X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=equations.frag;h=04e5370fd9d53baf5afda39ee140a526d6937945;hb=1aab0848ee4807a0369656edd9eb42ce5adb56ae;hp=6171a3729d6f862490e288e5125152227d6756b1;hpb=f22fffe30b28081f42fc4d5f55c6a6a95fe65c54;p=nageru diff --git a/equations.frag b/equations.frag index 6171a37..04e5370 100644 --- a/equations.frag +++ b/equations.frag @@ -1,27 +1,83 @@ #version 450 core -in vec2 tc; -out uvec4 equation; +in vec3 tc0, tc_left0, tc_down0; +in vec3 tc1, tc_left1, tc_down1; +in float line_offset; +out uvec4 equation_red, equation_black; -uniform sampler2D I_x_y_tex, I_t_tex; -uniform sampler2D diff_flow_tex, flow_tex; -uniform sampler2D beta_0_tex; -uniform sampler2D smoothness_x_tex, smoothness_y_tex; +uniform sampler2DArray I_x_y_tex, I_t_tex; +uniform sampler2DArray diff_flow_tex, base_flow_tex; +uniform sampler2DArray beta_0_tex; +uniform sampler2DArray diffusivity_tex; -// TODO: Consider a specialized version for the case where we know that du = dv = 0, -// since we run so few iterations. +// Relative weighting of intensity term. +uniform float delta; -// This must be a macro, since the offset needs to be a constant expression. -#define get_flow(x_offs, y_offs) \ - (textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xy + \ - textureOffset(diff_flow_tex, tc, ivec2((x_offs), (y_offs))).xy) +// Relative weighting of gradient term. +uniform float gamma; -void main() +uniform bool zero_diff_flow; + +// Similar to packHalf2x16, but the two values share exponent, and are stored +// as 12-bit fixed point numbers multiplied by that exponent (the leading one +// can't be implicit in this kind of format). This allows us to store a much +// greater range of numbers (8-bit, ie., full fp32 range), and also gives us an +// extra mantissa bit. (Well, ostensibly two, but because the numbers have to +// be stored denormalized, we only really gain one.) +// +// The price we pay is that if the numbers are of very different magnitudes, +// the smaller number gets less precision. +uint pack_floats_shared(float a, float b) +{ + float greatest = max(abs(a), abs(b)); + + // Find the exponent, increase it by one, and negate it. + // E.g., if the nonbiased exponent is 3, the number is between + // 2^3 and 2^4, so our normalization factor to get within -1..1 + // is going to be 2^-4. + // + // exponent -= 127; + // exponent = -(exponent + 1); + // exponent += 127; + // + // is the same as + // + // exponent = 252 - exponent; + uint e = floatBitsToUint(greatest) & 0x7f800000u; + float normalizer = uintBitsToFloat((252 << 23) - e); + + // The exponent is the same range as fp32, so just copy it + // verbatim, shifted up to where the sign bit used to be. + e <<= 1; + + // Quantize to 12 bits. + uint qa = uint(int(round(a * (normalizer * 2047.0)))); + uint qb = uint(int(round(b * (normalizer * 2047.0)))); + + return (qa & 0xfffu) | ((qb & 0xfffu) << 12) | e; +} + +float zero_if_outside_border(vec4 val) +{ + if (val.w < 1.0f) { + // We hit the border (or more like half-way to it), so zero smoothness. + return 0.0f; + } else { + return val.x; + } +} + +uvec4 compute_equation(vec3 tc, vec3 tc_left, vec3 tc_down) { // Read the flow (on top of the u0/v0 flow). - vec2 diff_flow = texture(diff_flow_tex, tc).xy; - float du = diff_flow.x; - float dv = diff_flow.y; + float du, dv; + if (zero_diff_flow) { + du = dv = 0.0f; + } else { + vec2 diff_flow = texture(diff_flow_tex, tc).xy; + du = diff_flow.x; + dv = diff_flow.y; + } // Read the first derivatives. vec2 I_x_y = texture(I_x_y_tex, tc).xy; @@ -29,19 +85,16 @@ void main() float I_y = I_x_y.y; float I_t = texture(I_t_tex, tc).x; - // E_I term. Note that we don't square β_0, in line with DeepFlow, - // even though it's probably an error. - // - // TODO: Evaluate squaring β_0. - // FIXME: Should the penalizer be adjusted for 0..1 intensity