Exemplo n.º 1
0
        private unsafe void     UpdateBitmap()
        {
            if (m_Image == null)
            {
                return;
            }

            // Fill pixel per pixel
            int W = m_Image.Width;
            int H = m_Image.Height;

            if (m_Bitmap != null && (m_Bitmap.Width != W || m_Bitmap.Height != H))
            {
                m_Bitmap.Dispose();
                m_Bitmap = null;
            }
            if (m_Bitmap == null)
            {
                m_Bitmap = new Bitmap(W, H, PixelFormat.Format32bppArgb);
            }

            ImageUtility.float4[,]  OriginalContentRGB = new ImageUtility.float4[W, H];
            if (m_ViewLinear)
            {
                m_ProfileLinear.XYZ2RGB(m_Image.ContentXYZ, OriginalContentRGB);
            }
            else
            {
                m_ProfilesRGB.XYZ2RGB(m_Image.ContentXYZ, OriginalContentRGB);
            }

//			ImageUtility.float4[,]	ContentRGB = ApplyBrightnessContrastGamma( OriginalContentRGB, m_Brightness, m_Contrast, m_Gamma );
            ImageUtility.float4[,]  ContentRGB = OriginalContentRGB;

            BitmapData LockedBitmap = m_Bitmap.LockBits(new Rectangle(0, 0, W, H), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);

            for (int Y = 0; Y < H; Y++)
            {
                byte *pScanline = (byte *)LockedBitmap.Scan0.ToPointer() + LockedBitmap.Stride * Y;
                for (int X = 0; X < W; X++)
                {
                    byte R = (byte)Math.Max(0, Math.Min(255, 255 * ContentRGB[X, Y].x));
                    byte G = (byte)Math.Max(0, Math.Min(255, 255 * ContentRGB[X, Y].y));
                    byte B = (byte)Math.Max(0, Math.Min(255, 255 * ContentRGB[X, Y].z));
                    byte A = (byte)Math.Max(0, Math.Min(255, 255 * (m_ViewLinear ? ContentRGB[X, Y].w : ImageUtility.ColorProfile.Linear2sRGB(ContentRGB[X, Y].w))));

                    *pScanline++ = B;
                    *pScanline++ = G;
                    *pScanline++ = R;
                    *pScanline++ = 0xFF;
                }
            }
            m_Bitmap.UnlockBits(LockedBitmap);

            Refresh();
        }
Exemplo n.º 2
0
        /// <summary>
        /// Uses the white reference image to retrieve the luminance factor to apply based on the position in the image
        /// </summary>
        /// <param name="_U">The U coordinate in the image (U=X/Width)</param>
        /// <param name="_V">The V coordinate in the image (V=Y/Height)</param>
        /// <returns>The luminance factor to apply to correct the spatial luminance discrepancies</returns>
        public float    GetSpatialLuminanceCorrectionFactor(float _U, float _V)
        {
            if (m_WhiteReferenceImage == null)
            {
                return(1.0f);
            }

            ImageUtility.float4 XYZ         = m_WhiteReferenceImage.BilinearSample(_U * m_WhiteReferenceImage.Width, _V * m_WhiteReferenceImage.Height);
            float SpatialWhiteRefCorrection = m_WhiteReflectanceImageMax / Math.Max(1e-6f, XYZ.y);

            return(SpatialWhiteRefCorrection);
        }
Exemplo n.º 3
0
        public unsafe void              UpdateBitmap()
        {
            if (m_Bitmap == null)
            {
                return;
            }

            int W = m_Bitmap.Width;
            int H = m_Bitmap.Height;

            // Fill pixel per pixel
            if (m_Image != null)
            {
                int SizeX = m_Image.GetLength(0);
                int SizeY = m_Image.GetLength(1);

                RectangleF ImageRect = ImageClientRect();

                BitmapData LockedBitmap = m_Bitmap.LockBits(new Rectangle(0, 0, W, H), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
                byte       R, G, B, A = 0xFF;
                for (int Y = 0; Y < H; Y++)
                {
                    byte *pScanline = (byte *)LockedBitmap.Scan0.ToPointer() + LockedBitmap.Stride * Y;
                    for (int X = 0; X < W; X++)
                    {
                        if (X >= ImageRect.X && X < ImageRect.Right && Y >= ImageRect.Y && Y < ImageRect.Bottom)
                        {
                            ImageUtility.float4 RGB = m_Image[(int)(SizeX * (X - ImageRect.X) / ImageRect.Width), (int)(SizeY * (Y - ImageRect.Y) / ImageRect.Height)];
                            R = (byte)Math.Max(0, Math.Min(255, 255.0f * RGB.x));
                            G = (byte)Math.Max(0, Math.Min(255, 255.0f * RGB.y));
                            B = (byte)Math.Max(0, Math.Min(255, 255.0f * RGB.z));
                        }
                        else
                        {
                            R = G = B = 0;
                        }
                        *pScanline++ = B;
                        *pScanline++ = G;
                        *pScanline++ = R;
                        *pScanline++ = A;
                    }
                }
                m_Bitmap.UnlockBits(LockedBitmap);
            }
            else
            {
                using (Graphics G = Graphics.FromImage(m_Bitmap))
                    G.FillRectangle(Brushes.Black, 0, 0, W, H);
            }

            Invalidate();
        }
Exemplo n.º 4
0
        /// <summary>
        /// Builds a swatch bitmap
        /// </summary>
        /// <param name="_Width"></param>
        /// <param name="_Height"></param>
        /// <param name="_xyY"></param>
        /// <returns></returns>
        private ImageUtility.Bitmap     BuildSwatch(int _Width, int _Height, ImageUtility.float3 _xyY)
        {
            ImageUtility.Bitmap Result = new ImageUtility.Bitmap(_Width, _Height, new ImageUtility.ColorProfile(ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB));
            ImageUtility.float4 XYZ    = new ImageUtility.float4(ImageUtility.ColorProfile.xyY2XYZ(_xyY), 1.0f);
            for (int Y = 0; Y < _Height; Y++)
            {
                for (int X = 0; X < _Width; X++)
                {
                    Result.ContentXYZ[X, Y] = XYZ;
                }
            }

            return(Result);
        }
Exemplo n.º 5
0
        private void buttonTestBilateral_Click(object sender, EventArgs e)
        {
            try {
                panelParameters.Enabled = false;

                //////////////////////////////////////////////////////////////////////////
                // 1] Apply bilateral filtering to the input texture as a pre-process
                ApplyBilateralFiltering(m_TextureSource, m_TextureTarget0, floatTrackbarControlBilateralRadius.Value, floatTrackbarControlBilateralTolerance.Value, checkBoxWrap.Checked, 100);

                progressBar.Value = progressBar.Maximum;

                //////////////////////////////////////////////////////////////////////////
                // 2] Copy target to staging for CPU readback and update the resulting bitmap
                m_TextureTarget_CPU.CopyFrom(m_TextureTarget0);

                if (m_BitmapResult != null)
                {
                    m_BitmapResult.Dispose();
                }
                m_BitmapResult          = null;
                m_BitmapResult          = new ImageUtility.Bitmap(W, H, m_ProfileLinear);
                m_BitmapResult.HasAlpha = true;

                RendererManaged.PixelsBuffer Pixels = m_TextureTarget_CPU.Map(0, 0);
                using (System.IO.BinaryReader R = Pixels.OpenStreamRead())
                    for (int Y = 0; Y < H; Y++)
                    {
                        R.BaseStream.Position = Y * Pixels.RowPitch;
                        for (int X = 0; X < W; X++)
                        {
                            float AO = R.ReadSingle();
                            ImageUtility.float4 Color = new ImageUtility.float4(AO, AO, AO, AO);
                            Color = m_ProfileLinear.RGB2XYZ(Color);
                            m_BitmapResult.ContentXYZ[X, Y] = Color;
                        }
                    }

                Pixels.Dispose();
                m_TextureTarget_CPU.UnMap(0, 0);

                // Assign result
                viewportPanelResult.Image = m_BitmapResult;
            } catch (Exception _e) {
                MessageBox("An error occurred during generation!\r\n\r\nDetails: ", _e);
            } finally {
                panelParameters.Enabled = true;
            }
        }
Exemplo n.º 6
0
        /// <summary>
        /// Creates an embeddable thumbnail of the reference image
        /// </summary>
        /// <param name="_Image"></param>
        public void             CreateThumbnail(ImageUtility.Bitmap _Image)
        {
            int MaxDim        = Math.Max(_Image.Width, _Image.Height);
            int ThumbnailSize = 256;

            int W = ThumbnailSize * _Image.Width / MaxDim;
            int H = ThumbnailSize * _Image.Height / MaxDim;

            // Build the thumbnail
            m_Thumbnail = new byte[W, H];
            for (int Y = 0; Y < H; Y++)
            {
                for (int X = 0; X < W; X++)
                {
                    ImageUtility.float4 XYZ = _Image.ContentXYZ[X * _Image.Width / W, Y *_Image.Height / H];
                    m_Thumbnail[X, Y] = (byte)Math.Min(255, Math.Max(0, 255.0f * XYZ.y));
                }
            }
        }
Exemplo n.º 7
0
        public ImageUtility.float4[,]   ApplyBrightnessContrastGamma(ImageUtility.float4[,] _Source, float _Brightness, float _Contrast, float _Gamma)
        {
            int W = _Source.GetLength(0);
            int H = _Source.GetLength(1);

