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Convolve.cpp
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272 lines (240 loc) · 8.86 KB
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///////////////////////////////////////////////////////////////////////////
//
// NAME
// Convolve.cpp -- separable and non-separable linear convolution
//
// DESIGN NOTES
// An intermediate row buffer is allocated to fill in the border pixels
// required so that all convolutions are well defined. The row buffer
// is floating point, so that all intermediate results can be computed
// with minimal loss in precision. This also avoids excessive type
// conversion during convolution, since the kernels are floats anyway.
//
// If fixpoint variants are desired for efficiency (e.g., using
// multimedia extensions), then this would have to be modified.
//
// TODO: this current version is not very efficient. For example,
// the separable code uses an intermediate image, instead of just a
// row buffer. Also, downsampling convolution could be more efficient.
//
// SEE ALSO
// Convolve.h longer description of these routines
//
// Copyright © Richard Szeliski, 2001.
// See Copyright.h for more details
//
///////////////////////////////////////////////////////////////////////////
#include "Image.h"
#include "Error.h"
#include "Convert.h"
#include "Convolve.h"
static int TrimIndex(int k, EBorderMode e, int n)
{
// Compute the index value 0 <= k < n (return -1 for Zero mode)
switch (e)
{
case eBorderReplicate: // replicate border values
return __max(0, __min(n-1, k));
case eBorderZero: // zero padding
return -1;
case eBorderReflect: // reflect border pixels
while (k < 0 || k >= n)
{
k = (k < 0) ? -k : 2*n-1-k;
}
return k;
case eBorderCyclic: // wrap pixel values
return (k % n + n) % n;
}
throw CError("Convolve[Separable]: %d is not a valid borderMode", int(e));
}
template <class T>
static void FillRowBuffer(float buf[], CImageOf<T>& src, CFloatImage& kernel,
int k, int n)
{
// Compute the real row address
CShape sShape = src.Shape();
int nB = sShape.nBands;
int k0 = TrimIndex(k + kernel.origin[1], src.borderMode, sShape.height);
if (k0 < 0)
{
memset(buf, 0, n * sizeof(float));
return;
}
// Fill the row
T* srcP = &src.Pixel(0, k0, 0);
int m = n / nB;
for (int l = 0; l < m; l++, buf += nB)
{
int l0 = TrimIndex(l + kernel.origin[0], src.borderMode, sShape.width);
if (l0 < 0)
memset(buf, 0, nB * sizeof(T));
else
for (int b = 0; b < nB; b++)
buf[b] = (float)srcP[l0*nB + b];
}
}
static
void ConvolveRow2D(CFloatImage& buffer, CFloatImage& kernel, float dst[],
int n)
{
CShape kShape = kernel.Shape();
int kX = kShape.width;
int kY = kShape.height;
CShape bShape = buffer.Shape();
int nB = bShape.nBands;
for (int i = 0; i < n; i++)
{
for (int b = 0; b < nB; b++)
{
float sum = 0.0f;
for (int k = 0; k < kY; k++)
{
float* kPtr = &kernel.Pixel(0, k, 0);
float* bPtr = &buffer.Pixel(i, k, b);
for (int l = 0; l < kX; l++, bPtr += nB)
sum += kPtr[l] * bPtr[0];
}
*dst++ = sum;
}
}
}
template <class T>
void Convolve(CImageOf<T> src, CImageOf<T>& dst,
CFloatImage kernel,
float scale, float offset)
{
// Determine the shape of the kernel and row buffer
CShape kShape = kernel.Shape();
CShape sShape = src.Shape();
CShape bShape(sShape.width + kShape.width, kShape.height, sShape.nBands);
int bWidth = bShape.width * bShape.nBands;
// Allocate the result, if necessary, and the row buffer
dst.ReAllocate(sShape, false);
CFloatImage buffer(bShape);
if (sShape.width * sShape.height * sShape.nBands == 0)
return;
CFloatImage output(CShape(sShape.width, 1, sShape.nBands));
// Fill up the row buffer initially
for (int k = 0; k < kShape.height; k++)
FillRowBuffer(&buffer.Pixel(0, k, 0), src, kernel, k, bWidth);
// Determine if clipping is required
// (we assume up-conversion to float never requires clipping, i.e.,
