]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Fix flow output after we did normalization in the add step.
[nageru] / flow.cpp
index 8250aa3a885e63c633988ad76c3015a142aa0767..06d29d847325fe9d7283c198132939d2297abe5f 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -33,7 +33,7 @@ constexpr unsigned finest_level = 1;
 constexpr unsigned patch_size_pixels = 12;
 
 // Some global OpenGL objects.
-GLuint nearest_sampler, linear_sampler;
+GLuint nearest_sampler, linear_sampler, smoothness_sampler;
 GLuint vertex_vbo;
 
 string read_file(const string &filename)
@@ -386,6 +386,8 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
 
        float patch_spacing_x = float(level_width - patch_size_pixels) / (width_patches - 1);
        float patch_spacing_y = float(level_height - patch_size_pixels) / (height_patches - 1);
+       if (width_patches == 1) patch_spacing_x = 0.0f;  // Avoid infinities.
+       if (height_patches == 1) patch_spacing_y = 0.0f;
        glProgramUniform2f(densify_program, uniform_patch_spacing,
                patch_spacing_x / level_width,
                patch_spacing_y / level_height);
@@ -523,6 +525,275 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
 
+// Calculate the smoothness constraints between neighboring pixels;
+// s_x(x,y) stores smoothness between pixel (x,y) and (x+1,y),
+// and s_y(x,y) stores between (x,y) and (x,y+1). We'll sample with
+// border color (0,0) later, so that there's zero diffusion out of
+// the border.
+//
+// See variational_refinement.txt for more information.
+class ComputeSmoothness {
+public:
+       ComputeSmoothness();
+       void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height);
+
+private:
+       GLuint smoothness_vs_obj;
+       GLuint smoothness_fs_obj;
+       GLuint smoothness_program;
+       GLuint smoothness_vao;
+
+       GLuint uniform_flow_tex, uniform_diff_flow_tex;
+};
+
+ComputeSmoothness::ComputeSmoothness()
+{
+       smoothness_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       smoothness_fs_obj = compile_shader(read_file("smoothness.frag"), GL_FRAGMENT_SHADER);
+       smoothness_program = link_program(smoothness_vs_obj, smoothness_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &smoothness_vao);
+       glBindVertexArray(smoothness_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(smoothness_program, "position");
+       glEnableVertexArrayAttrib(smoothness_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex");
+       uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex");
+}
+
+void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height)
+{
+       glUseProgram(smoothness_program);
+
+       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);
+
+       GLuint smoothness_fbo;  // TODO: cleanup
+       glCreateFramebuffers(1, &smoothness_fbo);
+       GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
+       glNamedFramebufferDrawBuffers(smoothness_fbo, 2, bufs);
+       glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT0, smoothness_x_tex, 0);
+       glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT1, smoothness_y_tex, 0);
+
+       glViewport(0, 0, level_width, level_height);
+
+       // Make sure the smoothness on the right and upper borders is zero.
+       // We could have done this by making a (W-1)x(H-1) texture instead
+       // (we're sampling smoothness with all-zero border color), but we'd
+       // have to adjust the sampling coordinates, which is annoying.
+       glScissor(0, 0, level_width - 1, level_height - 1);
+       glEnable(GL_SCISSOR_TEST);
+
+       glDisable(GL_BLEND);
+       glBindVertexArray(smoothness_vao);
+       glBindFramebuffer(GL_FRAMEBUFFER, smoothness_fbo);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+       glDisable(GL_SCISSOR_TEST);
+}
+
+// Set up the equations set (two equations in two unknowns, per pixel).
+// We store five floats; the three non-redundant elements of the 2x2 matrix (A)
+// as 32-bit floats, and the two elements on the right-hand side (b) as 16-bit
+// floats. (Actually, we store the inverse of the diagonal elements, because
+// we only ever need to divide by them.) This fits into four u32 values;
+// R, G, B for the matrix (the last element is symmetric) and A for the two b values.
+// All the values of the energy term (E_I, E_G, E_S), except the smoothness
+// terms that depend on other pixels, are calculated in one pass.
+//
+// See variational_refinement.txt for more information.
+class SetupEquations {
+public:
+       SetupEquations();
+       void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height);
+
+private:
+       GLuint equations_vs_obj;
+       GLuint equations_fs_obj;
+       GLuint equations_program;
+       GLuint equations_vao;
+
+       GLuint uniform_I_x_y_tex, uniform_I_t_tex;
+       GLuint uniform_diff_flow_tex, uniform_flow_tex;
+       GLuint uniform_beta_0_tex;
+       GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
+
+};
+
+SetupEquations::SetupEquations()
+{
+       equations_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       equations_fs_obj = compile_shader(read_file("equations.frag"), GL_FRAGMENT_SHADER);
+       equations_program = link_program(equations_vs_obj, equations_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &equations_vao);
+       glBindVertexArray(equations_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(equations_program, "position");
+       glEnableVertexArrayAttrib(equations_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_I_x_y_tex = glGetUniformLocation(equations_program, "I_x_y_tex");
+       uniform_I_t_tex = glGetUniformLocation(equations_program, "I_t_tex");
+       uniform_diff_flow_tex = glGetUniformLocation(equations_program, "diff_flow_tex");
+       uniform_flow_tex = glGetUniformLocation(equations_program, "flow_tex");
+       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");
+}
+
+void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height)
+{
+       glUseProgram(equations_program);
+
+       bind_sampler(equations_program, uniform_I_x_y_tex, 0, I_x_y_tex, nearest_sampler);