            ImageUtility.float4[,]  Result = new ImageUtility.float4[W, H];

            for (int Y = 0; Y < H; Y++)
            {
                for (int X = 0; X < W; X++)
                {
                    ImageUtility.float4 RGBA = _Source[X, Y];
                    RGBA.x = ApplyBrightnessContrastGamma(RGBA.x, _Brightness, _Contrast, _Gamma);
                    RGBA.y = ApplyBrightnessContrastGamma(RGBA.y, _Brightness, _Contrast, _Gamma);
                    RGBA.z = ApplyBrightnessContrastGamma(RGBA.z, _Brightness, _Contrast, _Gamma);

                    Result[X, Y] = RGBA;
                }
            }

            return(Result);
        }
Exemplo n.º 8
0
        /// <summary>
        /// Computes the average color within a rectangle in UV space
        /// </summary>
        /// <param name="_TopLeft">The top left corner (in UV space) of the rectangle to sample</param>
        /// <param name="_BottomRight">The bottom right corner (in UV space) of the rectangle to sample</param>
        /// <returns>The average xyY color</returns>
        public ImageUtility.float3      ComputeAverageSwatchColor(ImageUtility.float2 _TopLeft, ImageUtility.float2 _BottomRight)
        {
            // Average xyY values in the specified rectangle
            int X0 = Math.Max(0, Math.Min(m_Texture.Width - 1, (int)Math.Floor(_TopLeft.x * m_Texture.Width)));
            int Y0 = Math.Max(0, Math.Min(m_Texture.Height - 1, (int)Math.Floor(_TopLeft.y * m_Texture.Height)));
            int X1 = Math.Min(m_Texture.Width, Math.Max(X0 + 1, (int)Math.Floor(_BottomRight.x * m_Texture.Width)));
            int Y1 = Math.Min(m_Texture.Height, Math.Max(Y0 + 1, (int)Math.Floor(_BottomRight.y * m_Texture.Height)));
            int W  = X1 - X0;
            int H  = Y1 - Y0;

            ImageUtility.float4 AverageXYZ = new ImageUtility.float4(0, 0, 0, 0);
            for (int Y = Y0; Y < Y1; Y++)
            {
                for (int X = X0; X < X1; X++)
                {
                    ImageUtility.float4 XYZ = m_Texture.ContentXYZ[X, Y];
                    AverageXYZ += XYZ;
                }
            }
            AverageXYZ = (1.0f / (W * H)) * AverageXYZ;

            ImageUtility.float3 xyY = ImageUtility.ColorProfile.XYZ2xyY((ImageUtility.float3)AverageXYZ);
            return(xyY);
        }
Exemplo n.º 9
0
        //////////////////////////////////////////////////////////////////////////
        // White Reference Image
        //
        private void buttonPickWhiteRefImage_Click( object sender, EventArgs e )
        {
            if ( m_BitmapXYZ == null )
            {	// No image loaded you moron!
                MessageBox( "Can't pick white reference as no image is currently loaded!", MessageBoxButtons.OK, MessageBoxIcon.Exclamation );
                return;
            }

            try
            {
                int	W, H;
                if ( m_BitmapXYZ.Width > m_BitmapXYZ.Height )
                {
                    W = DEFAULT_WHITE_REFERENCE_IMAGE_SIZE;
                    H = W * m_BitmapXYZ.Height / m_BitmapXYZ.Width;
                }
                else
                {
                    H = DEFAULT_WHITE_REFERENCE_IMAGE_SIZE;
                    W = H * m_BitmapXYZ.Width / m_BitmapXYZ.Height;
                }

                // Find the maximum luminance in the image that we'll use as a normalizer
                ImageUtility.Bitmap	WhiteRef = new ImageUtility.Bitmap( W, H, m_sRGBProfile );
                for ( int Y=0; Y < H; Y++ )
                    for ( int X=0; X < W; X++ )
                    {
                        float	x0 = m_BitmapXYZ.Width * (float) X / W;
                        float	x1 = m_BitmapXYZ.Width * (float) (X+1) / W;
                        float	y0 = m_BitmapXYZ.Height * (float) Y / H;
                        float	y1 = m_BitmapXYZ.Height * (float) (Y+1) / H;

                        ImageUtility.float4	SumXYZ = new ImageUtility.float4( 0, 0, 0, 0 );
                        int		Count = 0;
                        float	y = y0;
                        while ( y < y1 )
                        {
                            float	x = x0;
                            while ( x < x1 )
                            {
                                SumXYZ += m_BitmapXYZ.BilinearSample( x, y );
                                Count++;
                                x++;
                            }
                            y++;
                        }
                        float	Test = (float) (Math.Ceiling(x1-x0) * Math.Ceiling(y1-y0));	// Should equal Count
                        SumXYZ = (1.0f / Math.Max( 1, Count)) * SumXYZ;

                        ImageUtility.float3	xyY = ImageUtility.ColorProfile.XYZ2xyY( (ImageUtility.float3) SumXYZ );
                                xyY.x = m_sRGBProfile.Chromas.W.x;	// B&W
                                xyY.y = m_sRGBProfile.Chromas.W.y;
                        ImageUtility.float4	XYZ = new ImageUtility.float4( ImageUtility.ColorProfile.xyY2XYZ( xyY ), SumXYZ.w );

                        WhiteRef.ContentXYZ[X,Y] = XYZ;
                    }

                // Assign to the database
                m_CalibrationDatabase.WhiteReferenceImage = WhiteRef;

                UpdateWhiteReferenceImageUI();
            }
            catch ( Exception _e )
            {
                MessageBox( "An error occurred while creating the white reference image:\r\n\r\n", _e );
            }
        }
Exemplo n.º 10
0
        /// <summary>
        /// Prepares the interpolated calibration table to process the pixels in an image shot with the specified shot infos
        /// </summary>
        /// <param name="_ISOSpeed"></param>
        /// <param name="_ShutterSpeed"></param>
        /// <param name="_Aperture"></param>
        public void     PrepareCalibrationFor(float _ISOSpeed, float _ShutterSpeed, float _Aperture)
        {
            if (m_RootNode == null)
            {
                throw new Exception("Calibration grid hasn't been built: did you provide a valid database path? Does the path contain camera calibration data?");
            }

            if (IsPreparedFor(_ISOSpeed, _ShutterSpeed, _Aperture))
            {
                return;                 // Already prepared!
            }
            //////////////////////////////////////////////////////////////////////////
            // Find the 8 nodes encompassing our values
            // I'm making the delicate assumption that, although the starting node is chosen on the
            //	condition its EV values are strictly inferior to the target we're looking for, all
            //	neighbor nodes should satisfy the condition they're properly placed.
            //
            // This is true for the direct neighbors +X, +Y, +Z that are immediately above target values
            //	but for example, neighbor (+X +Y) may have a very bad aperture value (Z) that may be
            //	above the target aperture...
            //
            // Let's hope the user won't provide too fancy calibrations...
            // (anyway, interpolants are clamped in [0,1] so there's no risk of overshooting)
            //
            ImageUtility.float3 EV;
            GridNode.Convert2EV(_ISOSpeed, _ShutterSpeed, _Aperture, out EV.x, out EV.y, out EV.z);

            // Find the start node
            GridNode StartNode = FindStartNode(EV.x, EV.y, EV.z);

            m_InterpolationStartNode = StartNode;

            // Build the 8 grid nodes from it
            GridNode[,,]    Grid = new GridNode[2, 2, 2];
            Grid[0, 0, 0]        = StartNode;
            Grid[1, 0, 0]        = StartNode.m_Neighbors[0][1] != null ? StartNode.m_Neighbors[0][1] : StartNode;               // +X
            Grid[0, 1, 0]        = StartNode.m_Neighbors[1][1] != null ? StartNode.m_Neighbors[1][1] : StartNode;               // +Y
            Grid[0, 0, 1]        = StartNode.m_Neighbors[2][1] != null ? StartNode.m_Neighbors[2][1] : StartNode;               // +Z
            Grid[1, 1, 0]        = Grid[1, 0, 0].m_Neighbors[1][1] != null ? Grid[1, 0, 0].m_Neighbors[1][1] : Grid[1, 0, 0];   // +X +Y
            Grid[0, 1, 1]        = Grid[0, 1, 0].m_Neighbors[2][1] != null ? Grid[0, 1, 0].m_Neighbors[2][1] : Grid[0, 1, 0];   // +Y +Z
            Grid[1, 0, 1]        = Grid[0, 0, 1].m_Neighbors[0][1] != null ? Grid[0, 0, 1].m_Neighbors[0][1] : Grid[0, 0, 1];   // +X +Z
            Grid[1, 1, 1]        = Grid[1, 1, 0].m_Neighbors[2][1] != null ? Grid[1, 1, 0].m_Neighbors[2][1] : Grid[1, 1, 0];   // +X +Y +Z