// floats have the highest dynamic range)
T minVal = dst.MinVal();
T maxVal = dst.MaxVal();
if (minVal <= buffer.MinVal() && maxVal >= buffer.MaxVal())
minVal = maxVal = 0;
// Process each row
for (int y = 0; y < sShape.height; y++)
{
// Do the convolution
ConvolveRow2D(buffer, kernel, &output.Pixel(0, 0, 0),
sShape.width);
// Scale, offset, and type convert
ScaleAndOffsetLine(&output.Pixel(0, 0, 0), &dst.Pixel(0, y, 0),
sShape.width * sShape.nBands,
scale, offset, minVal, maxVal);
// Shift up the row buffer and fill the last line
if (y < sShape.height-1)
{
int k;
for (k = 0; k < kShape.height-1; k++)
memcpy(&buffer.Pixel(0, k, 0), &buffer.Pixel(0, k+1, 0),
bWidth * sizeof(float));
FillRowBuffer(&buffer.Pixel(0, k, 0), src, kernel, y+k+1, bWidth);
}
}
}
template <class T>
void ConvolveSeparable(CImageOf<T> src, CImageOf<T>& dst,
CFloatImage x_kernel, CFloatImage y_kernel,
float scale, float offset,
int decimate, int /*interpolate*/)
{
// Allocate the result, if necessary
CShape dShape = src.Shape();
if (decimate > 1)
{
dShape.width = (dShape.width + decimate-1) / decimate;
dShape.height = (dShape.height + decimate-1) / decimate;
}
dst.ReAllocate(dShape, false);
// Allocate the intermediate images
CImageOf<T> tmpImg1(src.Shape());
CImageOf<T> tmpImg2(src.Shape());
// Create a proper vertical convolution kernel
CFloatImage v_kernel(1, y_kernel.Shape().width, 1);
for (int k = 0; k < y_kernel.Shape().width; k++)
v_kernel.Pixel(0, k, 0) = y_kernel.Pixel(k, 0, 0);
v_kernel.origin[1] = y_kernel.origin[0];
// Perform the two convolutions
Convolve(src, tmpImg1, x_kernel, 1.0f, 0.0f);
Convolve(tmpImg1, tmpImg2, v_kernel, scale, offset);
// Downsample or copy
for (int y = 0; y < dShape.height; y++)
{
T* sPtr = &tmpImg2.Pixel(0, y * decimate, 0);
T* dPtr = &dst.Pixel(0, y, 0);
int nB = dShape.nBands;
for (int x = 0; x < dShape.width; x++)
{
for (int b = 0; b < nB; b++)
dPtr[b] = sPtr[b];
sPtr += decimate * nB;
dPtr += nB;
}
}
}
template <class T>
void InstantiateConvolutionOf(CImageOf<T> img)
{
CFloatImage kernel;
Convolve(img, img, kernel, 1.0, 0.0);
ConvolveSeparable(img, img, kernel, kernel, 1.0, 0.0, 1, 1);
}
void InstantiateConvolutions()
{
InstantiateConvolutionOf(CByteImage());
InstantiateConvolutionOf(CIntImage());
InstantiateConvolutionOf(CFloatImage());
}
//
// Default kernels
//
CFloatImage ConvolveKernel_121;
CFloatImage ConvolveKernel_1331;
CFloatImage ConvolveKernel_14641;
CFloatImage ConvolveKernel_8TapLowPass;
struct KernelInit
{
KernelInit();
};
KernelInit::KernelInit()
{
#if 0 // not currently used:
static float k_11[2] = {0.5f, 0.5f};
#endif
static float k_121[3] = {0.25f, 0.5f, 0.25f};
static float k_1331[4] = {0.125f, 0.375f, 0.375f, 0.125f};
static float k_14641[5] = {0.0625f, 0.25f, 0.375f, 0.25f, 0.0625f};
#if 0 // not currently used:
static float k_8ptFP[8] = {-0.044734f, -0.059009f, 0.156544f, 0.449199f,
0.449199f, 0.156544f, -0.059009f, -0.044734f};
#endif
// The following are derived as fix-point /256 fractions of the above:
// -12, -15, 40, 115
static float k_8ptI [8] = {-0.04687500f, -0.05859375f, 0.15625000f, 0.44921875f,
0.44921875f, 0.15625000f, -0.05859375f, -0.04687500f};
ConvolveKernel_121.ReAllocate(CShape(3, 1, 1), k_121, false, 3);
ConvolveKernel_121.origin[0] = -1;
ConvolveKernel_1331.ReAllocate(CShape(4, 1, 1), k_1331, false, 4);
ConvolveKernel_1331.origin[0] = -1;
ConvolveKernel_14641.ReAllocate(CShape(5, 1, 1), k_14641, false, 5);
ConvolveKernel_14641.origin[0] = -1; // used to be -2, but since it uses first pixel when
// downsampling by 3, need to make first pixel origin also
ConvolveKernel_8TapLowPass.ReAllocate(CShape(8, 1, 1), k_8ptI, false, 8);
ConvolveKernel_8TapLowPass.origin[0] = -3; // used to be -4,
// but -3 gives better alignment, at least when downsampling by factor of 2
}
KernelInit ConvKernelInitializer;