// Since all of our signals are symmetrical, discrete correlation and convolution
// is the same operation, and so we won't make a difference in notation.
-
-#include <math.h>
-#include <assert.h>
#include <Eigen/Dense>
#include <Eigen/Cholesky>
+#include <GL/glew.h>
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <algorithm>
+#include <new>
#include "deconvolution_sharpen_effect.h"
+#include "effect_util.h"
#include "util.h"
-#include "opengl.h"
using namespace Eigen;
return result;
}
-void print_matrix(const MatrixXf &m)
-{
- for (int y = 0; y < m.rows(); ++y) {
- for (int x = 0; x < m.cols(); ++x) {
- printf("%7.4f ", m(x, y));
- }
- printf("\n");
- }
-}
-
} // namespace
void DeconvolutionSharpenEffect::update_deconvolution_kernel()
{
- printf("circular blur radius: %5.3f\n", circle_radius);
- printf("gaussian blur radius: %5.3f\n", gaussian_radius);
- printf("correlation: %5.3f\n", correlation);
- printf("noise factor: %5.3f\n", noise);
- printf("\n");
-
// Figure out the impulse response for the circular part of the blur.
MatrixXf circ_h(2 * R + 1, 2 * R + 1);
for (int y = -R; y <= R; ++y) {
if (gaussian_radius < 1e-3) {
val = (x == 0 && y == 0) ? 1.0f : 0.0f;
} else {
- float z = hypot(x, y) / gaussian_radius;
- val = exp(-z * z);
+ val = exp(-(x*x + y*y) / (2.0 * gaussian_radius * gaussian_radius));
}
gaussian_h(y + 2 * R, x + 2 * R) = val;
}
assert(r_vv.cols() == 4 * R + 1);
// Similarly, r_uv = u ⊙ v = u ⊙ (h ⊙ u) = h ⊙ r_uu.
- //MatrixXf r_uv = central_convolve(r_uu, h).block(2 * R, 2 * R, 2 * R + 1, 2 * R + 1);
MatrixXf r_uu_center = r_uu.block(2 * R, 2 * R, 4 * R + 1, 4 * R + 1);
MatrixXf r_uv = central_convolve(r_uu_center, h);
assert(r_uv.rows() == 2 * R + 1);
// (G+H) x0 + I x2 = y2
//
// This both increases accuracy and provides us with a very nice speed
- // boost. We could have gone even further and went for 8-way symmetry
- // like the shader does, but this is good enough right now.
+ // boost.
MatrixXf M(MatrixXf::Zero((R + 1) * (R + 1), (R + 1) * (R + 1)));
MatrixXf r_uv_flattened(MatrixXf::Zero((R + 1) * (R + 1), 1));
for (int outer_i = 0; outer_i < 2 * R + 1; ++outer_i) {
update_deconvolution_kernel();
}
// Now encode it as uniforms, and pass it on to the shader.
- // (Actually the shader only uses about half of the elements.)
float samples[4 * (R + 1) * (R + 1)];
for (int y = 0; y <= R; ++y) {
for (int x = 0; x <= R; ++x) {
}
}
- set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, R * R);
+ set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, (R + 1) * (R + 1));
}