range instead of 0..255? - // TODO: Multiply by some alpha. + // 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. float beta_0 = texture(beta_0_tex, tc).x; - float k1 = beta_0 * inversesqrt(beta_0 * (I_x * du + I_y * dv + I_t) * (I_x * du + I_y * dv + I_t) + 1e-6); + 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 A12 = k1 * I_x * I_y; float A22 = k1 * I_y * I_y; - float b1 = -k1 * I_t; - float b2 = -k1 * I_t; + float b1 = -k1 * I_t * I_x; + float b2 = -k1 * I_t * I_y; // Compute the second derivatives. First I_xx and I_xy. vec2 I_x_y_m2 = textureOffset(I_x_y_tex, tc, ivec2(-2, 0)).xy; @@ -70,11 +123,10 @@ void main() 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 = inversesqrt( + float k2 = gamma * inversesqrt( beta_x * (I_xx * du + I_xy * dv + I_xt) * (I_xx * du + I_xy * dv + I_xt) + beta_y * (I_xy * du + I_yy * dv + I_yt) * (I_xy * du + I_yy * dv + I_yt) + 1e-6); @@ -87,33 +139,49 @@ void main() b2 -= k_x * I_xy * I_xt + k_y * I_yy * I_yt; // E_S term, sans the part on the right-hand side that deals with - // the neighboring pixels. - // TODO: Multiply by some gamma. - float smooth_l = textureOffset(smoothness_x_tex, tc, ivec2(-1, 0)).x; - float smooth_r = texture(smoothness_x_tex, tc).x; - float smooth_d = textureOffset(smoothness_y_tex, tc, ivec2( 0, -1)).x; - float smooth_u = texture(smoothness_y_tex, tc).x; - A11 -= smooth_l + smooth_r + smooth_d + smooth_u; - A22 -= smooth_l + smooth_r + smooth_d + smooth_u; - - // Laplacian of (u0 + du, v0 + dv), sans the central term. + // the neighboring pixels. The gamma is multiplied in in smoothness.frag. + // + // Note that we sample in-between two texels, which gives us the 0.5 * + // (x[-1] + x[0]) part for free. If one of the texels is a border + // texel, it will have zero alpha, and zero_if_outside_border() will + // set smoothness to zero. + float smooth_l = zero_if_outside_border(texture(diffusivity_tex, tc_left)); + float smooth_r = zero_if_outside_border(textureOffset(diffusivity_tex, tc_left, ivec2(1, 0))); + float smooth_d = zero_if_outside_border(texture(diffusivity_tex, tc_down)); + float smooth_u = zero_if_outside_border(textureOffset(diffusivity_tex, tc_down, ivec2(0, 1))); + A11 += smooth_l + smooth_r + smooth_d + smooth_u; + A22 += smooth_l + smooth_r + smooth_d + smooth_u; + + // Laplacian of (u0, v0). vec2 laplacian = - smooth_l * get_flow(-1, 0) + - smooth_r * get_flow(1, 0) + - smooth_d * get_flow(0, -1) + - smooth_u * get_flow(0, 1); - b1 -= laplacian.x; - b2 -= laplacian.y; - - // The central term of the Laplacian, for (u0, v0) only. - // (The central term for (du, dv) is what we are solving for.) - vec2 central = (smooth_l + smooth_r + smooth_d + smooth_u) * texture(flow_tex, tc).xy; - b1 += central.x; - b2 += central.y; + smooth_l * textureOffset(base_flow_tex, tc, ivec2(-1, 0)).xy + + smooth_r * textureOffset(base_flow_tex, tc, ivec2( 1, 0)).xy + + smooth_d * textureOffset(base_flow_tex, tc, ivec2( 0, -1)).xy + + smooth_u * textureOffset(base_flow_tex, tc, ivec2( 0, 1)).xy - + (smooth_l + smooth_r + smooth_d + smooth_u) * texture(base_flow_tex, tc).xy; + b1 += laplacian.x; + b2 += laplacian.y; // Encode the equation down into four uint32s. - equation.x = floatBitsToUint(1.0 / A11); - equation.y = floatBitsToUint(A12); - equation.z = floatBitsToUint(1.0 / A22); - equation.w = packHalf2x16(vec2(b1, b2)); + uvec4 ret; + ret.x = floatBitsToUint(1.0 / A11); + ret.y = floatBitsToUint(A12); + ret.z = floatBitsToUint(1.0 / A22); + ret.w = pack_floats_shared(b1, b2); + return ret; +} + +void main() +{ + uvec4 eq0 = compute_equation(tc0, tc_left0, tc_down0); + uvec4 eq1 = compute_equation(tc1, tc_left1, tc_down1); + + if ((int(round(line_offset)) & 1) == 1) { + // Odd line, so the right value is red. + equation_red = eq1; + equation_black = eq0; + } else { + equation_red = eq0; + equation_black = eq1; + } }