            //////////////////////////////////////////////////////////////////////////
            // Create the successive interpolants for trilinear interpolation
            //
            // Assume we interpolate on X first (ISO speed), so we need 4 distinct values
            ImageUtility.float4 tX = new ImageUtility.float4(
                Math.Max(0.0f, Math.Min(1.0f, (EV.x - Grid[0, 0, 0].m_EV_ISOSpeed) / Math.Max(1e-6f, Grid[1, 0, 0].m_EV_ISOSpeed - Grid[0, 0, 0].m_EV_ISOSpeed))),                              // Y=0 Z=0
                Math.Max(0.0f, Math.Min(1.0f, (EV.x - Grid[0, 1, 0].m_EV_ISOSpeed) / Math.Max(1e-6f, Grid[1, 1, 0].m_EV_ISOSpeed - Grid[0, 1, 0].m_EV_ISOSpeed))),                              // Y=1 Z=0
                Math.Max(0.0f, Math.Min(1.0f, (EV.x - Grid[0, 0, 1].m_EV_ISOSpeed) / Math.Max(1e-6f, Grid[1, 0, 1].m_EV_ISOSpeed - Grid[0, 0, 1].m_EV_ISOSpeed))),                              // Y=0 Z=1
                Math.Max(0.0f, Math.Min(1.0f, (EV.x - Grid[0, 1, 1].m_EV_ISOSpeed) / Math.Max(1e-6f, Grid[1, 1, 1].m_EV_ISOSpeed - Grid[0, 1, 1].m_EV_ISOSpeed)))                               // Y=1 Z=1
                );
            ImageUtility.float4 rX = new ImageUtility.float4(1.0f - tX.x, 1.0f - tX.y, 1.0f - tX.z, 1.0f - tX.w);

            // Compute the 4 interpolated shutter speeds & apertures
            ImageUtility.float4 ShutterSpeedsX = new ImageUtility.float4(
                rX.x * Grid[0, 0, 0].m_EV_ShutterSpeed + tX.x * Grid[1, 0, 0].m_EV_ShutterSpeed,                        // Y=0 Z=0
                rX.y * Grid[0, 1, 0].m_EV_ShutterSpeed + tX.y * Grid[1, 1, 0].m_EV_ShutterSpeed,                        // Y=1 Z=0
                rX.z * Grid[0, 0, 1].m_EV_ShutterSpeed + tX.z * Grid[1, 0, 1].m_EV_ShutterSpeed,                        // Y=0 Z=1
                rX.w * Grid[0, 1, 1].m_EV_ShutterSpeed + tX.w * Grid[1, 1, 1].m_EV_ShutterSpeed                         // Y=1 Z=1
                );
            ImageUtility.float4 AperturesX = new ImageUtility.float4(
                rX.x * Grid[0, 0, 0].m_EV_Aperture + tX.x * Grid[1, 0, 0].m_EV_Aperture,                                        // Y=0 Z=0
                rX.y * Grid[0, 1, 0].m_EV_Aperture + tX.y * Grid[1, 1, 0].m_EV_Aperture,                                        // Y=1 Z=0
                rX.z * Grid[0, 0, 1].m_EV_Aperture + tX.z * Grid[1, 0, 1].m_EV_Aperture,                                        // Y=0 Z=1
                rX.w * Grid[0, 1, 1].m_EV_Aperture + tX.w * Grid[1, 1, 1].m_EV_Aperture                                         // Y=1 Z=1
                );

            // Next we interpolate on Y (Shutter speed), so we need 2 distinct values
            ImageUtility.float2 tY = new ImageUtility.float2(
                Math.Max(0.0f, Math.Min(1.0f, (EV.y - ShutterSpeedsX.x) / Math.Max(1e-6f, ShutterSpeedsX.y - ShutterSpeedsX.x))),                               // Z=0
                Math.Max(0.0f, Math.Min(1.0f, (EV.y - ShutterSpeedsX.z) / Math.Max(1e-6f, ShutterSpeedsX.w - ShutterSpeedsX.z)))                                // Z=1
                );
            ImageUtility.float2 rY = new ImageUtility.float2(1.0f - tY.x, 1.0f - tY.y);

            // Compute the 2 apertures
            ImageUtility.float2 AperturesY = new ImageUtility.float2(
                rY.x * AperturesX.x + tY.x * AperturesX.y,
                rY.y * AperturesX.z + tY.y * AperturesX.w
                );

            // Finally, we interpolate on Z (Aperture), we need only 1 single value
            float tZ = Math.Max(0.0f, Math.Min(1.0f, (EV.z - AperturesY.x) / Math.Max(1e-6f, AperturesY.y - AperturesY.x)));
            float rZ = 1.0f - tZ;


            //////////////////////////////////////////////////////////////////////////
            // Create the special camera calibration that is the result of the interpolation of the 8 nearest ones in the grid
            m_InterpolatedCalibration = new CameraCalibration();
            m_InterpolatedCalibration.m_CameraShotInfos.m_ISOSpeed     = _ISOSpeed;
            m_InterpolatedCalibration.m_CameraShotInfos.m_ShutterSpeed = _ShutterSpeed;
            m_InterpolatedCalibration.m_CameraShotInfos.m_Aperture     = _Aperture;

            for (int ProbeIndex = 0; ProbeIndex < REQUIRED_PROBES_COUNT; ProbeIndex++)
            {
                CameraCalibration.Probe TargetProbe = m_InterpolatedCalibration.m_Reflectances[ProbeIndex];

                float L000 = Grid[0, 0, 0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float L100 = Grid[1, 0, 0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float L010 = Grid[0, 1, 0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float L110 = Grid[1, 1, 0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float L001 = Grid[0, 0, 1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float L101 = Grid[1, 0, 1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float L011 = Grid[0, 1, 1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float L111 = Grid[1, 1, 1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;

                // Interpolate on X (ISO speed)
                float L00 = rX.x * L000 + tX.x * L100;
                float L10 = rX.y * L010 + tX.y * L110;
                float L01 = rX.z * L001 + tX.z * L101;
                float L11 = rX.w * L011 + tX.w * L111;

                // Interpolate on Y (shutter speed)
                float L0 = rY.x * L00 + tY.x * L10;
                float L1 = rY.y * L01 + tY.y * L11;

                // Interpolate on Z (aperture)
                float L = rZ * L0 + tZ * L1;

                TargetProbe.m_IsAvailable       = true;
                TargetProbe.m_LuminanceMeasured = L;
            }

            // Fill missing values
            m_InterpolatedCalibration.UpdateAllLuminances();

            // Reset white reflectance reference because it was set for another setup
            WhiteReflectanceReference = new ImageUtility.float3(0, 0, -1);
        }
Exemplo n.º 11
0
            public ImageUtility.float3 xyY; // The color used to build the swatch

            #endregion Fields

            #region Methods

            public virtual void Save( CalibratedTexture _Owner, XmlElement _SwatchElement )
            {
                ImageUtility.float4	XYZ = new ImageUtility.float4( ImageUtility.ColorProfile.xyY2XYZ( xyY ), 1.0f );
                ImageUtility.float3	RGB = (ImageUtility.float3) Texture.Profile.XYZ2RGB( XYZ );
                _Owner.SetAttribute( _SwatchElement, "xyY", xyY.ToString() ).SetAttribute( "RGB", RGB.ToString() );
            }
Exemplo n.º 12
0
        /// <summary>
        /// Builds a swatch bitmap
        /// </summary>
        /// <param name="_Width"></param>
        /// <param name="_Height"></param>
        /// <param name="_xyY"></param>
        /// <returns></returns>
        private ImageUtility.Bitmap BuildSwatch( int _Width, int _Height, ImageUtility.float3 _xyY )
        {
            ImageUtility.Bitmap	Result = new ImageUtility.Bitmap( _Width, _Height, new ImageUtility.ColorProfile( ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB ) );
            ImageUtility.float4	XYZ = new ImageUtility.float4( ImageUtility.ColorProfile.xyY2XYZ( _xyY ), 1.0f );
            for ( int Y=0; Y < _Height; Y++ )
                for ( int X=0; X < _Width; X++ )
                    Result.ContentXYZ[X,Y] = XYZ;

            return Result;
        }
Exemplo n.º 13
0
        /// <summary>
        /// Computes the average color within a rectangle in UV space
        /// </summary>
        /// <param name="_TopLeft">The top left corner (in UV space) of the rectangle to sample</param>
        /// <param name="_BottomRight">The bottom right corner (in UV space) of the rectangle to sample</param>
        /// <returns>The average xyY color</returns>
        public ImageUtility.float3 ComputeAverageSwatchColor( ImageUtility.float2 _TopLeft, ImageUtility.float2 _BottomRight )
        {
            // Average xyY values in the specified rectangle
            int		X0 = Math.Max( 0, Math.Min( m_Texture.Width-1, (int) Math.Floor( _TopLeft.x * m_Texture.Width ) ) );
            int		Y0 = Math.Max( 0, Math.Min( m_Texture.Height-1, (int) Math.Floor( _TopLeft.y * m_Texture.Height ) ) );
            int		X1 = Math.Min( m_Texture.Width, Math.Max( X0+1, (int) Math.Floor( _BottomRight.x * m_Texture.Width ) ) );
            int		Y1 = Math.Min( m_Texture.Height, Math.Max( Y0+1, (int) Math.Floor( _BottomRight.y * m_Texture.Height ) ) );
            int		W = X1 - X0;
            int		H = Y1 - Y0;

            ImageUtility.float4	AverageXYZ = new ImageUtility.float4( 0, 0, 0, 0 );
            for ( int Y=Y0; Y < Y1; Y++ )
                for ( int X=X0; X < X1; X++ )
                {
                    ImageUtility.float4	XYZ = m_Texture.ContentXYZ[X,Y];
                    AverageXYZ += XYZ;
                }
            AverageXYZ = (1.0f / (W*H)) * AverageXYZ;

