]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Implement SOR.
[nageru] / flow.cpp
index d5e73eccf93c47a16d3ef943612873428bd80402..177a14062ca769843bf1809a0278e0f1e51afb4f 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)
@@ -153,10 +153,10 @@ GLuint load_texture(const char *filename, unsigned width, unsigned height)
 
 GLuint link_program(GLuint vs_obj, GLuint fs_obj)
 {
-        GLuint program = glCreateProgram();
-        glAttachShader(program, vs_obj);
-        glAttachShader(program, fs_obj);
-        glLinkProgram(program);
+       GLuint program = glCreateProgram();
+       glAttachShader(program, vs_obj);
+       glAttachShader(program, fs_obj);
+       glLinkProgram(program);
        GLint success;
        glGetProgramiv(program, GL_LINK_STATUS, &success);
        if (success == GL_FALSE) {
@@ -224,7 +224,7 @@ private:
        GLuint sobel_program;
        GLuint sobel_vao;
 
-       GLuint uniform_tex, uniform_image_size, uniform_inv_image_size;
+       GLuint uniform_tex, uniform_image_size;
 };
 
 Sobel::Sobel()
@@ -234,15 +234,14 @@ Sobel::Sobel()
        sobel_program = link_program(sobel_vs_obj, sobel_fs_obj);
 
        // Set up the VAO containing all the required position/texcoord data.
-        glCreateVertexArrays(1, &sobel_vao);
-        glBindVertexArray(sobel_vao);
+       glCreateVertexArrays(1, &sobel_vao);
+       glBindVertexArray(sobel_vao);
 
        GLint position_attrib = glGetAttribLocation(sobel_program, "position");
        glEnableVertexArrayAttrib(sobel_vao, position_attrib);
        glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 
        uniform_tex = glGetUniformLocation(sobel_program, "tex");
-       uniform_inv_image_size = glGetUniformLocation(sobel_program, "inv_image_size");
 }
 
 void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height)
@@ -251,7 +250,6 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he
        glBindTextureUnit(0, tex0_view);
        glBindSampler(0, nearest_sampler);
        glProgramUniform1i(sobel_program, uniform_tex, 0);
-       glProgramUniform2f(sobel_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
 
        GLuint grad0_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &grad0_fbo);
@@ -259,7 +257,7 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he
 
        glViewport(0, 0, level_width, level_height);
        glBindFramebuffer(GL_FRAMEBUFFER, grad0_fbo);
-        glBindVertexArray(sobel_vao);
+       glBindVertexArray(sobel_vao);
        glUseProgram(sobel_program);
        glDisable(GL_BLEND);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -288,8 +286,8 @@ MotionSearch::MotionSearch()
        motion_search_program = link_program(motion_vs_obj, motion_fs_obj);
 
        // Set up the VAO containing all the required position/texcoord data.
-        glCreateVertexArrays(1, &motion_search_vao);
-        glBindVertexArray(motion_search_vao);
+       glCreateVertexArrays(1, &motion_search_vao);
+       glBindVertexArray(motion_search_vao);
        glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
 
        GLint position_attrib = glGetAttribLocation(motion_search_program, "position");
@@ -322,7 +320,7 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL
 
        glViewport(0, 0, width_patches, height_patches);
        glBindFramebuffer(GL_FRAMEBUFFER, flow_fbo);
-        glBindVertexArray(motion_search_vao);
+       glBindVertexArray(motion_search_vao);
        glUseProgram(motion_search_program);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
@@ -357,8 +355,8 @@ Densify::Densify()
        densify_program = link_program(densify_vs_obj, densify_fs_obj);
 
        // Set up the VAO containing all the required position/texcoord data.
-        glCreateVertexArrays(1, &densify_vao);
-        glBindVertexArray(densify_vao);
+       glCreateVertexArrays(1, &densify_vao);
+       glBindVertexArray(densify_vao);
        glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
 
