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nvidia-texture-tools/src/nvimage/ErrorMetric.cpp

514 lines
13 KiB
C++

#include "ErrorMetric.h"
#include "FloatImage.h"
#include "Filter.h"
#include "nvmath/Matrix.h"
#include "nvmath/Vector.inl"
#include <float.h> // FLT_MAX
using namespace nv;
float nv::rmsColorError(const FloatImage * ref, const FloatImage * img, bool alphaWeight)
{
if (!sameLayout(img, ref)) {
return FLT_MAX;
}
nvDebugCheck(img->componentCount() == 4);
nvDebugCheck(ref->componentCount() == 4);
double mse = 0;
const uint count = img->pixelCount();
for (uint i = 0; i < count; i++)
{
float r0 = ref->pixel(i + count * 0);
float g0 = ref->pixel(i + count * 1);
float b0 = ref->pixel(i + count * 2);
float a0 = ref->pixel(i + count * 3);
float r1 = img->pixel(i + count * 0);
float g1 = img->pixel(i + count * 1);
float b1 = img->pixel(i + count * 2);
//float a1 = img->pixel(i + count * 3);
float r = r0 - r1;
float g = g0 - g1;
float b = b0 - b1;
float a = 1;
if (alphaWeight) a = a0 * a0; // @@ a0*a1 or a0*a0 ?
mse += (r * r) * a;
mse += (g * g) * a;
mse += (b * b) * a;
}
return float(sqrt(mse / count));
}
float nv::rmsAlphaError(const FloatImage * ref, const FloatImage * img)
{
if (!sameLayout(img, ref)) {
return FLT_MAX;
}
nvDebugCheck(img->componentCount() == 4 && ref->componentCount() == 4);
double mse = 0;
const uint count = img->pixelCount();
for (uint i = 0; i < count; i++)
{
float a0 = img->pixel(i + count * 3);
float a1 = ref->pixel(i + count * 3);
float a = a0 - a1;
mse += a * a;
}
return float(sqrt(mse / count));
}
float nv::averageColorError(const FloatImage * ref, const FloatImage * img, bool alphaWeight)
{
if (!sameLayout(img, ref)) {
return FLT_MAX;
}
nvDebugCheck(img->componentCount() == 4);
nvDebugCheck(ref->componentCount() == 4);
double mae = 0;
const uint count = img->pixelCount();
for (uint i = 0; i < count; i++)
{
float r0 = img->pixel(i + count * 0);
float g0 = img->pixel(i + count * 1);
float b0 = img->pixel(i + count * 2);
//float a0 = img->pixel(i + count * 3);
float r1 = ref->pixel(i + count * 0);
float g1 = ref->pixel(i + count * 1);
float b1 = ref->pixel(i + count * 2);
float a1 = ref->pixel(i + count * 3);
float r = fabsf(r0 - r1);
float g = fabsf(g0 - g1);
float b = fabsf(b0 - b1);
float a = 1;
if (alphaWeight) a = a1;
mae += r * a;
mae += g * a;
mae += b * a;
}
return float(mae / count);
}
float nv::averageAlphaError(const FloatImage * ref, const FloatImage * img)
{
if (img == NULL || ref == NULL || img->width() != ref->width() || img->height() != ref->height()) {
return FLT_MAX;
}
nvDebugCheck(img->componentCount() == 4 && ref->componentCount() == 4);
double mae = 0;
const uint count = img->width() * img->height();
for (uint i = 0; i < count; i++)
{
float a0 = img->pixel(i + count * 3);
float a1 = ref->pixel(i + count * 3);
float a = a0 - a1;
mae += fabsf(a);
}
return float(mae / count);
}
float nv::rmsBilinearColorError(const FloatImage * ref, const FloatImage * img, FloatImage::WrapMode wm, bool alphaWeight)
{
nvDebugCheck(img->componentCount() == 4);
nvDebugCheck(ref->componentCount() == 4);
double mse = 0;
const uint w0 = ref->width();
const uint h0 = ref->height();
const uint d0 = ref->depth();
const uint w1 = img->width();
const uint h1 = img->height();
const uint d1 = img->depth();
for (uint z = 0; z < d0; z++) {
for (uint y = 0; y < h0; y++) {
for (uint x = 0; x < w0; x++) {
float r0 = ref->pixel(0, x, y, z);
float g0 = ref->pixel(1, x, y, z);
float b0 = ref->pixel(2, x, y, z);
float a0 = ref->pixel(3, x, y, z);
float fx = float(x) / w0;
float fy = float(y) / h0;
float fz = float(z) / d0;
float r1 = img->sampleLinear(0, fx, fy, fz, wm);
float g1 = img->sampleLinear(1, fx, fy, fz, wm);
float b1 = img->sampleLinear(2, fx, fy, fz, wm);
float a1 = img->sampleLinear(2, fx, fy, fz, wm);
float dr = r0 - r1;
float dg = g0 - g1;
float db = b0 - b1;
float da = a0 - a1;
float w = 1;
if (alphaWeight) w = a0 * a0; // @@ a0*a1 or a0*a0 ?
