예제 #1
0
 // -------------------------------------------
 /// projects a sample on n first eigen vectors
 public void project(NeighborhoodSynth smp, int n, ref NeighborhoodSynth ret)
 {
     Globals.Assert(n <= m_EigenVects.Count);
     for (int d = 0; d < m_iNumDim; d++)
     {
         ret.setValue(d, 0.0f);
     }
     for (int i = 0; i < n; i++)
     {
         Globals.Assert(m_EigenVects[i].Count == m_iNumDim);
         float proj = 0.0f;
         for (int j = 0; j < m_iNumDim; j++)
         {
             proj += m_EigenVects[i][j] * smp.getValue(j);
         }
         ret.setValue(i, proj);
     }
 }
예제 #2
0
        unsafe void synthesisNeighborhoodsToD3DTexture(Exemplar a, int l)
        {
            // synthesis neighborhoods
            // . build float multidim texture from projected neighborhoods
            MultiDimFloatTexture tex = new MultiDimFloatTexture(a.recoloredStack(l).width(), a.recoloredStack(l).height(), Globals.NUM_RUNTIME_PCA_COMPONENTS);

            for (int j = 0; j < tex.height(); j++)
            {
                for (int i = 0; i < tex.width(); i++)
                {
                    NeighborhoodSynth nproj = a.getProjectedSynthNeighborhood(l, i, j);
                    for (int c = 0; c < tex.numComp(); c++)
                    {
                        tex.set(nproj.getValue(c), i, j, c);
                    }
                }
            }

            // . quantize
            Quantizer q = new Quantizer(tex, Globals.QUANTIZE_NUM_BITS, Globals.QUANTIZE_PERCENT_INSIDE);

            m_d3dNeighborhoods_0_3 = new Texture(BRenderDevice.getDevice(), tex.width(), tex.height(), 1, 0, Format.A8R8G8B8, Pool.Managed);



            // . fill
            GraphicsStream texstream = m_d3dNeighborhoods_0_3.LockRectangle(0, LockFlags.None);
            byte *         data      = (byte *)texstream.InternalDataPointer;
            int            rectPitch = tex.width() * 4;

            for (int j = 0; j < tex.height(); j++)
            {
                for (int i = 0; i < tex.width(); i++)
                {
                    int v0 = q.quantized().get(i, j, 0);
                    int v1 = q.quantized().get(i, j, 1);
                    int v2 = q.quantized().get(i, j, 2);
                    int v3 = q.quantized().get(i, j, 3);
                    Globals.Assert(v0 >= 0 && v0 <= 255);
                    Globals.Assert(v1 >= 0 && v1 <= 255);
                    Globals.Assert(v2 >= 0 && v2 <= 255);
                    Globals.Assert(v3 >= 0 && v3 <= 255);
                    data[i * 4 + j * rectPitch + 2] = (byte)(v0);
                    data[i * 4 + j * rectPitch + 1] = (byte)(v1);
                    data[i * 4 + j * rectPitch + 0] = (byte)(v2);
                    data[i * 4 + j * rectPitch + 3] = (byte)(v3);
                }
            }
            m_d3dNeighborhoods_0_3.UnlockRectangle(0);


            // de-quantization parameters

            m_UnqNeighborhoods_Scale = new List <float>(8);
            m_UnqNeighborhoods_Mean  = new List <float>(8);

            for (int c = 0; c < q.quantized().numComp(); c++)
            {
                m_UnqNeighborhoods_Scale.Add(q.radius(c));
                m_UnqNeighborhoods_Mean.Add(q.center(c));
            }
            qn_mean_0_3  = new Vector4(m_UnqNeighborhoods_Mean[0], m_UnqNeighborhoods_Mean[1], m_UnqNeighborhoods_Mean[2], m_UnqNeighborhoods_Mean[3]);
            qn_scale_0_3 = new Vector4(m_UnqNeighborhoods_Scale[0], m_UnqNeighborhoods_Scale[1], m_UnqNeighborhoods_Scale[2], m_UnqNeighborhoods_Scale[3]);

            // expression in the shader is
            // (v*2.0-1.0)*UnqNeighborhoods_Scale_0_3 + UnqNeighborhoods_Mean_0_3
            // => this is baked into the ants to reduce work load
            qn_mean_0_3  = qn_mean_0_3 - qn_scale_0_3;
            qn_scale_0_3 = qn_scale_0_3 * 2.0f;
        }