+       bind_sampler(equations_program, uniform_I_t_tex, 1, I_t_tex, nearest_sampler);
+       bind_sampler(equations_program, uniform_diff_flow_tex, 2, diff_flow_tex, nearest_sampler);
+       bind_sampler(equations_program, uniform_flow_tex, 3, flow_tex, nearest_sampler);
+       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);
+
+       GLuint equations_fbo;  // TODO: cleanup
+       glCreateFramebuffers(1, &equations_fbo);
+       glNamedFramebufferTexture(equations_fbo, GL_COLOR_ATTACHMENT0, equation_tex, 0);
+
+       glViewport(0, 0, level_width, level_height);
+       glDisable(GL_BLEND);
+       glBindVertexArray(equations_vao);
+       glBindFramebuffer(GL_FRAMEBUFFER, equations_fbo);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+// Calculate the smoothness constraints between neighboring pixels;
+// s_x(x,y) stores smoothness between pixel (x,y) and (x+1,y),
+// and s_y(x,y) stores between (x,y) and (x,y+1). We'll sample with
+// border color (0,0) later, so that there's zero diffusion out of
+// the border.
+//
+// See variational_refinement.txt for more information.
+class SOR {
+public:
+       SOR();
+       void exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations);
+
+private:
+       GLuint sor_vs_obj;
+       GLuint sor_fs_obj;
+       GLuint sor_program;
+       GLuint sor_vao;
+
+       GLuint uniform_diff_flow_tex;
+       GLuint uniform_equation_tex;
+       GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
+};
+
+SOR::SOR()
+{
+       sor_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       sor_fs_obj = compile_shader(read_file("sor.frag"), GL_FRAGMENT_SHADER);
+       sor_program = link_program(sor_vs_obj, sor_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &sor_vao);
+       glBindVertexArray(sor_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(sor_program, "position");
+       glEnableVertexArrayAttrib(sor_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_diff_flow_tex = glGetUniformLocation(sor_program, "diff_flow_tex");
+       uniform_equation_tex = glGetUniformLocation(sor_program, "equation_tex");
+       uniform_smoothness_x_tex = glGetUniformLocation(sor_program, "smoothness_x_tex");
+       uniform_smoothness_y_tex = glGetUniformLocation(sor_program, "smoothness_y_tex");
+}
+
+void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations)
+{
+       glUseProgram(sor_program);
+
+       bind_sampler(sor_program, uniform_diff_flow_tex, 0, diff_flow_tex, nearest_sampler);
+       bind_sampler(sor_program, uniform_smoothness_x_tex, 1, smoothness_x_tex, smoothness_sampler);
+       bind_sampler(sor_program, uniform_smoothness_y_tex, 2, smoothness_y_tex, smoothness_sampler);
+       bind_sampler(sor_program, uniform_equation_tex, 3, equation_tex, nearest_sampler);
+
+       GLuint sor_fbo;  // TODO: cleanup
+       glCreateFramebuffers(1, &sor_fbo);
+       glNamedFramebufferTexture(sor_fbo, GL_COLOR_ATTACHMENT0, diff_flow_tex, 0);  // NOTE: Bind to same as we render from!
+
+       glViewport(0, 0, level_width, level_height);
+       glDisable(GL_BLEND);
+       glBindVertexArray(sor_vao);
+       glBindFramebuffer(GL_FRAMEBUFFER, sor_fbo);
+
+       for (int i = 0; i < num_iterations; ++i) {
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               if (i != num_iterations - 1) {
+                       glTextureBarrier();
+               }
+       }
+}
+
+// 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.
+class AddBaseFlow {
+public:
+       AddBaseFlow();
+       void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height);
+
+private:
+       GLuint add_flow_vs_obj;
+       GLuint add_flow_fs_obj;
+       GLuint add_flow_program;
+       GLuint add_flow_vao;
+
+       GLuint uniform_base_flow_tex;
+};
+
+AddBaseFlow::AddBaseFlow()
+{
+       add_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag"), GL_FRAGMENT_SHADER);
+       add_flow_program = link_program(add_flow_vs_obj, add_flow_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &add_flow_vao);
+       glBindVertexArray(add_flow_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(add_flow_program, "position");
+       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");
+}
+
+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);
+
+       GLuint add_flow_fbo;  // TODO: cleanup
+       glCreateFramebuffers(1, &add_flow_fbo);
+       glNamedFramebufferTexture(add_flow_fbo, GL_COLOR_ATTACHMENT0, diff_flow_tex, 0);
+
+       glViewport(0, 0, level_width, level_height);
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_ONE, GL_ONE);
+       glBindVertexArray(add_flow_vao);
+       glBindFramebuffer(GL_FRAMEBUFFER, add_flow_fbo);
+
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
 int main(void)
 {
        if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
@@ -563,6 +834,16 @@ int main(void)
        glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
+       // The smoothness is sampled so that once we get to a smoothness involving
+       // a value outside the border, the diffusivity between the two becomes zero.
+       glCreateSamplers(1, &smoothness_sampler);
+       glSamplerParameteri(smoothness_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       glSamplerParameteri(smoothness_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glSamplerParameteri(smoothness_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+       glSamplerParameteri(smoothness_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+       float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+       glSamplerParameterfv(smoothness_sampler, GL_TEXTURE_BORDER_COLOR, zero);
+
        float vertices[] = {
                0.0f, 1.0f,
                0.0f, 0.0f,
@@ -576,7 +857,7 @@ int main(void)
        // Initial flow is zero, 1x1.
        GLuint initial_flow_tex;
        glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
-       glTextureStorage2D(initial_flow_tex, 1, GL_RGB32F, 1, 1);
+       glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
 
