// ------------------------------------------------------ // helper function - sort list - FIXME: ugly, expensive: do something better static void sort(ref List <int> l) { int [] tmp = new int[l.Count]; for (int i = 0; i < l.Count; i++) { tmp[i] = (l[i]); } Sort.RadixSort rs = new Sort.RadixSort(); rs.Sort(tmp); l.Clear(); for (int i = 0; i < (int)tmp.Length; i++) { l.Add(tmp[i]); } }
public Quantizer(MultiDimFloatTexture tex, int qbits, float percent) { Globals.Assert(percent > 0.0f && percent <= 100.0f); ScopeTimer tm = new ScopeTimer("[Quantizer]"); m_Texture = tex; m_Quantized = new MultiDimIntTexture(tex.width(), tex.height(), tex.numComp()); m_iQBits = qbits; m_Mean = new float[tex.numComp()]; m_StdDev = new float[tex.numComp()]; m_Center = new float[tex.numComp()]; m_Radius = new float[tex.numComp()]; // . compute std dev and mean of every components float [] sum = new float[tex.numComp()]; float [] sumsq = new float[tex.numComp()]; for (int j = 0; j < tex.height(); j++) { for (int i = 0; i < tex.width(); i++) { for (int c = 0; c < tex.numComp(); c++) { float f = tex.get(i, j, c); sum[c] += f; sumsq[c] += f * f; } } } float num = (float)(tex.width() * tex.height()); for (int c = 0; c < tex.numComp(); c++) { m_Mean[c] = sum[c] / num; float sqstddev = (sumsq[c] - sum[c] * sum[c] / num) / (num - 1.0f); if (sqstddev > BMathLib.cFloatCompareEpsilon) { m_StdDev[c] = (float)Math.Sqrt(sqstddev); } else { m_StdDev[c] = 0.0f; } } // . for every component // compute center and radius so that 'percent' samples are within quantization space for (int c = 0; c < tex.numComp(); c++) { float [] samples = new float[tex.width() * tex.height()]; // add samples to array for (int j = 0; j < tex.height(); j++) { for (int i = 0; i < tex.width(); i++) { samples[i + j * tex.width()] = tex.get(i, j, c); } } // sort array Sort.RadixSort rs = new Sort.RadixSort(); rs.Sort(samples);//sort(samples.begin(),samples.end()); // find left and right elements so that 'percent' elements are inside float pout = ((100.0f - percent) / 2) / 100.0f; int left = (int)((samples.Length - 1) * pout); int right = (int)((samples.Length - 1) * (1.0f - pout)); m_Center[c] = (samples[right] + samples[left]) / 2.0f; m_Radius[c] = samples[right] - samples[left]; } // . quantize int num_outside = 0; for (int j = 0; j < tex.height(); j++) { for (int i = 0; i < tex.width(); i++) { if (!quantizePixel(tex.numComp(), tex, tex.getpixIndex(i, j), m_Quantized.getpixIndex(i, j))) { num_outside++; } } } float percent_out = num_outside * 100.0f / (tex.width() * tex.height()); if (Globals.PRINT_DEBUG_MSG) { Debug.Print("-----------.>> Quantizer: num outside = " + percent_out + "%"); } tm.destroy(); tm = null; }