        GLint position_attrib = glGetAttribLocation(densify_program, "position");
@@ -399,7 +397,7 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
        glViewport(0, 0, level_width, level_height);
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
-        glBindVertexArray(densify_vao);
+       glBindVertexArray(densify_vao);
        glBindFramebuffer(GL_FRAMEBUFFER, dense_flow_fbo);
        glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches);
 }
@@ -430,7 +428,7 @@ Prewarp::Prewarp()
        prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj);
 
        // Set up the VAO containing all the required position/texcoord data.
-        glCreateVertexArrays(1, &prewarp_vao);
+       glCreateVertexArrays(1, &prewarp_vao);
        glBindVertexArray(prewarp_vao);
        glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
 
@@ -471,10 +469,12 @@ void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I
 // The coefficients come from
 //
 //   https://en.wikipedia.org/wiki/Finite_difference_coefficient
+//
+// Also computes β_0, since it depends only on I_x and I_y.
 class Derivatives {
 public:
        Derivatives();
-       void exec(GLuint input_tex, GLuint output_tex, int level_width, int level_height);
+       void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height);
 
 private:
        GLuint derivatives_vs_obj;
@@ -483,7 +483,6 @@ private:
        GLuint derivatives_vao;
 
        GLuint uniform_tex;
-       GLuint uniform_inv_image_size;
 };
 
 Derivatives::Derivatives()
@@ -502,19 +501,20 @@ Derivatives::Derivatives()
        glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 
        uniform_tex = glGetUniformLocation(derivatives_program, "tex");
-       uniform_inv_image_size = glGetUniformLocation(derivatives_program, "inv_image_size");
 }
 
-void Derivatives::exec(GLuint input_tex, GLuint output_tex, int level_width, int level_height)
+void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height)
 {
        glUseProgram(derivatives_program);
 
        bind_sampler(derivatives_program, uniform_tex, 0, input_tex, nearest_sampler);
-       glProgramUniform2f(derivatives_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
 
        GLuint derivatives_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &derivatives_fbo);
-       glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT0, output_tex, 0);
+       GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
+       glNamedFramebufferDrawBuffers(derivatives_fbo, 2, bufs);
+       glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT0, I_x_y_tex, 0);
+       glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT1, beta_0_tex, 0);
 
        glViewport(0, 0, level_width, level_height);
        glDisable(GL_BLEND);
@@ -523,6 +523,220 @@ void Derivatives::exec(GLuint input_tex, GLuint output_tex, int level_width, int
        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");
+}
+
+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();
+               }
+       }
+}
+
 int main(void)
 {
        if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
@@ -563,6 +777,16 @@ 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,
@@ -585,6 +809,9 @@ int main(void)
        Densify densify;
        Prewarp prewarp;
        Derivatives derivatives;
+       ComputeSmoothness compute_smoothness;
+       SetupEquations setup_equations;
+       SOR sor;
 
        GLuint query;
        glGenQueries(1, &query);
@@ -648,17 +875,49 @@ int main(void)
                glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height);
                prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
 
-               // Derivatives of the images. We're only calculating first derivatives;
+               // Calculate I_x and I_y. We're only calculating first derivatives;
                // the others will be taken on-the-fly in order to sample from fewer
                // textures overall, since sampling from the L1 cache is cheap.
                // (TODO: Verify that this is indeed faster than making separate
                // double-derivative textures.)
-
-               // Calculate I_x and I_y.
-               GLuint I_x_y_tex;
+               GLuint I_x_y_tex, beta_0_tex;
                glCreateTextures(GL_TEXTURE_2D, 1, &I_x_y_tex);
+               glCreateTextures(GL_TEXTURE_2D, 1, &beta_0_tex);
                glTextureStorage2D(I_x_y_tex, 1, GL_RG16F, level_width, level_height);
-               derivatives.exec(I_tex, I_x_y_tex, level_width, level_height);
+               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);
+
+               // 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);
+               }
 
                prev_level_flow_tex = dense_flow_tex;
        }