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c# - Calculating 2D Gaussian filter in Fragment Shader

I would like to calculated the 2D Gaussian function and the input is X,Y texture UV coordinate and get the corresponding gaussian value.

I'm facing difficulties on how to get the corresponding Texel's uv gaussian value.

float Gaussian2D(float x, float y)
{
    float x_y_squared =  x * x + y * y;
    float stDevSquared = 2 *_2D_StandardDeviation * _2D_StandardDeviation;

    float div = x_y_squared / stDevSquared;

    float gauss = pow(E, -div);
    return gauss;
}

float Gaussian(int offset)
{
    float stDevSquared = _StandardDeviation * _StandardDeviation;
    float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(E, -((offset * offset) / (2 * stDevSquared)));
    return gauss;
}

fixed4 frag(v2f i) : SV_Target
            {
                fixed source = tex2D(_MainTex, i.uv).r;
                float g0 = Gaussian(0);
                float g1 = Gaussian(1);
                float g2 = Gaussian(2);
                float g3 = Gaussian(3);
                float g4 = Gaussian(4);
                float g5 = Gaussian(5);

                float omega = g0 + g1 + g2 + g3 + g4 + g5;
                float gauss = Gaussian2D(i.uv.x, i.uv.y);

                fixed prev_a = tex2D(_HistoryA, i.uv).r;
                fixed prev_b = tex2D(_HistoryB, i.uv).r;
                fixed prev_c = tex2D(_HistoryC, i.uv).r;
                fixed prev_d = tex2D(_HistoryD, i.uv).r;
                fixed prev_e = tex2D(_HistoryE, i.uv).r;

                fixed current = (gauss*source * g0 + gauss*prev_a * g1 + gauss*prev_b * g2 + gauss*prev_c * g3 + gauss*prev_d * g4 + gauss*prev_e * g5)/(omega);
                
                float diff = source - prev_a;

                if (diff <= _dataDelta)
                {
                    return current;
                }

                return source;
            }
            ENDCG
        }

enter image description here

Update to the Amazing work by Spektre

   sampler2D _MainTex;
            sampler2D _HistoryA;
            sampler2D _HistoryB;
            sampler2D _HistoryC;
            sampler2D _HistoryD;
            float4 _MainTex_TexelSize;
            float _dataDelta;
            float _blurRadius;
            float _stepsDelta;
            float _resolution;
            float4 _MainTex_ST;
            float _StandardDeviation;

            #define E 2.71828182846
            #define PI 3.14159265359


                v2f vert(appdata v) {
                  v2f o;
                  o.vertex = UnityObjectToClipPos(v.vertex);
         
                  o.uv = v.uv;
                  return o;
                }


                float Gaussian(int  offset)
                {
                    float stDevSquared = _StandardDeviation * _StandardDeviation;
                    float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(E, -((offset * offset) / (2 * stDevSquared)));
                    return gauss;
                }
                float blur2d_horizontal(sampler2D tex, v2f i, float hstep, float vstep) {
                  float2 uv = i.uv;
                  float sum = 0;
                  float2 tc = uv;

                  //blur radius in pixels
                  float blur = _blurRadius / _resolution / 4;

                  sum += tex2D(tex, float2(tc.x - 4.0 * blur * hstep, tc.y - 4.0 * blur * vstep)).r * 0.0162162162;
                  sum += tex2D(tex, float2(tc.x - 3.0 * blur * hstep, tc.y - 3.0 * blur * vstep)).r * 0.0540540541;
                  sum += tex2D(tex, float2(tc.x - 2.0 * blur * hstep, tc.y - 2.0 * blur * vstep)).r * 0.1216216216;
                  sum += tex2D(tex, float2(tc.x - 1.0 * blur * hstep, tc.y - 1.0 * blur * vstep)).r * 0.1945945946;

                  sum += tex2D(tex, float2(tc.x, tc.y)).r * 0.2270270270;

                  sum += tex2D(tex, float2(tc.x + 1.0 * blur * hstep, tc.y + 1.0 * blur * vstep)).r * 0.1945945946;
                  sum += tex2D(tex, float2(tc.x + 2.0 * blur * hstep, tc.y + 2.0 * blur * vstep)).r * 0.1216216216;
                  sum += tex2D(tex, float2(tc.x + 3.0 * blur * hstep, tc.y + 3.0 * blur * vstep)).r * 0.0540540541;
                  sum += tex2D(tex, float2(tc.x + 4.0 * blur * hstep, tc.y + 4.0 * blur * vstep)).r * 0.0162162162;
                  return sum;
                }
                fixed4 frag(v2f i) : SV_Target {

                const int m = 5;
                float d = 5.0;
                float z[m];
                float gauss_curve[m];
                float zed;
                
