コード例 #1
0
ファイル: Kernels.cs プロジェクト: radtek/ConcurrentLogger
        public static void CalculatePseudoColor(Index2 index, ArrayView2D <uint> output, ArrayView3D <short> input, int redBand, int greenBand, int blueBand, short max)
        {
            uint r = (uint)(XMath.Clamp(input[index.X, index.Y, redBand], (short)0, max) / (float)max * 255);
            uint g = (uint)(XMath.Clamp(input[index.X, index.Y, greenBand], (short)0, max) / (float)max * 255);
            uint b = (uint)(XMath.Clamp(input[index.X, index.Y, blueBand], (short)0, max) / (float)max * 255);

            output[index] = r + (g << 8) + (b << 16) + ((uint)255 << 24);
        }
コード例 #2
0
ファイル: Kernels.cs プロジェクト: radtek/ConcurrentLogger
        public static void ConvertToByte(Index3 index, ArrayView3D <byte> output, ArrayView3D <short> input, short maxValue)
        {
            var val = input[index];

            val = XMath.Clamp(val, (short)0, maxValue);
            byte result = (byte)((val / (float)maxValue) * 255);

            output[index] = result;
        }
コード例 #3
0
    public static Vec3 aces_approx(Vec3 v)
    {
        v *= 0.6f;
        float a       = 2.51f;
        float b       = 0.03f;
        float c       = 2.43f;
        float d       = 0.59f;
        float e       = 0.14f;
        Vec3  working = (v * (a * v + b)) / (v * (c * v + d) + e);

        return(new Vec3(XMath.Clamp(working.x, 0, 1), XMath.Clamp(working.y, 0, 1), XMath.Clamp(working.z, 0, 1)));
    }
コード例 #4
0
        public void Aces_approx_IP()
        {
            float a = 2.51f;
            float b = 0.03f;
            float c = 2.43f;
            float d = 0.59f;
            float e = 0.14f;

            this.x = XMath.Clamp(((this.x * 0.6f * (a * this.x * 0.6f + b)) / (this.x * 0.6f * (c * this.x * 0.6f + d) + e)), 0f, 1f);
            this.y = XMath.Clamp(((this.y * 0.6f * (a * this.y * 0.6f + b)) / (this.y * 0.6f * (c * this.y * 0.6f + d) + e)), 0f, 1f);
            this.z = XMath.Clamp(((this.z * 0.6f * (a * this.z * 0.6f + b)) / (this.z * 0.6f * (c * this.z * 0.6f + d) + e)), 0f, 1f);
            return;
        }
コード例 #5
0
        public static void CalculateSignatureLengthDerivative(Index2 index, ArrayView3D <float> output, ArrayView3D <short> input, short maxValue)
        {
            var x = index.X;
            var y = index.Y;

            if (x == 0)
            {
                x = 1;
            }
            if (x == input.Width - 1)
            {
                x = input.Width - 2;
            }
            if (y == 0)
            {
                y = 1;
            }
            if (y == input.Height - 1)
            {
                y = input.Height - 2;
            }

            var depth = input.Depth;

            float xDiffComponentSum = 0;
            float yDiffComponentSum = 0;

            for (int i = 0; i < depth; i++)
            {
                var val1  = XMath.Clamp(input[x - 1, y, i], (short)0, maxValue);
                var val2  = XMath.Clamp(input[x + 1, y, i], (short)0, maxValue);
                var xDiff = val2 - val1;
                xDiffComponentSum += xDiff * xDiff;

                val1 = XMath.Clamp(input[x, y - 1, i], (short)0, maxValue);
                val2 = XMath.Clamp(input[x, y + 1, i], (short)0, maxValue);
                var yDiff = val2 - val1;
                yDiffComponentSum += yDiff * yDiff;
            }

            var xDiffLength = XMath.Sqrt(xDiffComponentSum);
            var yDiffLength = XMath.Sqrt(yDiffComponentSum);

