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;
GLuint smoothness_vao;
GLuint uniform_flow_tex, uniform_diff_flow_tex;
+ GLuint uniform_alpha;
};
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)
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);
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()
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)
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);
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.
+// Actually solve the equation sets made by SetupEquations, by means of
+// successive over-relaxation (SOR).
//
// See variational_refinement.txt for more information.
class SOR {
for (int i = 0; i < timer.level * 2; ++i) {
fprintf(stderr, " ");
}
- fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), (time_end - time_start) / 1e6);
+ fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), GLint64(time_end - time_start) / 1e6);
}
}
GLuint initial_flow_tex;
glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
+ glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
int prev_level_width = 1, prev_level_height = 1;
GLuint prev_level_flow_tex = initial_flow_tex;