// E_I term. Note that we don't square β_0, in line with DeepFlow;
// it's probably an error (see variational_refinement.txt),
// but squaring it seems to give worse results.
- //
- // FIXME: Should the penalizer be adjusted for 0..1 intensity range instead of 0..255?
float beta_0 = texture(beta_0_tex, tc).x;
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 I_xt = I_tx_ty.x;
float I_yt = I_tx_ty.y;
- // E_G term. Same TODOs as E_I. Same normalization as beta_0
- // (see derivatives.frag).
+ // E_G term. Same normalization as beta_0 (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 = gamma * inversesqrt(