            ImageUtility.float3	xyY =  ImageUtility.ColorProfile.XYZ2xyY( (ImageUtility.float3) AverageXYZ );
            return xyY;
        }
Exemplo n.º 14
0
        /// <summary>
        /// Captures the calibrated texture
        /// </summary>
        /// <param name="_Source">The source image to capture</param>
        /// <param name="_Database">Database to perform proper calibration</param>
        /// <param name="_Parms">Parameters for the capture</param>
        public void Capture( ImageUtility.Bitmap _Source, CameraCalibrationDatabase _Database, CaptureParms _Parms )
        {
            if ( _Source == null )
                throw new Exception( "Invalid source bitmap to build texture from!" );
            if ( _Database == null )
                throw new Exception( "Invalid calibration database found in parameters!" );
            if ( _Parms == null )
                throw new Exception( "Invalid calibration parameters!" );
            if ( m_SwatchWidth <= 0 || m_SwatchHeight <= 0 )
                throw new Exception( "Invalid swatch size! Must be > 0!" );

            // Save parameters as they're associated to this texture
            m_CaptureParameters = _Parms;
            m_WhiteReflectanceReference = _Database.WhiteReflectanceReference;
            m_WhiteReflectanceCorrectionFactor = _Database.WhiteReflectanceCorrectionFactor;
            m_SpatialCorrectionEnabled = _Database.WhiteReferenceImage != null;

            //////////////////////////////////////////////////////////////////////////
            // Setup the database to find the most appropriate calibration data for our image infos
            _Database.PrepareCalibrationFor( _Parms.ISOSpeed, _Parms.ShutterSpeed, _Parms.Aperture );

            //////////////////////////////////////////////////////////////////////////
            // Build target texture
            ImageUtility.float4	AvgXYZ = new ImageUtility.float4( 0, 0, 0, 0 );
            //DEBUG
            // float	MinLuminance_Raw = float.MaxValue;
            // float	MaxLuminance_Raw = -float.MaxValue;

            const int	EXTREME_VALUES_COUNT = 100;
            ImageUtility.float3[]	ArrayMin = new ImageUtility.float3[EXTREME_VALUES_COUNT];
            ImageUtility.float3[]	ArrayMax = new ImageUtility.float3[EXTREME_VALUES_COUNT];
            for ( int i=0; i < EXTREME_VALUES_COUNT; i++ )
            {
                ArrayMin[i] = new ImageUtility.float3( 0, 1, 0 );
                ArrayMax[i] = new ImageUtility.float3( 0, 0, 0 );
            }

            if ( _Parms.CropSource )
            {
                float	fImageWidth = 2.0f * _Parms.CropRectangleHalfSize.x * _Source.Height;
                float	fImageHeight = 2.0f * _Parms.CropRectangleHalfSize.y * _Source.Height;
                int		W = (int) Math.Floor( fImageWidth );
                int		H = (int) Math.Floor( fImageHeight );

                ImageUtility.float2	AxisX = new ImageUtility.float2( (float) Math.Cos( _Parms.CropRectangleRotation ), -(float) Math.Sin( _Parms.CropRectangleRotation ) );
                ImageUtility.float2	AxisY = new ImageUtility.float2( (float) Math.Sin( _Parms.CropRectangleRotation ), (float) Math.Cos( _Parms.CropRectangleRotation ) );

                ImageUtility.float2	TopLeftCorner = new ImageUtility.float2( 0.5f * (_Source.Width - _Source.Height) + _Parms.CropRectangleCenter.x * _Source.Height, _Source.Height * _Parms.CropRectangleCenter.y )
                                                  + _Source.Height * (-_Parms.CropRectangleHalfSize.x * AxisX - _Parms.CropRectangleHalfSize.y * AxisY);

                m_Texture = new ImageUtility.Bitmap( W, H, new ImageUtility.ColorProfile( ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB ) );
                ImageUtility.float4	XYZ;
                ImageUtility.float3	ShortXYZ;
                ImageUtility.float3	xyY;

                ImageUtility.float2	CurrentScanlinePixel = TopLeftCorner + 0.5f * (fImageWidth - W) * AxisX + 0.5f * (fImageHeight - H) * AxisY;
                if ( Math.Abs( _Parms.CropRectangleRotation ) < 1e-6f )
                {	// Use integer pixels to avoid attenuated values due to bilinear filtering
                    CurrentScanlinePixel.x = (float) Math.Floor( CurrentScanlinePixel.x );
                    CurrentScanlinePixel.y = (float) Math.Floor( CurrentScanlinePixel.y );
                }
                for ( int Y=0; Y < H; Y++ )
                {
                    ImageUtility.float2	CurrentPixel = CurrentScanlinePixel;
                    for ( int X=0; X < W; X++ )
                    {
                        float	U = CurrentPixel.x / _Source.Width;
                        float	V = CurrentPixel.y / _Source.Height;

                        XYZ = _Source.BilinearSample( CurrentPixel.x, CurrentPixel.y );

            //DEBUG
            // float	L = XYZ.y * _Database.GetSpatialLuminanceCorrectionFactor( U, V );
            // if ( L < MinLuminance_Raw )
            // 	MinLuminance_Raw = L;
            // if ( L > MaxLuminance_Raw )
            // 	MaxLuminance_Raw = L;
            //DEBUG

                        xyY = ImageUtility.ColorProfile.XYZ2xyY( (ImageUtility.float3) XYZ );
                        xyY = _Database.CalibrateWithSpatialCorrection( U, V, xyY );	// Apply luminance calibration
                        ShortXYZ = ImageUtility.ColorProfile.xyY2XYZ( xyY );
                        XYZ = new ImageUtility.float4( ShortXYZ, XYZ.w );
                        m_Texture.ContentXYZ[X,Y] = XYZ;

                        // Update min/max/avg values
                        InsertMinMax( ShortXYZ, ArrayMin, ArrayMax, EXTREME_VALUES_COUNT );
                        AvgXYZ += XYZ;

                        CurrentPixel += AxisX;
                    }
                    CurrentScanlinePixel += AxisY;
                }
            }
            else
            {	// Simple texture copy, with luminance calibration
                m_Texture = new ImageUtility.Bitmap( _Source.Width, _Source.Height, new ImageUtility.ColorProfile( ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB ) );
                ImageUtility.float4	XYZ;
                ImageUtility.float3	ShortXYZ;
                ImageUtility.float3	xyY;

                int	W = m_Texture.Width;
                int	H = m_Texture.Height;

                int	X0 = 0;
                int	X1 = W;
                int	Y0 = 0;
                int	Y1 = H;

            //DEBUG
            // X0 = 1088; Y0 = 764;
            // X1 = X0 + 1100; Y1 = Y0 + 632;

                for ( int Y=Y0; Y < Y1; Y++ )
                {
                    float	V = (float) Y / H;
                    for ( int X=X0; X < X1; X++ )
                    {
                        float	U = (float) X / W;

                        XYZ = _Source.ContentXYZ[X,Y];

            //DEBUG
            // float	L = XYZ.y * _Database.GetSpatialLuminanceCorrectionFactor( U, V );
            // if ( L < MinLuminance_Raw )
            // 	MinLuminance_Raw = L;
            // if ( L > MaxLuminance_Raw )
            // 	MaxLuminance_Raw = L;
            //DEBUG

                        xyY = ImageUtility.ColorProfile.XYZ2xyY( (ImageUtility.float3) XYZ );
                        xyY = _Database.CalibrateWithSpatialCorrection( U, V, xyY );	// Apply luminance calibration
                        ShortXYZ = ImageUtility.ColorProfile.xyY2XYZ( xyY );
                        XYZ = new ImageUtility.float4( ShortXYZ, XYZ.w );
                        m_Texture.ContentXYZ[X,Y] = XYZ;

                        // Update min/max/avg values
                        InsertMinMax( ShortXYZ, ArrayMin, ArrayMax, EXTREME_VALUES_COUNT );
                        AvgXYZ += XYZ;
                    }
                }
            }

            // Normalize average swatch color
            float	Normalizer = 1.0f / (m_Texture.Width*m_Texture.Height);
            ImageUtility.float3	avgxyY = ImageUtility.ColorProfile.XYZ2xyY( Normalizer * ((ImageUtility.float3) AvgXYZ) );
            m_SwatchAvg.xyY = avgxyY;

            // Compute min & max using statistical norm
             			ImageUtility.float3	BestXYZ_Min;
             			ImageUtility.float3	BestXYZ_Max;

            if ( _Parms.UseModeInsteadOfMean )
            {	// Use mode
                BestXYZ_Min = ComputeMode( ArrayMin );
                BestXYZ_Max = ComputeMode( ArrayMax );
            }
            else
            {	// Use mean
             				BestXYZ_Min = ComputeMean( ArrayMin );
             				BestXYZ_Max = ComputeMean( ArrayMax );
            }
            m_SwatchMin.xyY = ImageUtility.ColorProfile.XYZ2xyY( BestXYZ_Min );
            m_SwatchMax.xyY = ImageUtility.ColorProfile.XYZ2xyY( BestXYZ_Max );

            m_SwatchMin.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, m_SwatchMin.xyY );
            m_SwatchMax.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, m_SwatchMax.xyY );
            m_SwatchAvg.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, m_SwatchAvg.xyY );

            // Rebuild custom swatches
            foreach ( CustomSwatch CS in m_CustomSwatches )
                CS.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, CS.xyY );