mse += (dr * dr) * w;
mse += (dg * dg) * w;
mse += (db * db) * w;
mse += (da * da);
}
}
}
int count = w0 * h0 * d0;
return float(sqrt(mse / count));
}
// Color space conversions based on:
// http://www.brucelindbloom.com/
// Assumes input is in *linear* sRGB color space.
static Vector3 rgbToXyz(Vector3::Arg c)
{
Vector3 xyz;
xyz.x = 0.412453f * c.x + 0.357580f * c.y + 0.180423f * c.z;
xyz.y = 0.212671f * c.x + 0.715160f * c.y + 0.072169f * c.z;
xyz.z = 0.019334f * c.x + 0.119193f * c.y + 0.950227f * c.z;
return xyz;
}
static Vector3 xyzToRgb(Vector3::Arg c)
{
Vector3 rgb;
rgb.x = 3.2404542f * c.x - 1.5371385f * c.y - 0.4985314f * c.z;
rgb.y = -0.9692660f * c.x + 1.8760108f * c.y + 0.0415560f * c.z;
rgb.z = 0.0556434f * c.x - 0.2040259f * c.y + 1.0572252f * c.z;
return rgb;
}
static float toLinear(float f)
{
return powf(f, 2.2f);
}
static float toGamma(float f)
{
// @@ Use sRGB space?
return powf(f, 1.0f/2.2f);
}
static Vector3 toLinear(Vector3::Arg c)
{
return Vector3(toLinear(c.x), toLinear(c.y), toLinear(c.z));
}
static Vector3 toGamma(Vector3::Arg c)
{
return Vector3(toGamma(c.x), toGamma(c.y), toGamma(c.z));
}
static float f(float t)
{
const float epsilon = powf(6.0f/29.0f, 3);
if (t > epsilon) {
return powf(t, 1.0f/3.0f);
}
else {
return 1.0f/3.0f * powf(29.0f/6.0f, 2) * t + 4.0f / 29.0f;
}
}
static float finv(float t)
{
if (t > 6.0f / 29.0f) {
return 3.0f * powf(6.0f / 29.0f, 2) * (t - 4.0f / 29.0f);
}
else {
return powf(t, 3.0f);
}
}
static Vector3 xyzToCieLab(Vector3::Arg c)
{
// Normalized white point.