                _resolution = 900;
                  z[0] = tex2D(_MainTex, i.uv).r;// oldest 2 frames

                  z[1] = tex2D(_HistoryA, i.uv).r;
                  if (abs(z[0] - z[1]) < _dataDelta) // threshold depth change
                  {
                   // z[0] = 0.0;
                    // 2D spatial gauss blur of z0
                    z[0] = blur2d_horizontal(_MainTex, i, _stepsDelta, _stepsDelta);
                    // fetch depths from up to m frames
                    z[2] = tex2D(_HistoryB, i.uv).r;

                    z[3] = tex2D(_HistoryC, i.uv).r;

                    z[4] = tex2D(_HistoryD, i.uv).r;
                    zed = 0.0;

                    gauss_curve[0] = Gaussian(0);
                    gauss_curve[1] = Gaussian(1);
                    gauss_curve[2] = Gaussian(2);
                    gauss_curve[3] = Gaussian(3);
                    gauss_curve[4] = Gaussian(4);

                    float sum = 0.0;
                    // 1D temporal gauss blur
                    for (int idx = 1; idx <= m; idx++)
                    {
                        zed += gauss_curve[idx - 1] * z[idx - 1];
                    }


                  }
                   else
                     zed = z[0];

                  return fixed4(zed, zed, zed, 0.0);
                }
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OK I think I managed to do this... well +/- as the equation:

equation

Is just symbolical simplification (common in CV/DIP) not complete equation not uniquely determined... So its interpretation (and implementation) is not clear from it... However I managed to combine the missing stuff into something like this (GLSL):

//---------------------------------------------------------------------------
// Vertex
//---------------------------------------------------------------------------
#version 420 core
//---------------------------------------------------------------------------
layout(location=0) in vec4 vertex;
out vec2 pos;   // screen position <-1,+1>
void main()
    {
    pos=vertex.xy;
    gl_Position=vertex;
    }
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// Fragment
//---------------------------------------------------------------------------
#version 420 core
//---------------------------------------------------------------------------
in vec2 pos;                    // screen position <-1,+1>
out vec4 gl_FragColor;          // fragment output color
uniform sampler2D txr_rgb;
uniform sampler2D txr_zed0;
uniform sampler2D txr_zed1;
uniform sampler2D txr_zed2;
uniform sampler2D txr_zed3;
uniform sampler2D txr_zed4;
uniform float xs,ys;            // texture resolution
uniform float r;                // blur radius
//---------------------------------------------------------------------------
float G(float t)
    {
    return 0.0;
    }
//---------------------------------------------------------------------------
void main()
    {
    vec2 p;
    vec4 rgb;
    const int m=5;
    const float Th=0.0015;
    float z[m],zed;



    p=0.5*(pos+1.0);                    // p = pos position in texture
    rgb=texture2D(txr_rgb ,p);          // rgb color (just for view)
    z[0]=texture2D(txr_zed0,p).r;       // oldest 2 frames
    z[1]=texture2D(txr_zed1,p).r;

    if (abs(z[0]-z[1])>Th)              // threshold depth change
        {
        int i;
        float x,y,xx,yy,rr,dx,dy,w,w0;
        // 2D spatial gauss blur of z0
        rr=r*r;
        w0=0.3780/pow(r,1.975);
        z[0]=0.0;
        for (dx=1.0/xs,x=-r,p.x=0.5+(pos.x*0.5)+(x*dx);x<=r;x++,p.x+=dx){ xx=x*x;
         for (dy=1.0/ys,y=-r,p.y=0.5+(pos.y*0.5)+(y*dy);y<=r;y++,p.y+=dy){ yy=y*y;
          if (xx+yy<=rr)
            {
            w=w0*exp((-xx-yy)/(2.0*rr));
            z[0]+=texture2D(txr_zed0,p).r*w;
            }}}
        // fetch depths from up to m frames
        z[2]=texture2D(txr_zed2,p).r;
        z[3]=texture2D(txr_zed3,p).r;
        z[4]=texture2D(txr_zed4,p).r;
        // 1D temporal gauss blur
        for (zed=0.0,i=1;i<=m;i++) zed+=exp(0.5*float(i*i)/float(m*m))*z[i-1];
        zed/=2.506628274631000502415765284811*float(m);
        }
    else zed=z[0];
    zed*=20.0;                          // debug view: emphasize depth so its color is visible
//  gl_FragColor=rgb;                   // debug view: render RGB texture
    gl_FragColor=vec4(zed,zed,zed,0.0); // render resulting depth texture
    }
//---------------------------------------------------------------------------

