float vr_gamma = 10.0f, vr_delta = 5.0f, vr_alpha = 10.0f;
bool enable_timing = true;
+bool enable_variational_refinement = true; // Just for debugging.
// Some global OpenGL objects.
// TODO: These should really be part of DISComputeFlow.
// 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.
- // You can comment out this part if you wish to test disabling of the variational refinement.
- {
+ //
+ // Disabling this doesn't save any time (although we could easily make it so that
+ // it is more efficient), but it helps debug the motion search.
+ if (enable_variational_refinement) {
ScopedTimer timer("Add differential flow", &varref_timer);
add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height);
}
{ "alpha", required_argument, 0, 'a' },
{ "delta", required_argument, 0, 'd' },
{ "gamma", required_argument, 0, 'g' },
- { "disable-timing", no_argument, 0, 1000 }
+ { "disable-timing", no_argument, 0, 1000 },
+ { "ignore-variational-refinement", no_argument, 0, 1001 } // Still calculates it, just doesn't apply it.
};
for ( ;; ) {
case 1000:
enable_timing = false;
break;
+ case 1001:
+ enable_variational_refinement = false;
+ break;
default:
fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
exit(1);