const float Xn = 0.950456f;
const float Yn = 1.0f;
const float Zn = 1.088754f;
float Xr = c.x / Xn;
float Yr = c.y / Yn;
float Zr = c.z / Zn;
float fx = f(Xr);
float fy = f(Yr);
float fz = f(Zr);
float L = 116 * fx - 16;
float a = 500 * (fx - fy);
float b = 200 * (fy - fz);
return Vector3(L, a, b);
}
static Vector3 rgbToCieLab(Vector3::Arg c)
{
return xyzToCieLab(rgbToXyz(toLinear(c)));
}
// h is hue-angle in radians
static Vector3 cieLabToLCh(Vector3::Arg c)
{
return Vector3(c.x, sqrtf(c.y*c.y + c.z*c.z), atan2f(c.y, c.z));
}
static void rgbToCieLab(const FloatImage * rgbImage, FloatImage * LabImage)
{
nvDebugCheck(rgbImage != NULL && LabImage != NULL);
nvDebugCheck(rgbImage->width() == LabImage->width() && rgbImage->height() == LabImage->height());
nvDebugCheck(rgbImage->componentCount() >= 3 && LabImage->componentCount() >= 3);
const uint w = rgbImage->width();
const uint h = LabImage->height();
const float * R = rgbImage->channel(0);
const float * G = rgbImage->channel(1);
const float * B = rgbImage->channel(2);
float * L = LabImage->channel(0);
float * a = LabImage->channel(1);
float * b = LabImage->channel(2);
const uint count = w*h;
for (uint i = 0; i < count; i++)
{
Vector3 Lab = rgbToCieLab(Vector3(R[i], G[i], B[i]));
L[i] = Lab.x;
a[i] = Lab.y;
b[i] = Lab.z;
}
}
// Assumes input images are in linear sRGB space.
float nv::cieLabError(const FloatImage * img0, const FloatImage * img1)
{
if (!sameLayout(img0, img1)) return FLT_MAX;
nvDebugCheck(img0->componentCount() == 4 && img1->componentCount() == 4);
const float * r0 = img0->channel(0);
const float * g0 = img0->channel(1);
const float * b0 = img0->channel(2);
const float * r1 = img1->channel(0);
const float * g1 = img1->channel(1);
const float * b1 = img1->channel(2);
double error = 0.0f;
const uint count = img0->pixelCount();
for (uint i = 0; i < count; i++)
{
Vector3 lab0 = rgbToCieLab(Vector3(r0[i], g0[i], b0[i]));
Vector3 lab1 = rgbToCieLab(Vector3(r1[i], g1[i], b1[i]));
// @@ Measure Delta E.
Vector3 delta = lab0 - lab1;
error += length(delta);
}
return float(error / count);
}
// Assumes input images are in linear sRGB space.
float nv::cieLab94Error(const FloatImage * img0, const FloatImage * img1)
{
if (!sameLayout(img0, img1)) return FLT_MAX;
nvDebugCheck(img0->componentCount() == 4 && img1->componentCount() == 4);
const float kL = 1;
const float kC = 1;
const float kH = 1;
const float k1 = 0.045f;
const float k2 = 0.015f;
const float sL = 1;
const float * r0 = img0->channel(0);
const float * g0 = img0->channel(1);
const float * b0 = img0->channel(2);
const float * r1 = img1->channel(0);
const float * g1 = img1->channel(1);
const float * b1 = img1->channel(2);
double error = 0.0f;
const uint count = img0->pixelCount();
for (uint i = 0; i < count; ++i)
{
Vector3 lab0 = rgbToCieLab(Vector3(r0[i], g0[i], b0[i]));
Vector3 lch0 = cieLabToLCh(lab0);
Vector3 lab1 = rgbToCieLab(Vector3(r1[i], g1[i], b1[i]));
Vector3 lch1 = cieLabToLCh(lab1);
const float sC = 1 + k1*lch0.x;
const float sH = 1 + k2*lch0.x;
// @@ Measure Delta E using the 1994 definition
Vector3 labDelta = lab0 - lab1;
Vector3 lchDelta = lch0 - lch1;
double deltaLsq = powf(lchDelta.x / (kL*sL), 2);
double deltaCsq = powf(lchDelta.y / (kC*sC), 2);
// avoid possible sqrt of negative value by computing (deltaH/(kH*sH))^2
double deltaHsq = powf(labDelta.y, 2) + powf(labDelta.z, 2) - powf(lchDelta.y, 2);
deltaHsq /= powf(kH*sH, 2);
error += sqrt(deltaLsq + deltaCsq + deltaHsq);
}
return float(error / count);
}
float nv::spatialCieLabError(const FloatImage * img0, const FloatImage * img1)
{
if (img0 == NULL || img1 == NULL || img0->width() != img1->width() || img0->height() != img1->height()) {
return FLT_MAX;
}
nvDebugCheck(img0->componentCount() == 4 && img1->componentCount() == 4);
uint w = img0->width();
uint h = img0->height();
uint d = img0->depth();
FloatImage lab0, lab1; // Original images in CIE-Lab space.