            //////////////////////////////////////////////////////////////////////////
            // Feed some purely informational shot infos to the main texture, probably won't be saved anyway...
            m_Texture.HasValidShotInfo = true;
            m_Texture.ISOSpeed = _Parms.ISOSpeed;
            m_Texture.ShutterSpeed = _Parms.ShutterSpeed;
            m_Texture.Aperture = _Parms.Aperture;
        }
Exemplo n.º 15
0
        /// <summary>
        /// Rebuilds and assigns the bitmap for the output panel from the loaded image
        /// </summary>
        private void RebuildImage()
        {
            if ( m_BitmapXYZ == null )
                return;

            bool		sRGB = checkBoxsRGB.Checked;
            bool		SpatialCorrection = checkBoxSpatialLuminanceCorrection.Checked;

            ImageUtility.float4[,]	Image = new ImageUtility.float4[m_BitmapXYZ.Width,m_BitmapXYZ.Height];
            int		W = m_BitmapXYZ.Width;
            int		H = m_BitmapXYZ.Height;

            if ( checkBoxLuminance.Checked )
            {	// Convert into luminances only
                for ( int Y = 0; Y < H; Y++ )
                    for ( int X = 0; X < W; X++ )
                    {
                        float L = m_BitmapXYZ.ContentXYZ[X, Y].y;
                        if ( SpatialCorrection )
                            L*= m_CalibrationDatabase.GetSpatialLuminanceCorrectionFactor( (float) X / W, (float) Y / H );
                        if ( sRGB )
                            L = ImageUtility.ColorProfile.Linear2sRGB( L );

                        Image[X, Y].x = L;
                        Image[X, Y].y = L;
                        Image[X, Y].z = L;
                    }
            }
            else
            {	// RGB
                ImageUtility.float4[,]	Content = m_BitmapXYZ.ContentXYZ;

                if ( checkBoxSpatialLuminanceCorrection.Checked )
                {
                    Content = new ImageUtility.float4[m_BitmapXYZ.Width,m_BitmapXYZ.Height];
                    Array.Copy( m_BitmapXYZ.ContentXYZ, Content, Content.LongLength );
                    for ( int Y=0; Y < H; Y++ )
                        for ( int X=0; X < W; X++ )
                        {
                            ImageUtility.float4	XYZ = Content[X,Y];
                            ImageUtility.float3	xyY = ImageUtility.ColorProfile.XYZ2xyY( (ImageUtility.float3) XYZ );
                            xyY.z *= m_CalibrationDatabase.GetSpatialLuminanceCorrectionFactor( (float) X / W, (float) Y / H );
                            XYZ = new ImageUtility.float4( ImageUtility.ColorProfile.xyY2XYZ( xyY ), XYZ.w );
                            Content[X,Y] = XYZ;
                        }
                }

                // Build conversion profile
                ImageUtility.ColorProfile	Profile = new ImageUtility.ColorProfile(
                    ImageUtility.ColorProfile.Chromaticities.sRGB,													// Always use standard sRGB illuminant
                    sRGB ? ImageUtility.ColorProfile.GAMMA_CURVE.sRGB : ImageUtility.ColorProfile.GAMMA_CURVE.STANDARD,	// Either use sRGB linear toe or a standard gamma
                    sRGB ? ImageUtility.ColorProfile.GAMMA_EXPONENT_sRGB : 1.0f );									// Either use sRGB gamma or linear gamma

                // Convert
                Profile.XYZ2RGB( Content, Image );
            }

            outputPanel.Image = Image;
        }
Exemplo n.º 16
0
        /// <summary>
        /// Captures the calibrated texture
        /// </summary>
        /// <param name="_Source">The source image to capture</param>
        /// <param name="_Database">Database to perform proper calibration</param>
        /// <param name="_Parms">Parameters for the capture</param>
        public void             Capture(ImageUtility.Bitmap _Source, CameraCalibrationDatabase _Database, CaptureParms _Parms)
        {
            if (_Source == null)
            {
                throw new Exception("Invalid source bitmap to build texture from!");
            }
            if (_Database == null)
            {
                throw new Exception("Invalid calibration database found in parameters!");
            }
            if (_Parms == null)
            {
                throw new Exception("Invalid calibration parameters!");
            }
            if (m_SwatchWidth <= 0 || m_SwatchHeight <= 0)
            {
                throw new Exception("Invalid swatch size! Must be > 0!");
            }

            // Save parameters as they're associated to this texture
            m_CaptureParameters                = _Parms;
            m_WhiteReflectanceReference        = _Database.WhiteReflectanceReference;
            m_WhiteReflectanceCorrectionFactor = _Database.WhiteReflectanceCorrectionFactor;
            m_SpatialCorrectionEnabled         = _Database.WhiteReferenceImage != null;

            //////////////////////////////////////////////////////////////////////////
            // Setup the database to find the most appropriate calibration data for our image infos
            _Database.PrepareCalibrationFor(_Parms.ISOSpeed, _Parms.ShutterSpeed, _Parms.Aperture);


            //////////////////////////////////////////////////////////////////////////
            // Build target texture
            ImageUtility.float4 AvgXYZ = new ImageUtility.float4(0, 0, 0, 0);
//DEBUG
// float	MinLuminance_Raw = float.MaxValue;
// float	MaxLuminance_Raw = -float.MaxValue;

            const int EXTREME_VALUES_COUNT = 100;

            ImageUtility.float3[] ArrayMin = new ImageUtility.float3[EXTREME_VALUES_COUNT];
            ImageUtility.float3[] ArrayMax = new ImageUtility.float3[EXTREME_VALUES_COUNT];
            for (int i = 0; i < EXTREME_VALUES_COUNT; i++)
            {
                ArrayMin[i] = new ImageUtility.float3(0, 1, 0);
                ArrayMax[i] = new ImageUtility.float3(0, 0, 0);
            }

            if (_Parms.CropSource)
            {
                float fImageWidth  = 2.0f * _Parms.CropRectangleHalfSize.x * _Source.Height;
                float fImageHeight = 2.0f * _Parms.CropRectangleHalfSize.y * _Source.Height;
                int   W            = (int)Math.Floor(fImageWidth);
                int   H            = (int)Math.Floor(fImageHeight);

                ImageUtility.float2 AxisX = new ImageUtility.float2((float)Math.Cos(_Parms.CropRectangleRotation), -(float)Math.Sin(_Parms.CropRectangleRotation));
                ImageUtility.float2 AxisY = new ImageUtility.float2((float)Math.Sin(_Parms.CropRectangleRotation), (float)Math.Cos(_Parms.CropRectangleRotation));

                ImageUtility.float2 TopLeftCorner = new ImageUtility.float2(0.5f * (_Source.Width - _Source.Height) + _Parms.CropRectangleCenter.x * _Source.Height, _Source.Height * _Parms.CropRectangleCenter.y)
                                                    + _Source.Height * (-_Parms.CropRectangleHalfSize.x * AxisX - _Parms.CropRectangleHalfSize.y * AxisY);

                m_Texture = new ImageUtility.Bitmap(W, H, new ImageUtility.ColorProfile(ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB));
                ImageUtility.float4 XYZ;
                ImageUtility.float3 ShortXYZ;
                ImageUtility.float3 xyY;

                ImageUtility.float2 CurrentScanlinePixel = TopLeftCorner + 0.5f * (fImageWidth - W) * AxisX + 0.5f * (fImageHeight - H) * AxisY;
                if (Math.Abs(_Parms.CropRectangleRotation) < 1e-6f)
                {                       // Use integer pixels to avoid attenuated values due to bilinear filtering
                    CurrentScanlinePixel.x = (float)Math.Floor(CurrentScanlinePixel.x);
                    CurrentScanlinePixel.y = (float)Math.Floor(CurrentScanlinePixel.y);
                }
                for (int Y = 0; Y < H; Y++)
                {
                    ImageUtility.float2 CurrentPixel = CurrentScanlinePixel;
                    for (int X = 0; X < W; X++)
                    {
                        float U = CurrentPixel.x / _Source.Width;
                        float V = CurrentPixel.y / _Source.Height;

                        XYZ = _Source.BilinearSample(CurrentPixel.x, CurrentPixel.y);

//DEBUG
// float	L = XYZ.y * _Database.GetSpatialLuminanceCorrectionFactor( U, V );
// if ( L < MinLuminance_Raw )
//  MinLuminance_Raw = L;
// if ( L > MaxLuminance_Raw )
//  MaxLuminance_Raw = L;
//DEBUG

                        xyY      = ImageUtility.ColorProfile.XYZ2xyY((ImageUtility.float3)XYZ);
                        xyY      = _Database.CalibrateWithSpatialCorrection(U, V, xyY);                         // Apply luminance calibration
                        ShortXYZ = ImageUtility.ColorProfile.xyY2XYZ(xyY);
                        XYZ      = new ImageUtility.float4(ShortXYZ, XYZ.w);
                        m_Texture.ContentXYZ[X, Y] = XYZ;

                        // Update min/max/avg values
                        InsertMinMax(ShortXYZ, ArrayMin, ArrayMax, EXTREME_VALUES_COUNT);
                        AvgXYZ += XYZ;

