler2D flow_tex, grad0_tex, image0_tex, image1_tex;
-uniform vec2 image_size, inv_image_size;
+uniform vec2 image_size, inv_image_size, inv_prev_level_size;
 
 void main()
 {
@@ -91,7 +91,7 @@ void main()
        mat2 H_inv = inverse(H);
 
        // Fetch the initial guess for the flow.
-       vec2 initial_u = texture(flow_tex, flow_tc).xy;
+       vec2 initial_u = texture(flow_tex, flow_tc).xy * inv_prev_level_size;
 
        // Note: The flow is in OpenGL coordinates [0..1], but the calculations
        // generally come out in pixels since the gradient is in pixels,
index 1bf99f72a308e32d35dc85eb12dd424afc85ae5b..b9645bf2c805de1a77593c977928164d409b03cb 100644 (file)
@@ -4,8 +4,10 @@
 
 in vec2 tc;
 out float I, I_t;
+out vec2 normalized_flow;
 
 uniform sampler2D image0_tex, image1_tex, flow_tex;
+uniform vec2 image_size;
 
 void main()
 {
@@ -17,4 +19,5 @@ void main()
 
        I = 0.5f * (I_0 + I_w);
        I_t = I_w - I_0;
+       normalized_flow = flow.xy * image_size;
 }
index 99b979150ca517b2eb63de0ed51d4f8169dc7f37..4dc06f3699dc526d804e82c879c4a4d2809243e1 100644 (file)
@@ -6,17 +6,9 @@ const float eps_sq = 0.001 * 0.001;
 
 uniform sampler2D flow_tex, diff_flow_tex;
 
-// The base flow needs to be normalized.
-// TODO: Should we perhaps reduce this to a separate two-component
-// texture when calculating the derivatives?
-vec2 normalize_flow(vec3 flow)
-{
-       return flow.xy / flow.z;
-}
-
 // This must be a macro, since the offset needs to be a constant expression.
 #define get_flow(x_offs, y_offs) \
-       (normalize_flow(textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xyz) + \
+       (textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xy + \
        textureOffset(diff_flow_tex, tc, ivec2((x_offs), (y_offs))).xy)
 
 float diffusivity(float u_x, float u_y, float v_x, float v_y)