Add tone mapping operators.
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fa0800a24a
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2e9afac689
@ -52,7 +52,7 @@ static float solidAngleTerm(uint x, uint y, float inverseEdgeLength) {
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nvDebugCheck(v >= -1.0f && v <= 1.0f);
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#if 1
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// Exact solid angle: @@ Not really exact when using seamless filtering...
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// Exact solid angle:
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float x0 = u - inverseEdgeLength;
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float y0 = v - inverseEdgeLength;
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float x1 = u + inverseEdgeLength;
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@ -73,10 +73,10 @@ static float solidAngleTerm(uint x, uint y, float inverseEdgeLength) {
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}
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static Vector3 texelDirection(uint face, uint x, uint y, int edgeLength, bool seamless)
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static Vector3 texelDirection(uint face, uint x, uint y, int edgeLength, EdgeFixup fixupMethod)
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{
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float u, v;
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if (seamless) {
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if (fixupMethod == EdgeFixup_Stretch) {
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// Transform x,y to [-1, 1] range, match up edges exactly.
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u = float(x) * 2.0f / (edgeLength - 1) - 1.0f;
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v = float(y) * 2.0f / (edgeLength - 1) - 1.0f;
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@ -86,6 +86,14 @@ static Vector3 texelDirection(uint face, uint x, uint y, int edgeLength, bool se
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u = (float(x) + 0.5f) * (2.0f / edgeLength) - 1.0f;
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v = (float(y) + 0.5f) * (2.0f / edgeLength) - 1.0f;
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}
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if (fixupMethod == EdgeFixup_Warp) {
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// Warp texel centers in the proximity of the edges.
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float a = powf(float(edgeLength), 2.0f) / powf(float(edgeLength - 1), 3.0f);
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u = a * powf(u, 3) + u;
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v = a * powf(v, 3) + v;
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}
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nvDebugCheck(u >= -1.0f && u <= 1.0f);
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nvDebugCheck(v >= -1.0f && v <= 1.0f);
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@ -128,7 +136,7 @@ static Vector3 texelDirection(uint face, uint x, uint y, int edgeLength, bool se
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}
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TexelTable::TexelTable(uint edgeLength, bool seamless) : size(edgeLength) {
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TexelTable::TexelTable(uint edgeLength) : size(edgeLength) {
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uint hsize = size/2;
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@ -147,12 +155,10 @@ TexelTable::TexelTable(uint edgeLength, bool seamless) : size(edgeLength) {
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for (uint f = 0; f < 6; f++) {
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for (uint y = 0; y < size; y++) {
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for (uint x = 0; x < size; x++) {
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directionArray[(f * size + y) * size + x] = texelDirection(f, x, y, edgeLength, seamless);
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directionArray[(f * size + y) * size + x] = texelDirection(f, x, y, edgeLength, EdgeFixup_None);
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}
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}
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}
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}
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const Vector3 & TexelTable::direction(uint f, uint x, uint y) const {
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@ -376,9 +382,34 @@ Surface CubeSurface::unfold(CubeLayout layout) const
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}
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float CubeSurface::average(int channel) const
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{
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const uint edgeLength = m->edgeLength;
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m->allocateTexelTable();
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float total = 0.0f;
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float sum = 0.0f;
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for (int f = 0; f < 6; f++) {
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float * c = m->face[f].m->image->channel(channel);
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for (uint y = 0; y < edgeLength; y++) {
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for (uint x = 0; x < edgeLength; x++) {
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float solidAngle = m->texelTable->solidAngle(f, x, y);
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total += solidAngle;
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sum += c[y * edgeLength + x] * solidAngle;
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}
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}
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}
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return sum / total;
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}
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#include "nvmath/SphericalHarmonic.h"
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CubeSurface CubeSurface::irradianceFilter(int size, bool seamless) const
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CubeSurface CubeSurface::irradianceFilter(int size, EdgeFixup fixupMethod) const
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{
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m->allocateTexelTable();
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@ -640,6 +671,7 @@ struct ApplyCosinePowerFilterContext {
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CubeSurface::Private * filteredCube;
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float coneAngle;
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float cosinePower;
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EdgeFixup fixupMethod;
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};
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void ApplyCosinePowerFilterTask(void * context, int id)
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@ -656,7 +688,7 @@ void ApplyCosinePowerFilterTask(void * context, int id)
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nvtt::Surface & filteredFace = ctx->filteredCube->face[f];
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FloatImage * filteredImage = filteredFace.m->image;
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const Vector3 filterDir = texelDirection(f, x, y, size, ctx->filteredCube->seamless);
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const Vector3 filterDir = texelDirection(f, x, y, size, ctx->fixupMethod);
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// Convolve filter against cube.
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Vector3 color = ctx->inputCube->applyCosinePowerFilter(filterDir, ctx->coneAngle, ctx->cosinePower);
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@ -667,14 +699,13 @@ void ApplyCosinePowerFilterTask(void * context, int id)
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}
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CubeSurface CubeSurface::cosinePowerFilter(int size, float cosinePower, bool seamless) const
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CubeSurface CubeSurface::cosinePowerFilter(int size, float cosinePower, EdgeFixup fixupMethod) const
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{
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const uint edgeLength = m->edgeLength;
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// Allocate output cube.