                        CurrentPixel += AxisX;
                    }
                    CurrentScanlinePixel += AxisY;
                }
            }
            else
            {                   // Simple texture copy, with luminance calibration
                m_Texture = new ImageUtility.Bitmap(_Source.Width, _Source.Height, new ImageUtility.ColorProfile(ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB));
                ImageUtility.float4 XYZ;
                ImageUtility.float3 ShortXYZ;
                ImageUtility.float3 xyY;

                int W = m_Texture.Width;
                int H = m_Texture.Height;

                int X0 = 0;
                int X1 = W;
                int Y0 = 0;
                int Y1 = H;

//DEBUG
// X0 = 1088; Y0 = 764;
// X1 = X0 + 1100; Y1 = Y0 + 632;

                for (int Y = Y0; Y < Y1; Y++)
                {
                    float V = (float)Y / H;
                    for (int X = X0; X < X1; X++)
                    {
                        float U = (float)X / W;

                        XYZ = _Source.ContentXYZ[X, Y];

//DEBUG
// float	L = XYZ.y * _Database.GetSpatialLuminanceCorrectionFactor( U, V );
// if ( L < MinLuminance_Raw )
//  MinLuminance_Raw = L;
// if ( L > MaxLuminance_Raw )
//  MaxLuminance_Raw = L;
//DEBUG

                        xyY      = ImageUtility.ColorProfile.XYZ2xyY((ImageUtility.float3)XYZ);
                        xyY      = _Database.CalibrateWithSpatialCorrection(U, V, xyY);                         // Apply luminance calibration
                        ShortXYZ = ImageUtility.ColorProfile.xyY2XYZ(xyY);
                        XYZ      = new ImageUtility.float4(ShortXYZ, XYZ.w);
                        m_Texture.ContentXYZ[X, Y] = XYZ;

                        // Update min/max/avg values
                        InsertMinMax(ShortXYZ, ArrayMin, ArrayMax, EXTREME_VALUES_COUNT);
                        AvgXYZ += XYZ;
                    }
                }
            }

            // Normalize average swatch color
            float Normalizer = 1.0f / (m_Texture.Width * m_Texture.Height);

            ImageUtility.float3 avgxyY = ImageUtility.ColorProfile.XYZ2xyY(Normalizer * ((ImageUtility.float3)AvgXYZ));
            m_SwatchAvg.xyY = avgxyY;

            // Compute min & max using statistical norm
            ImageUtility.float3 BestXYZ_Min;
            ImageUtility.float3 BestXYZ_Max;

            if (_Parms.UseModeInsteadOfMean)
            {                   // Use mode
                BestXYZ_Min = ComputeMode(ArrayMin);
                BestXYZ_Max = ComputeMode(ArrayMax);
            }
            else
            {                   // Use mean
                BestXYZ_Min = ComputeMean(ArrayMin);
                BestXYZ_Max = ComputeMean(ArrayMax);
            }
            m_SwatchMin.xyY = ImageUtility.ColorProfile.XYZ2xyY(BestXYZ_Min);
            m_SwatchMax.xyY = ImageUtility.ColorProfile.XYZ2xyY(BestXYZ_Max);

            m_SwatchMin.Texture = BuildSwatch(m_SwatchWidth, m_SwatchHeight, m_SwatchMin.xyY);
            m_SwatchMax.Texture = BuildSwatch(m_SwatchWidth, m_SwatchHeight, m_SwatchMax.xyY);
            m_SwatchAvg.Texture = BuildSwatch(m_SwatchWidth, m_SwatchHeight, m_SwatchAvg.xyY);

            // Rebuild custom swatches
            foreach (CustomSwatch CS in m_CustomSwatches)
            {
                CS.Texture = BuildSwatch(m_SwatchWidth, m_SwatchHeight, CS.xyY);
            }

            //////////////////////////////////////////////////////////////////////////
            // Feed some purely informational shot infos to the main texture, probably won't be saved anyway...
            m_Texture.HasValidShotInfo = true;
            m_Texture.ISOSpeed         = _Parms.ISOSpeed;
            m_Texture.ShutterSpeed     = _Parms.ShutterSpeed;
            m_Texture.Aperture         = _Parms.Aperture;
        }
Exemplo n.º 17
0
        private unsafe void     UpdateBitmap()
        {
            if (m_Image == null)
            {
                return;
            }

            // Fill pixel per pixel
            int W = m_Image.Width;
            int H = m_Image.Height;

            if (m_Bitmap != null && (m_Bitmap.Width != W || m_Bitmap.Height != H))
            {
                m_Bitmap.Dispose();
                m_Bitmap = null;
            }
            if (m_Bitmap == null)
            {
                m_Bitmap = new Bitmap(W, H, PixelFormat.Format32bppArgb);
            }

            ImageUtility.float4[,]  ContentRGB = new ImageUtility.float4[W, H];
            if (m_ViewLinear)
            {
                m_ProfileLinear.XYZ2RGB(m_Image.ContentXYZ, ContentRGB);
            }
            else
            {
                m_ProfilesRGB.XYZ2RGB(m_Image.ContentXYZ, ContentRGB);
            }

            BitmapData LockedBitmap = m_Bitmap.LockBits(new Rectangle(0, 0, W, H), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);

            for (int Y = 0; Y < H; Y++)
            {
                byte *pScanline = (byte *)LockedBitmap.Scan0.ToPointer() + LockedBitmap.Stride * Y;
                for (int X = 0; X < W; X++)
                {
                    byte R = (byte)Math.Max(0, Math.Min(255, 255 * ContentRGB[X, Y].x));
                    byte G = (byte)Math.Max(0, Math.Min(255, 255 * ContentRGB[X, Y].y));
                    byte B = (byte)Math.Max(0, Math.Min(255, 255 * ContentRGB[X, Y].z));
                    byte A = (byte)Math.Max(0, Math.Min(255, 255 * (m_ViewLinear ? ContentRGB[X, Y].w : ImageUtility.ColorProfile.Linear2sRGB(ContentRGB[X, Y].w))));

                    switch (m_ViewMode)
                    {
                    case VIEW_MODE.RGB:
                        *pScanline++ = B;
                        *pScanline++ = G;
                        *pScanline++ = R;
                        *pScanline++ = 0xFF;
                        break;

                    case VIEW_MODE.R:
                        *pScanline++ = R;
                        *pScanline++ = R;
                        *pScanline++ = R;
                        *pScanline++ = 0xFF;
                        break;

                    case VIEW_MODE.G:
                        *pScanline++ = G;
                        *pScanline++ = G;
                        *pScanline++ = G;
                        *pScanline++ = 0xFF;
                        break;

                    case VIEW_MODE.B:
                        *pScanline++ = B;
                        *pScanline++ = B;
                        *pScanline++ = B;
                        *pScanline++ = 0xFF;
                        break;

                    case VIEW_MODE.AO:
                        *pScanline++ = A;
                        *pScanline++ = A;
                        *pScanline++ = A;
                        *pScanline++ = 0xFF;
                        break;

                    case VIEW_MODE.AO_FROM_RGB:
                    {
                        float LinR  = ImageUtility.ColorProfile.sRGB2Linear(ContentRGB[X, Y].x);
                        float LinG  = ImageUtility.ColorProfile.sRGB2Linear(ContentRGB[X, Y].y);
                        float LinB  = ImageUtility.ColorProfile.sRGB2Linear(ContentRGB[X, Y].z);
                        float LinAO = (float)Math.Sqrt(LinR * LinR + LinG * LinG + LinB * LinB) * 0.57735026918962576450914878050196f;                                          // divided by sqrt(3)
                        A = (byte)Math.Max(0, Math.Min(255, 255 * ImageUtility.ColorProfile.Linear2sRGB(LinAO)));
                        *pScanline++ = A;
                        *pScanline++ = A;
                        *pScanline++ = A;
                        *pScanline++ = 0xFF;
                    }
                    break;

                    case VIEW_MODE.RGB_AO:
                    {
                        float LinR  = ImageUtility.ColorProfile.sRGB2Linear(ContentRGB[X, Y].x);
                        float LinG  = ImageUtility.ColorProfile.sRGB2Linear(ContentRGB[X, Y].y);
                        float LinB  = ImageUtility.ColorProfile.sRGB2Linear(ContentRGB[X, Y].z);
                        float LinAO = ContentRGB[X, Y].w;
                        LinR *= LinAO;
                        LinG *= LinAO;
                        LinB *= LinAO;
                        R     = (byte)Math.Max(0, Math.Min(255, 255 * ImageUtility.ColorProfile.Linear2sRGB(LinR)));
                        G     = (byte)Math.Max(0, Math.Min(255, 255 * ImageUtility.ColorProfile.Linear2sRGB(LinG)));
                        B     = (byte)Math.Max(0, Math.Min(255, 255 * ImageUtility.ColorProfile.Linear2sRGB(LinB)));
                        *pScanline++ = B;
                        *pScanline++ = G;
                        *pScanline++ = R;
                        *pScanline++ = 0xFF;
                    }
                    break;
                    }
                }
            }
            m_Bitmap.UnlockBits(LockedBitmap);

            Refresh();
        }
Exemplo n.º 18
0
        /// <summary>
        /// Prepares the interpolated calibration table to process the pixels in an image shot with the specified shot infos
        /// </summary>
        /// <param name="_ISOSpeed"></param>
        /// <param name="_ShutterSpeed"></param>
        /// <param name="_Aperture"></param>
        public void PrepareCalibrationFor( float _ISOSpeed, float _ShutterSpeed, float _Aperture )
        {
            if ( m_RootNode == null )
                throw new Exception( "Calibration grid hasn't been built: did you provide a valid database path? Does the path contain camera calibration data?" );

            if ( IsPreparedFor( _ISOSpeed, _ShutterSpeed, _Aperture ) )
                return;	// Already prepared!

