// (G+H) x0 + I x2 = y2
//
// This both increases accuracy and provides us with a very nice speed
- // boost. We could have gone even further and went for 8-way symmetry
- // like the shader does, but this is good enough right now.
+ // boost.
MatrixXf M(MatrixXf::Zero((R + 1) * (R + 1), (R + 1) * (R + 1)));
MatrixXf r_uv_flattened(MatrixXf::Zero((R + 1) * (R + 1), 1));
for (int outer_i = 0; outer_i < 2 * R + 1; ++outer_i) {
update_deconvolution_kernel();
}
// Now encode it as uniforms, and pass it on to the shader.
- // (Actually the shader only uses about half of the elements.)
float samples[4 * (R + 1) * (R + 1)];
for (int y = 0; y <= R; ++y) {
for (int x = 0; x <= R; ++x) {
vec4 FUNCNAME(vec2 tc) {
// The full matrix has five different symmetry cases, that look like this:
//
- // D * * C * * D
- // * D * C * D *
- // * * D C D * *
+ // D D D C D D D
+ // D D D C D D D
+ // D D D C D D D
// B B B A B B B
- // * * D C D * *
- // * D * C * D *
- // D * * C * * D
+ // D D D C D D D
+ // D D D C D D D
+ // D D D C D D D
//
// We only store the lower-right part of the matrix:
//
- // A B B
- // C D *
- // C * D
+ // A B B B
+ // C D D D
+ // C D D D
+ // C D D D
// Case A: Top-left sample has no symmetry.
vec4 sum = PREFIX(samples)[0].z * INPUT(tc);
sum += sample.z * (INPUT(tc - sample.xy) + INPUT(tc + sample.xy));
}
- // Case D: Diagonal samples have four-way symmetry.
- for (int xy = 1; xy <= R; ++xy) {
- vec4 sample = PREFIX(samples)[xy * (R + 1) + xy];
- vec2 mirror_sample = vec2(sample.x, -sample.y);
-
- vec4 local_sum = INPUT(tc - sample.xy) + INPUT(tc + sample.xy);
- local_sum += INPUT(tc - mirror_sample.xy) + INPUT(tc + mirror_sample.xy);
-
- sum += sample.z * local_sum;
- }
-
- // Case *: All other samples have eight-way symmetry.
+ // Case D: All other samples have four-way symmetry.
+ // (Actually we have eight-way, but since we are using normalized
+ // coordinates, we can't just flip x and y.)
for (int y = 1; y < R; ++y) {
- for (int x = y + 1; x <= R; ++x) {
+ for (int x = 1; x <= R; ++x) {
vec4 sample = PREFIX(samples)[y * (R + 1) + x];
vec2 mirror_sample = vec2(sample.x, -sample.y);
vec4 local_sum = INPUT(tc - sample.xy) + INPUT(tc + sample.xy);
local_sum += INPUT(tc - mirror_sample.xy) + INPUT(tc + mirror_sample.xy);
- local_sum += INPUT(tc - sample.yx) + INPUT(tc + sample.yx);
- local_sum += INPUT(tc - mirror_sample.yx) + INPUT(tc + mirror_sample.yx);
-
sum += sample.z * local_sum;
}
}