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CubeSurface filteredCube;
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filteredCube.m->allocate(size);
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filteredCube.m->seamless = seamless;
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// Texel table is stored along with the surface so that it's compute only once.
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m->allocateTexelTable();
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@ -691,10 +722,10 @@ CubeSurface CubeSurface::cosinePowerFilter(int size, float cosinePower, bool sea
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for (uint y = 0; y < uint(size); y++) {
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for (uint x = 0; x < uint(size); x++) {
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const Vector3 filterDir = texelDirection(f, x, y, size, seamless);
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const Vector3 filterDir = texelDirection(f, x, y, size, fixupMethod);
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// Convolve filter against cube.
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Vector3 color = m->applyCosinePowerFilter(filterDir, coneAngle, cosinePower, seamless);
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Vector3 color = m->applyCosinePowerFilter(filterDir, coneAngle, cosinePower);
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filteredImage->pixel(0, x, y, 0) = color.x;
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filteredImage->pixel(1, x, y, 0) = color.y;
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@ -708,10 +739,31 @@ CubeSurface CubeSurface::cosinePowerFilter(int size, float cosinePower, bool sea
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context.filteredCube = filteredCube.m;
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context.coneAngle = coneAngle;
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context.cosinePower = cosinePower;
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context.fixupMethod = fixupMethod;
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nv::ParallelFor parallelFor(ApplyCosinePowerFilterTask, &context);
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parallelFor.run(6 * size * size);
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// @@ Implement edge averaging.
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if (fixupMethod == EdgeFixup_Average) {
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for (uint f = 0; f < 6; f++) {
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nvtt::Surface filteredFace = filteredCube.m->face[f];
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FloatImage * filteredImage = filteredFace.m->image;
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// For each component.
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for (uint c = 0; c < 3; c++) {
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// @@ For each corner, sample the two adjacent faces.
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filteredImage->pixel(c, 0, 0, 0);
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filteredImage->pixel(c, size-1, 0, 0);
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filteredImage->pixel(c, 0, size-1, 0);
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filteredImage->pixel(c, size-1, size-1, 0);
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// @@ For each edge, sample the adjacent face.
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}
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}
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}
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return filteredCube;
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}
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@ -39,7 +39,7 @@
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namespace nvtt
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{
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struct TexelTable {
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TexelTable(uint edgeLength, bool seamless);
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TexelTable(uint edgeLength);
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float solidAngle(uint f, uint x, uint y) const;
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const nv::Vector3 & direction(uint f, uint x, uint y) const;
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@ -59,7 +59,6 @@ namespace nvtt
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nvDebugCheck( refCount() == 0 );
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edgeLength = 0;
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seamless = false;
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texelTable = NULL;
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}
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Private(const Private & p) : RefCounted() // Copy ctor. inits refcount to 0.
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@ -67,7 +66,6 @@ namespace nvtt
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nvDebugCheck( refCount() == 0 );
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edgeLength = p.edgeLength;
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seamless = p.seamless;
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for (uint i = 0; i < 6; i++) {
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face[i] = p.face[i];
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}
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@ -91,7 +89,7 @@ namespace nvtt
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void allocateTexelTable()
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{
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if (texelTable == NULL) {
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texelTable = new TexelTable(edgeLength, seamless);
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texelTable = new TexelTable(edgeLength);
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}
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}
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@ -99,7 +97,6 @@ namespace nvtt
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nv::Vector3 applyCosinePowerFilter(const nv::Vector3 & dir, float coneAngle, float cosinePower);
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uint edgeLength;
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bool seamless;
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Surface face[6];
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TexelTable * texelTable;
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};
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@ -1766,6 +1766,46 @@ void Surface::convolve(int channel, int kernelSize, float * kernelData)
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m->image->convolve(k, channel, (FloatImage::WrapMode)m->wrapMode);
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}
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void Surface::toneMap(ToneMapper tm, float exposure, float * parameters)
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{
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if (isNull()) return;
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detach();
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FloatImage * img = m->image;
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float * r = img->channel(0);
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float * g = img->channel(1);
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float * b = img->channel(2);
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const uint count = img->pixelCount();
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if (tm == ToneMapper_Linear) {
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// Clamp preserving the hue.
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for (uint i = 0; i < count; i++) {
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float m = max(r[i], g[i], b[i]);
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if (m > 1.0f) {
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r[i] *= 1.0f / m;
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g[i] *= 1.0f / m;
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b[i] *= 1.0f / m;
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}
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}
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}
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else if (tm == ToneMapper_Reindhart) {
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for (uint i = 0; i < count; i++) {
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r[i] /= r[i] + 1;
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g[i] /= g[i] + 1;
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b[i] /= b[i] + 1;
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}
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}
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else if (tm == ToneMapper_Halo) {
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for (uint i = 0; i < count; i++) {
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r[i] = 1 - expf(-r[i]);
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g[i] = 1 - expf(-g[i]);
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b[i] = 1 - expf(-b[i]);
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}
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}
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}
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/*
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void Surface::blockLuminanceScale(float scale)
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{
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@ -413,6 +413,12 @@ namespace nvtt
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//NormalTransform_DualParaboloid,
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};
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enum ToneMapper {
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ToneMapper_Linear,
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ToneMapper_Reindhart,
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ToneMapper_Halo,
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};
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// A surface is one level of a 2D or 3D texture.