            //////////////////////////////////////////////////////////////////////////
            // Find the 8 nodes encompassing our values
            // I'm making the delicate assumption that, although the starting node is chosen on the
            //	condition its EV values are strictly inferior to the target we're looking for, all
            //	neighbor nodes should satisfy the condition they're properly placed.
            //
            // This is true for the direct neighbors +X, +Y, +Z that are immediately above target values
            //	but for example, neighbor (+X +Y) may have a very bad aperture value (Z) that may be
            //	above the target aperture...
            //
            // Let's hope the user won't provide too fancy calibrations...
            // (anyway, interpolants are clamped in [0,1] so there's no risk of overshooting)
            //
            ImageUtility.float3	EV;
            GridNode.Convert2EV( _ISOSpeed, _ShutterSpeed, _Aperture, out EV.x, out EV.y, out EV.z );

            // Find the start node
            GridNode		StartNode = FindStartNode( EV.x, EV.y, EV.z );
            m_InterpolationStartNode = StartNode;

            // Build the 8 grid nodes from it
            GridNode[,,]	Grid = new GridNode[2,2,2];
            Grid[0,0,0] = StartNode;
            Grid[1,0,0] = StartNode.m_Neighbors[0][1] != null ? StartNode.m_Neighbors[0][1] : StartNode;		// +X
            Grid[0,1,0] = StartNode.m_Neighbors[1][1] != null ? StartNode.m_Neighbors[1][1] : StartNode;		// +Y
            Grid[0,0,1] = StartNode.m_Neighbors[2][1] != null ? StartNode.m_Neighbors[2][1] : StartNode;		// +Z
            Grid[1,1,0] = Grid[1,0,0].m_Neighbors[1][1] != null ? Grid[1,0,0].m_Neighbors[1][1] : Grid[1,0,0];	// +X +Y
            Grid[0,1,1] = Grid[0,1,0].m_Neighbors[2][1] != null ? Grid[0,1,0].m_Neighbors[2][1] : Grid[0,1,0];	// +Y +Z
            Grid[1,0,1] = Grid[0,0,1].m_Neighbors[0][1] != null ? Grid[0,0,1].m_Neighbors[0][1] : Grid[0,0,1];	// +X +Z
            Grid[1,1,1] = Grid[1,1,0].m_Neighbors[2][1] != null ? Grid[1,1,0].m_Neighbors[2][1] : Grid[1,1,0];	// +X +Y +Z

            //////////////////////////////////////////////////////////////////////////
            // Create the successive interpolants for trilinear interpolation
            //
            // Assume we interpolate on X first (ISO speed), so we need 4 distinct values
            ImageUtility.float4	tX = new ImageUtility.float4(
                    Math.Max( 0.0f, Math.Min( 1.0f, (EV.x - Grid[0,0,0].m_EV_ISOSpeed) / Math.Max( 1e-6f, Grid[1,0,0].m_EV_ISOSpeed - Grid[0,0,0].m_EV_ISOSpeed) ) ),	// Y=0 Z=0
                    Math.Max( 0.0f, Math.Min( 1.0f, (EV.x - Grid[0,1,0].m_EV_ISOSpeed) / Math.Max( 1e-6f, Grid[1,1,0].m_EV_ISOSpeed - Grid[0,1,0].m_EV_ISOSpeed) ) ),	// Y=1 Z=0
                    Math.Max( 0.0f, Math.Min( 1.0f, (EV.x - Grid[0,0,1].m_EV_ISOSpeed) / Math.Max( 1e-6f, Grid[1,0,1].m_EV_ISOSpeed - Grid[0,0,1].m_EV_ISOSpeed) ) ),	// Y=0 Z=1
                    Math.Max( 0.0f, Math.Min( 1.0f, (EV.x - Grid[0,1,1].m_EV_ISOSpeed) / Math.Max( 1e-6f, Grid[1,1,1].m_EV_ISOSpeed - Grid[0,1,1].m_EV_ISOSpeed) ) )	// Y=1 Z=1
                );
            ImageUtility.float4	rX = new ImageUtility.float4( 1.0f - tX.x, 1.0f - tX.y, 1.0f - tX.z, 1.0f - tX.w );

                // Compute the 4 interpolated shutter speeds & apertures
            ImageUtility.float4	ShutterSpeedsX = new ImageUtility.float4(
                    rX.x * Grid[0,0,0].m_EV_ShutterSpeed + tX.x * Grid[1,0,0].m_EV_ShutterSpeed,	// Y=0 Z=0
                    rX.y * Grid[0,1,0].m_EV_ShutterSpeed + tX.y * Grid[1,1,0].m_EV_ShutterSpeed,	// Y=1 Z=0
                    rX.z * Grid[0,0,1].m_EV_ShutterSpeed + tX.z * Grid[1,0,1].m_EV_ShutterSpeed,	// Y=0 Z=1
                    rX.w * Grid[0,1,1].m_EV_ShutterSpeed + tX.w * Grid[1,1,1].m_EV_ShutterSpeed		// Y=1 Z=1
                );
            ImageUtility.float4	AperturesX = new ImageUtility.float4(
                    rX.x * Grid[0,0,0].m_EV_Aperture + tX.x * Grid[1,0,0].m_EV_Aperture,			// Y=0 Z=0
                    rX.y * Grid[0,1,0].m_EV_Aperture + tX.y * Grid[1,1,0].m_EV_Aperture,			// Y=1 Z=0
                    rX.z * Grid[0,0,1].m_EV_Aperture + tX.z * Grid[1,0,1].m_EV_Aperture,			// Y=0 Z=1
                    rX.w * Grid[0,1,1].m_EV_Aperture + tX.w * Grid[1,1,1].m_EV_Aperture				// Y=1 Z=1
                );

            // Next we interpolate on Y (Shutter speed), so we need 2 distinct values
            ImageUtility.float2	tY = new ImageUtility.float2(
                    Math.Max( 0.0f, Math.Min( 1.0f, (EV.y - ShutterSpeedsX.x) / Math.Max( 1e-6f, ShutterSpeedsX.y - ShutterSpeedsX.x) ) ),	// Z=0
                    Math.Max( 0.0f, Math.Min( 1.0f, (EV.y - ShutterSpeedsX.z) / Math.Max( 1e-6f, ShutterSpeedsX.w - ShutterSpeedsX.z) ) )	// Z=1
                );
            ImageUtility.float2	rY = new ImageUtility.float2( 1.0f - tY.x, 1.0f - tY.y );

                // Compute the 2 apertures
            ImageUtility.float2	AperturesY = new ImageUtility.float2(
                    rY.x * AperturesX.x + tY.x * AperturesX.y,
                    rY.y * AperturesX.z + tY.y * AperturesX.w
                );

            // Finally, we interpolate on Z (Aperture), we need only 1 single value
            float	tZ = Math.Max( 0.0f, Math.Min( 1.0f, (EV.z - AperturesY.x) / Math.Max( 1e-6f, AperturesY.y - AperturesY.x) ) );
            float	rZ = 1.0f - tZ;

            //////////////////////////////////////////////////////////////////////////
            // Create the special camera calibration that is the result of the interpolation of the 8 nearest ones in the grid
            m_InterpolatedCalibration = new CameraCalibration();
            m_InterpolatedCalibration.m_CameraShotInfos.m_ISOSpeed = _ISOSpeed;
            m_InterpolatedCalibration.m_CameraShotInfos.m_ShutterSpeed = _ShutterSpeed;
            m_InterpolatedCalibration.m_CameraShotInfos.m_Aperture = _Aperture;

            for ( int ProbeIndex=0; ProbeIndex < REQUIRED_PROBES_COUNT; ProbeIndex++ )
            {
                CameraCalibration.Probe TargetProbe = m_InterpolatedCalibration.m_Reflectances[ProbeIndex];

                float	L000 = Grid[0,0,0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float	L100 = Grid[1,0,0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float	L010 = Grid[0,1,0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float	L110 = Grid[1,1,0].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float	L001 = Grid[0,0,1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float	L101 = Grid[1,0,1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float	L011 = Grid[0,1,1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;
                float	L111 = Grid[1,1,1].m_CameraCalibration.m_Reflectances[ProbeIndex].m_LuminanceMeasured;

                // Interpolate on X (ISO speed)
                float	L00 = rX.x * L000 + tX.x * L100;
                float	L10 = rX.y * L010 + tX.y * L110;
                float	L01 = rX.z * L001 + tX.z * L101;
                float	L11 = rX.w * L011 + tX.w * L111;

                // Interpolate on Y (shutter speed)
                float	L0 = rY.x * L00 + tY.x * L10;
                float	L1 = rY.y * L01 + tY.y * L11;

                // Interpolate on Z (aperture)
                float	L = rZ * L0 + tZ * L1;

                TargetProbe.m_IsAvailable = true;
                TargetProbe.m_LuminanceMeasured = L;
            }

            // Fill missing values
            m_InterpolatedCalibration.UpdateAllLuminances();

            // Reset white reflectance reference because it was set for another setup
            WhiteReflectanceReference = new ImageUtility.float3( 0, 0, -1 );
        }
Exemplo n.º 19
0
        void TestChromaRanges()
        {
            ImageUtility.ColorProfile	profile = new ImageUtility.ColorProfile(ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB );

            ImageUtility.float3	tempFloat3 = new ImageUtility.float3( 0, 0, 0 );
            ImageUtility.float4	tempFloat4 = new ImageUtility.float4( 0, 0, 0, 1 );

            float	Ygo, Cg, Co;

            ranges_t[]	ranges = new ranges_t[4];
            for ( int lumaIndex=0; lumaIndex < ranges.Length; lumaIndex++ ) {

                ranges_t	range = new ranges_t();
                ranges[lumaIndex] = range;

                float	L = (1+lumaIndex) / 255.0f;

                for ( int R=0; R < 256; R++ ) {
                    for ( int G=0; G < 256; G++ ) {
                        for ( int B=0; B < 256; B++ ) {

                            tempFloat4.x = L * R;
                            tempFloat4.y = L * G;
                            tempFloat4.z = L * B;

                            // Convert to YCoCg
            // 							Ygo = 0.25f * tempFloat4.x + 0.5f * tempFloat4.y + 0.25f * tempFloat4.z;
            // 							Cg = -0.25f * tempFloat4.x + 0.5f * tempFloat4.y - 0.25f * tempFloat4.z;
            // 							Co =  0.50f * tempFloat4.x + 0.0f * tempFloat4.y - 0.50f * tempFloat4.z;

                            RGB2YCoCg( tempFloat4.x, tempFloat4.y, tempFloat4.z, out Ygo, out Co, out Cg );
                            YCoCg2RGB( Ygo, Co, Cg, out tempFloat3.x, out tempFloat3.y, out tempFloat3.z );
                            if ( Math.Abs( tempFloat3.x - tempFloat4.x ) > 1e-6 ) throw new Exception( "RHA!" );
                            if ( Math.Abs( tempFloat3.y - tempFloat4.y ) > 1e-6 ) throw new Exception( "RHA!" );
                            if ( Math.Abs( tempFloat3.z - tempFloat4.z ) > 1e-6 ) throw new Exception( "RHA!" );

                            // Convert to xyY
                            ImageUtility.float4	XYZ = profile.RGB2XYZ( tempFloat4 );
                            tempFloat3.x = XYZ.x;
                            tempFloat3.y = XYZ.y;
                            tempFloat3.z = XYZ.z;
                            ImageUtility.float3	xyY = ImageUtility.ColorProfile.XYZ2xyY( tempFloat3 );

                            // Update ranges
                            range.Ygo_min = Math.Min( range.Ygo_min, Ygo );
                            range.Ygo_max = Math.Max( range.Ygo_max, Ygo );
                            range.Cg_min = Math.Min( range.Cg_min, Cg );
                            range.Cg_max = Math.Max( range.Cg_max, Cg );
                            range.Co_min = Math.Min( range.Co_min, Co );
                            range.Co_max = Math.Max( range.Co_max, Co );

                            range.Y_min = Math.Min( range.Y_min, xyY.z );
                            range.Y_max = Math.Max( range.Y_max, xyY.z );
                            range.x_min = Math.Min( range.x_min, xyY.x );
                            range.x_max = Math.Max( range.x_max, xyY.x );
                            range.y_min = Math.Min( range.y_min, xyY.y );
                            range.y_max = Math.Max( range.y_max, xyY.y );
                        }
                    }
                }

            }
        }
Exemplo n.º 20
0
            public ImageUtility.Bitmap Texture;                                                                 // The bitmap generated from the swatch color

            public virtual void     Save(CalibratedTexture _Owner, XmlElement _SwatchElement)
            {
                ImageUtility.float4 XYZ = new ImageUtility.float4(ImageUtility.ColorProfile.xyY2XYZ(xyY), 1.0f);
                ImageUtility.float3 RGB = (ImageUtility.float3)Texture.Profile.XYZ2RGB(XYZ);
                _Owner.SetAttribute(_SwatchElement, "xyY", xyY.ToString()).SetAttribute("RGB", RGB.ToString());
            }
Exemplo n.º 21
0
        private void    Generate()
        {
            try {
                tabControlGenerators.Enabled = false;

                //////////////////////////////////////////////////////////////////////////
                // 1] Apply bilateral filtering to the input texture as a pre-process
                ApplyBilateralFiltering(m_TextureSource, m_TextureTarget0, floatTrackbarControlBilateralRadius.Value, floatTrackbarControlBilateralTolerance.Value, checkBoxWrap.Checked);


                //////////////////////////////////////////////////////////////////////////
                // 2] Compute directional occlusion
                m_TextureTarget1.RemoveFromLastAssignedSlots();

                // Prepare computation parameters
                m_TextureTarget0.SetCS(0);
                m_TextureTarget1.SetCSUAV(0);
                m_SB_Rays.SetInput(1);

                m_CB_Input.m.RaysCount       = (UInt32)Math.Min(MAX_THREADS, integerTrackbarControlRaysCount.Value);
                m_CB_Input.m.MaxStepsCount   = (UInt32)integerTrackbarControlMaxStepsCount.Value;
                m_CB_Input.m.Tile            = (uint)(checkBoxWrap.Checked ? 1 : 0);
                m_CB_Input.m.TexelSize_mm    = TextureSize_mm / Math.Max(W, H);
                m_CB_Input.m.Displacement_mm = TextureHeight_mm;

                // Start
                if (!m_CS_GenerateSSBumpMap.Use())
                {
                    throw new Exception("Can't generate self-shadowed bump map as compute shader failed to compile!");
                }

                int h          = Math.Max(1, MAX_LINES * 1024 / W);
                int CallsCount = (int)Math.Ceiling((float)H / h);
                for (int i = 0; i < CallsCount; i++)
                {
                    m_CB_Input.m.Y0 = (UInt32)(i * h);
                    m_CB_Input.UpdateData();

                    m_CS_GenerateSSBumpMap.Dispatch(W, h, 1);

                    m_Device.Present(true);

                    progressBar.Value = (int)(0.01f * (BILATERAL_PROGRESS + (100 - BILATERAL_PROGRESS) * (i + 1) / (CallsCount)) * progressBar.Maximum);
//					for ( int a=0; a < 10; a++ )
                    Application.DoEvents();
                }

                m_TextureTarget1.RemoveFromLastAssignedSlotUAV();                       // So we can use it as input for next stage

                progressBar.Value = progressBar.Maximum;

                // Compute in a single shot (this is madness!)
//              m_CB_Input.m.y = 0;
//              m_CB_Input.UpdateData();
//              m_CS_GenerateSSBumpMap.Dispatch( W, H, 1 );


                //////////////////////////////////////////////////////////////////////////
                // 3] Copy target to staging for CPU readback and update the resulting bitmap
                m_TextureTarget_CPU.CopyFrom(m_TextureTarget1);

                if (m_BitmapResult != null)
                {
                    m_BitmapResult.Dispose();
                }
                m_BitmapResult          = null;
                m_BitmapResult          = new ImageUtility.Bitmap(W, H, m_LinearProfile);
                m_BitmapResult.HasAlpha = true;

                RendererManaged.PixelsBuffer Pixels = m_TextureTarget_CPU.Map(0, 0);
                using (System.IO.BinaryReader R = Pixels.OpenStreamRead())
                    for (int Y = 0; Y < H; Y++)
                    {
                        R.BaseStream.Position = Y * Pixels.RowPitch;
                        for (int X = 0; X < W; X++)
                        {
                            ImageUtility.float4 Color = new ImageUtility.float4(R.ReadSingle(), R.ReadSingle(), R.ReadSingle(), R.ReadSingle());
                            Color = m_LinearProfile.RGB2XYZ(Color);
                            m_BitmapResult.ContentXYZ[X, Y] = Color;
                        }
                    }

                Pixels.Dispose();
                m_TextureTarget_CPU.UnMap(0, 0);

                // Assign result
                viewportPanelResult.Image = m_BitmapResult;
            } catch (Exception _e) {
                MessageBox("An error occurred during generation!\r\n\r\nDetails: ", _e);
            } finally {
                tabControlGenerators.Enabled = true;
            }
        }
Exemplo n.º 22
0
        private void buttonWhiteRefTest3_Click( object sender, EventArgs e )
        {
            int	W = DEFAULT_WHITE_REFERENCE_IMAGE_SIZE;
            int	H = DEFAULT_WHITE_REFERENCE_IMAGE_SIZE;
            ImageUtility.Bitmap	WhiteRef = new ImageUtility.Bitmap( W, H, m_sRGBProfile );
            ImageUtility.float3	xyY = new ImageUtility.float3( m_sRGBProfile.Chromas.W.x, m_sRGBProfile.Chromas.W.y, 0.0f );
            for ( int Y=0; Y < H; Y++ )
            {
                float	V = (float) Y / H;
                for ( int X=0; X < W; X++ )
                {
                    float	U = (float) X / W;
                    xyY.z = Math.Min( 1.0f, 1.0f - 0.5f * V );

                    ImageUtility.float4	XYZ = new ImageUtility.float4( ImageUtility.ColorProfile.xyY2XYZ( xyY ), 1.0f );
                    WhiteRef.ContentXYZ[X,Y] = XYZ;
                }
            }

            // Assign to the database
            m_CalibrationDatabase.WhiteReferenceImage = WhiteRef;

            UpdateWhiteReferenceImageUI();
        }