            output[index.X, index.Y, 0] = xDiffLength;
            output[index.X, index.Y, 1] = yDiffLength;
            output[index.X, index.Y, 2] = XMath.Max(xDiffLength, yDiffLength);
        }
コード例 #6
0
ファイル: GPU.cs プロジェクト: binaryalgorithm/FSMNet
        public static void PixelKernel(Index2 index, ArrayView2D <Color3> pixelMap, ArrayView <byte> imageBytes, ArrayView2D <Neuron> nrn)
        {
            int tx = index.X;
            int ty = index.Y;

            int gridSizeX = (int)pixelMap.Extent.X;
            int gridSizeY = (int)pixelMap.Extent.Y;

            // ArrayView2D<float> mem = SharedMemory.Allocate2D<float>(new Index2(64, 64)); // test

            if (tx > 0 && tx < gridSizeX - 1)
            {
                if (ty > 0 && ty < gridSizeY - 1)
                {
                    int sum0 = 0;
                    int sum1 = 0;
                    int sum2 = 0;
                    int sum3 = 0;

                    for (int dx = -1; dx <= 1; dx++)
                    {
                        for (int dy = -1; dy <= 1; dy++)
                        {
                            int otherState = nrn[tx + dx, ty + dy].value;

                            if (otherState == 0)
                            {
                                sum0++;
                            }
                            if (otherState == 1)
                            {
                                sum1++;
                            }
                            if (otherState == 2)
                            {
                                sum2++;
                            }
                            if (otherState == 3)
                            {
                                sum3++;
                            }
                        }
                    }

                    if (sum0 > 6)
                    {
                        nrn[tx, ty].newValue = 1;
                    }
                    if (sum1 > 4)
                    {
                        nrn[tx, ty].newValue = 2;
                    }
                    if (sum2 > 3)
                    {
                        nrn[tx, ty].newValue = 3;
                    }
                    if (sum3 > 2)
                    {
                        nrn[tx, ty].newValue = 0;
                    }
                }
            }

            Group.Barrier();

            nrn[tx, ty].value = nrn[tx, ty].newValue;

            if (tx == gridSizeX / 2 && ty == gridSizeY / 2)
            {
                // nrn[tx, ty].value = 0;
            }

            if (nrn[tx, ty].value == 0)
            {
                pixelMap[tx, ty].red   = 1.0f;
                pixelMap[tx, ty].blue  = 0.0f;
                pixelMap[tx, ty].green = 0.0f;
            }
            else if (nrn[tx, ty].value == 1)
            {
                pixelMap[tx, ty].red   = 0.0f;
                pixelMap[tx, ty].blue  = 1.0f;
                pixelMap[tx, ty].green = 0.0f;
            }
            else if (nrn[tx, ty].value == 2)
            {
                pixelMap[tx, ty].red   = 0.0f;
                pixelMap[tx, ty].blue  = 0.0f;
                pixelMap[tx, ty].green = 1.0f;
            }
            else if (nrn[tx, ty].value == 3)
            {
                pixelMap[tx, ty].red   = 1.0f;
                pixelMap[tx, ty].blue  = 1.0f;
                pixelMap[tx, ty].green = 0.0f;
            }

            pixelMap[tx, ty].red   = XMath.Clamp(pixelMap[tx, ty].red, 0f, 1f);
            pixelMap[tx, ty].blue  = XMath.Clamp(pixelMap[tx, ty].blue, 0f, 1f);
            pixelMap[tx, ty].green = XMath.Clamp(pixelMap[tx, ty].green, 0f, 1f);

            int i = (tx + (ty * gridSizeX)) * 4;

            imageBytes[i + 0] = (byte)(pixelMap[tx, ty].blue * 255f);  // blue
            imageBytes[i + 1] = (byte)(pixelMap[tx, ty].green * 255f); // green
            imageBytes[i + 2] = (byte)(pixelMap[tx, ty].red * 255f);   // red
            imageBytes[i + 3] = 255;                                   // alpha channel
        }