        GLuint prev_level_flow_tex = initial_flow_tex;
 
@@ -585,6 +866,10 @@ int main(void)
        Densify densify;
        Prewarp prewarp;
        Derivatives derivatives;
+       ComputeSmoothness compute_smoothness;
+       SetupEquations setup_equations;
+       SOR sor;
+       AddBaseFlow add_base_flow;
 
        GLuint query;
        glGenQueries(1, &query);
@@ -660,7 +945,44 @@ int main(void)
                glTextureStorage2D(beta_0_tex, 1, GL_R16F, level_width, level_height);
                derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height);
 
-               prev_level_flow_tex = dense_flow_tex;
+               // We need somewhere to store du and dv (the flow increment, relative
+               // to the non-refined base flow u0 and v0). It starts at zero.
+               GLuint du_dv_tex;
+               glCreateTextures(GL_TEXTURE_2D, 1, &du_dv_tex);
+               glTextureStorage2D(du_dv_tex, 1, GL_RG16F, level_width, level_height);
+
+               // And for smoothness.
+               GLuint smoothness_x_tex, smoothness_y_tex;
+               glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_x_tex);
+               glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_y_tex);
+               glTextureStorage2D(smoothness_x_tex, 1, GL_R16F, level_width, level_height);
+               glTextureStorage2D(smoothness_y_tex, 1, GL_R16F, level_width, level_height);
+
+               // And finally for the equation set. See SetupEquations for
+               // the storage format.
+               GLuint equation_tex;
+               glCreateTextures(GL_TEXTURE_2D, 1, &equation_tex);
+               glTextureStorage2D(equation_tex, 1, GL_RGBA32UI, level_width, level_height);
+
+               for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
+                       // Calculate the smoothness terms between the neighboring pixels,
+                       // both in x and y direction.
+                       compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+
+                       // Set up the 2x2 equation system for each pixel.
+                       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);
+
+                       // Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
+                       // Note that these are to/from the same texture.
+                       sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+               }
+
+               // 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.
+               add_base_flow.exec(dense_flow_tex, du_dv_tex, level_width, level_height);
+
+               prev_level_flow_tex = du_dv_tex;
        }
        glEndQuery(GL_TIME_ELAPSED);
 
@@ -675,8 +997,8 @@ int main(void)
 
        int level_width = WIDTH >> finest_level;
        int level_height = HEIGHT >> finest_level;
-       unique_ptr<float[]> dense_flow(new float[level_width * level_height * 3]);
-       glGetTextureImage(prev_level_flow_tex, 0, GL_RGB, GL_FLOAT, level_width * level_height * 3 * sizeof(float), dense_flow.get());
+       unique_ptr<float[]> dense_flow(new float[level_width * level_height * 2]);
+       glGetTextureImage(prev_level_flow_tex, 0, GL_RG, GL_FLOAT, level_width * level_height * 2 * sizeof(float), dense_flow.get());
 
        FILE *fp = fopen("flow.ppm", "wb");
        FILE *flowfp = fopen("flow.flo", "wb");
@@ -687,12 +1009,11 @@ int main(void)
        for (unsigned y = 0; y < unsigned(level_height); ++y) {
                int yy = level_height - y - 1;
                for (unsigned x = 0; x < unsigned(level_width); ++x) {
-                       float du = dense_flow[(yy * level_width + x) * 3 + 0];
-                       float dv = dense_flow[(yy * level_width + x) * 3 + 1];
-                       float w = dense_flow[(yy * level_width + x) * 3 + 2];
+                       float du = dense_flow[(yy * level_width + x) * 2 + 0];
+                       float dv = dense_flow[(yy * level_width + x) * 2 + 1];
 
-                       du = (du / w) * level_width;
-                       dv = (-dv / w) * level_height;
+                       du = du * level_width;
+                       dv = -dv * level_height;
 
                        fwrite(&du, 4, 1, flowfp);
                        fwrite(&dv, 4, 1, flowfp);