lab0.allocate(3, w, h, d);
lab1.allocate(3, w, h, d);
// Convert input images to CIE-Lab.
rgbToCieLab(img0, &lab0);
rgbToCieLab(img1, &lab1);
// @@ Convolve each channel by the corresponding filter.
/*
GaussianFilter LFilter(5);
GaussianFilter aFilter(5);
GaussianFilter bFilter(5);
lab0.convolve(0, LFilter);
lab0.convolve(1, aFilter);
lab0.convolve(2, bFilter);
lab1.convolve(0, LFilter);
lab1.convolve(1, aFilter);
lab1.convolve(2, bFilter);
*/
// @@ Measure Delta E between lab0 and lab1.
return 0.0f;
}
// Assumes input images are normal maps.
float nv::averageAngularError(const FloatImage * img0, const FloatImage * img1)
{
if (img0 == NULL || img1 == NULL || img0->width() != img1->width() || img0->height() != img1->height()) {
return FLT_MAX;
}
nvDebugCheck(img0->componentCount() == 4 && img1->componentCount() == 4);
uint w = img0->width();
uint h = img0->height();
const float * x0 = img0->channel(0);
const float * y0 = img0->channel(1);
const float * z0 = img0->channel(2);
const float * x1 = img1->channel(0);
const float * y1 = img1->channel(1);
const float * z1 = img1->channel(2);
double error = 0.0f;
const uint count = w*h;
for (uint i = 0; i < count; i++)
{
Vector3 n0 = Vector3(x0[i], y0[i], z0[i]);
Vector3 n1 = Vector3(x1[i], y1[i], z1[i]);
n0 = 2.0f * n0 - Vector3(1);
n1 = 2.0f * n1 - Vector3(1);
n0 = normalizeSafe(n0, Vector3(0), 0.0f);
n1 = normalizeSafe(n1, Vector3(0), 0.0f);
error += acos(clamp(dot(n0, n1), -1.0f, 1.0f));
}
return float(error / count);
}
float nv::rmsAngularError(const FloatImage * img0, const FloatImage * img1)
{
if (img0 == NULL || img1 == NULL || img0->width() != img1->width() || img0->height() != img1->height()) {
return FLT_MAX;
}
nvDebugCheck(img0->componentCount() == 4 && img1->componentCount() == 4);
uint w = img0->width();
uint h = img0->height();
const float * x0 = img0->channel(0);
const float * y0 = img0->channel(1);
const float * z0 = img0->channel(2);
const float * x1 = img1->channel(0);
const float * y1 = img1->channel(1);
const float * z1 = img1->channel(2);
double error = 0.0f;
const uint count = w*h;
for (uint i = 0; i < count; i++)
{
Vector3 n0 = Vector3(x0[i], y0[i], z0[i]);
Vector3 n1 = Vector3(x1[i], y1[i], z1[i]);
n0 = 2.0f * n0 - Vector3(1);
n1 = 2.0f * n1 - Vector3(1);
n0 = normalizeSafe(n0, Vector3(0), 0.0f);
n1 = normalizeSafe(n1, Vector3(0), 0.0f);
float angle = acosf(clamp(dot(n0, n1), -1.0f, 1.0f));
error += angle * angle;
}
return float(sqrt(error / count));
}