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// @@ It would be nice to add support for texture borders for correct resizing of tiled textures and constrained DXT compression.
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@ -492,6 +498,8 @@ namespace nvtt
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NVTT_API void abs(int channel);
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NVTT_API void convolve(int channel, int kernelSize, float * kernelData);
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NVTT_API void toneMap(ToneMapper tm, float exposure, float * parameters);
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//NVTT_API void blockLuminanceScale(float scale);
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// Color quantization.
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@ -535,6 +543,13 @@ namespace nvtt
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CubeLayout_LatitudeLongitude
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};
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enum EdgeFixup {
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EdgeFixup_None,
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EdgeFixup_Stretch,
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EdgeFixup_Warp,
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EdgeFixup_Average,
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};
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// A CubeSurface is one level of a cube map texture.
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struct CubeSurface
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{
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@ -548,7 +563,6 @@ namespace nvtt
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NVTT_API bool isNull() const;
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NVTT_API int edgeLength() const;
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NVTT_API int countMipmaps() const;
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NVTT_API bool isSeamless() const;
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// Texture data.
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NVTT_API bool load(const char * fileName, int mipmap);
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@ -570,8 +584,8 @@ namespace nvtt
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NVTT_API float average(int channel) const;
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// Filtering.
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NVTT_API CubeSurface irradianceFilter(int size, bool seamless) const;
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NVTT_API CubeSurface cosinePowerFilter(int size, float cosinePower, bool seamless) const;
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NVTT_API CubeSurface irradianceFilter(int size, EdgeFixup fixupMethod) const;
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NVTT_API CubeSurface cosinePowerFilter(int size, float cosinePower, EdgeFixup fixupMethod) const;
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/*
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@ -50,7 +50,7 @@ int main(int argc, char *argv[])
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return EXIT_FAILURE;
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}
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envmap.toLinear(2.2f);
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//envmap.toLinear(2.2f);
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// Setup compression options.
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@ -59,19 +59,24 @@ int main(int argc, char *argv[])
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compressionOptions.setPixelType(nvtt::PixelType_Float);
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compressionOptions.setPixelFormat(16, 16, 16, 16);
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// Setup output options.
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nvtt::OutputOptions outputOptions;
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outputOptions.setFileName("filtered_envmap.dds");
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outputOptions.setSrgbFlag(true);
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//outputOptions.setSrgbFlag(true);
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const int MAX_MIPMAP_COUNT = 7; // nv::log2(64) + 1;
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//const int mipmapCount = MAX_MIPMAP_COUNT;
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const int mipmapCount = 4;
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//const int mipmapCount = 1;
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const int firstMipmap = 0;
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int topSize = 64;
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float topPower = 64;
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// Output header.
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context.outputHeader(nvtt::TextureType_Cube, 64, 64, 1, mipmapCount, false, compressionOptions, outputOptions);
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context.outputHeader(nvtt::TextureType_Cube, topSize >> firstMipmap, topSize >> firstMipmap, 1, mipmapCount-firstMipmap, false, compressionOptions, outputOptions);
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nv::Timer timer;
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timer.start();
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@ -79,20 +84,20 @@ int main(int argc, char *argv[])
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nvtt::CubeSurface filteredEnvmap[mipmapCount];
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// Output filtered mipmaps.
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for (int m = 0; m < mipmapCount; m++) {
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int size = 64 / (1 << m); // 64, 32, 16, 8
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float cosine_power = float(64) / (1 << (2 * m)); // 64, 16, 4, 1
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for (int m = firstMipmap; m < mipmapCount; m++) {
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int size = topSize >> m; // 64, 32, 16, 8
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float cosine_power = topPower / (1 << (2 * m)); // 64, 16, 4, 1
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cosine_power = nv::max(1.0f, cosine_power);
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printf("filtering step: %d/%d\n", m+1, mipmapCount);
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filteredEnvmap[m] = envmap.cosinePowerFilter(size, cosine_power, false);
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filteredEnvmap[m].toGamma(2.2f);
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filteredEnvmap[m] = envmap.cosinePowerFilter(size, cosine_power, nvtt::EdgeFixup_Warp);
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//filteredEnvmap[m].toGamma(2.2f);
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}
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for (int f = 0; f < 6; f++) {
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for (int m = 0; m < mipmapCount; m++) {
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context.compress(filteredEnvmap[m].face(f), f, m, compressionOptions, outputOptions);
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for (int m = firstMipmap; m < mipmapCount; m++) {
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context.compress(filteredEnvmap[m].face(f), f, m-firstMipmap, compressionOptions, outputOptions);
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}
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}
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