I used this dataset for testing However the depth resolution is not very good...

Using garlic_7_1 dataset I got this result (emphasized depth):

depth preview

The temporal depth is m (hard coded) and spatial is r (uniform). The last m frames are passed in txr_zed0...txr_zed(m-1) where txr_zed0 is the oldest one. The threshold Th must be chosen so the algo select correct regions!!!

In order this to work properly You should replace txr_zed0 after applying this shader by its result (on CPU side or render to texture and then swap ids ...). Otherwise the spatial Gauss blurring will not be applied to older frames.

[edit1]

Here the preview (outputting red inside the if instead of blurring) for Th=0.01;

Th=0.01;

As you can see it selects the edges ... So the change (just for chosing Th) is:

//---------------------------------------------------------------------------
// Fragment
//---------------------------------------------------------------------------
#version 420 core
//---------------------------------------------------------------------------
in vec2 pos;                    // screen position <-1,+1>
out vec4 gl_FragColor;          // fragment output color
uniform sampler2D txr_rgb;
uniform sampler2D txr_zed0;
uniform sampler2D txr_zed1;
uniform sampler2D txr_zed2;
uniform sampler2D txr_zed3;
uniform sampler2D txr_zed4;
uniform float xs,ys;            // texture resolution
uniform float r;                // blur radius
//---------------------------------------------------------------------------
float G(float t)
    {
    return 0.0;
    }
//---------------------------------------------------------------------------
void main()
    {
    vec2 p;
    vec4 rgb;
    const int m=5;
//  const float Th=0.0015;
    const float Th=0.01;
    float z[m],zed;

    p=0.5*(pos+1.0);                    // p = pos position in texture
    rgb=texture2D(txr_rgb ,p);          // rgb color (just for view)
    z[0]=texture2D(txr_zed0,p).r;       // oldest 2 frames
    z[1]=texture2D(txr_zed1,p).r;

    if (abs(z[0]-z[1])>Th)              // threshold depth change
        {
        gl_FragColor=vec4(1.0,0.0,0.0,0.0);     // debug output
        return;

        int i;
        float x,y,xx,yy,rr,dx,dy,w,w0;
        // 2D spatial gauss blur of z0
        rr=r*r;
        w0=0.3780/pow(r,1.975);
        z[0]=0.0;
        for (dx=1.0/xs,x=-r,p.x=0.5+(pos.x*0.5)+(x*dx);x<=r;x++,p.x+=dx){ xx=x*x;
         for (dy=1.0/ys,y=-r,p.y=0.5+(pos.y*0.5)+(y*dy);y<=r;y++,p.y+=dy){ yy=y*y;
          if (xx+yy<=rr)
            {
            w=w0*exp((-xx-yy)/(2.0*rr));
            z[0]+=texture2D(txr_zed0,p).r*w;
            }}}
        // fetch depths from up to m frames
        z[2]=texture2D(txr_zed2,p).r;
        z[3]=texture2D(txr_zed3,p).r;
        z[4]=texture2D(txr_zed4,p).r;
        // 1D temporal gauss blur
        w0=0.5/float(m*m);
        for (zed=0.0,i=1;i<=m;i++) zed+=exp(w0*float(i*i))*z[i-1];
        zed/=2.506628274631000502415765284811*float(m);
        }
    else zed=z[0];
    zed*=40.0;                          // debug view: emphasize depth so its color is visible
//  gl_FragColor=rgb;                   // debug view: render RGB texture
    gl_FragColor=vec4(zed,zed,zed,0.0); // render resulting depth texture
    }
//---------------------------------------------------------------------------

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