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Add a first pass at content aware downscaling.
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@ -55,12 +55,18 @@
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#include <cassert>
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#include <cstring>
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#include <cstdio>
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#include <cmath>
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#include "Pixel.h"
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#include "Core/include/Image.h"
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#include "IO/include/ImageFile.h"
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static float ConvertChannelToFloat(uint8 channel, uint8 bitDepth) {
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float denominator = static_cast<float>((1 << bitDepth) - 1);
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return static_cast<float>(channel) / denominator;
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}
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namespace PVRTCC {
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Image::Image(uint32 height, uint32 width)
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@ -213,6 +219,159 @@ void Image::BilinearUpscale(uint32 xtimes, uint32 ytimes,
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m_Height = newHeight;
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}
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void Image::ContentAwareDownscale(uint32 xtimes, uint32 ytimes,
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EWrapMode wrapMode, bool bOffsetNewPixels) {
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const uint32 w = GetWidth();
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const uint32 h = GetHeight();
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const uint32 newWidth = w >> xtimes;
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const uint32 newHeight = h >> ytimes;
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Pixel *downscaledPixels = new Pixel[newWidth * newHeight];
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const uint32 numDownscaledPixels = newWidth * newHeight;
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uint8 bitDepth[4];
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m_Pixels[0].GetBitDepth(bitDepth);
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for(uint32 i = 0; i < numDownscaledPixels; i++) {
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downscaledPixels[i].ChangeBitDepth(bitDepth);
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}
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// Allocate memory
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float *imgData = new float[19 * w * h];
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float *I = imgData;
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float *Ix[5] = {
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imgData + (w * h),
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imgData + (2 * w * h),
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imgData + (3 * w * h),
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imgData + (4 * w * h),
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imgData + (18 * w * h),
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};
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float *Iy = imgData + (5 * w * h);
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float *Ixx[4] = {
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imgData + (6 * w * h),
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imgData + (7 * w * h),
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imgData + (8 * w * h),
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imgData + (9 * w * h)
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};
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float *Iyy[4] = {
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imgData + (10 * w * h),
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imgData + (11 * w * h),
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imgData + (12 * w * h),
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imgData + (13 * w * h)
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};
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float *Ixy[4] = {
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imgData + (14 * w * h),
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imgData + (15 * w * h),
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imgData + (16 * w * h),
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imgData + (17 * w * h)
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};
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// Then, compute the intensity of the image
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for(uint32 i = 0; i < w * h; i++) {
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// First convert the pixel values to floats using
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// premultiplied alpha...
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float a = ConvertChannelToFloat(m_Pixels[i].A(), bitDepth[0]);
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float r = a * ConvertChannelToFloat(m_Pixels[i].R(), bitDepth[1]);
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float g = a * ConvertChannelToFloat(m_Pixels[i].G(), bitDepth[2]);
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float b = a * ConvertChannelToFloat(m_Pixels[i].B(), bitDepth[3]);
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I[i] = r * 0.21 + g * 0.71 + b * 0.07;
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}
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// Use central differences to calculate Ix, Iy, Ixx, Iyy...
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for(uint32 j = 0; j < h; j++) {
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for(uint32 i = 0; i < w; i++) {
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uint32 hm2xidx = GetPixelIndex(i-2, j);
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uint32 hm1xidx = GetPixelIndex(i-1, j);
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uint32 hp1xidx = GetPixelIndex(i+1, j);
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uint32 hp2xidx = GetPixelIndex(i+2, j);
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uint32 hm2yidx = GetPixelIndex(i, j-2);
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uint32 hm1yidx = GetPixelIndex(i, j-1);
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uint32 hp1yidx = GetPixelIndex(i, j+1);
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uint32 hp2yidx = GetPixelIndex(i, j+2);
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uint32 idx = GetPixelIndex(i, j);
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Ix[4][idx] = (I[hm2xidx] - 8*I[hm1xidx] + 8*I[hp1xidx] - I[hp2xidx]) / 12.0f;
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Iy[idx] = (I[hm2yidx] - 8*I[hm1yidx] + 8*I[hp1yidx] - I[hp2yidx]) / 12.0f;
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for(uint32 c = 0; c <= 3; c++) {
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#define CPNT(dx) ConvertChannelToFloat(m_Pixels[dx].Component(c), bitDepth[c])
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Ix[c][idx] = (CPNT(hm2xidx) - 8*CPNT(hm1xidx) + 8*CPNT(hp1xidx) - CPNT(hp2xidx)) / 12.0f;
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Ixx[c][idx] = (-CPNT(hm2xidx) + 16*CPNT(hm1xidx) - 30*CPNT(idx) + 16*CPNT(hp1xidx) - CPNT(hp2xidx)) / 12.0f;
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Iyy[c][idx] = (-CPNT(hm2yidx) + 16*CPNT(hm1yidx) - 30*CPNT(idx) + 16*CPNT(hp1yidx) - CPNT(hp2yidx)) / 12.0f;
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#undef CPNT
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}
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}
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}
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// Finally, compute Ixy
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for(uint32 j = 0; j < h; j++) {
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for(uint32 i = 0; i < w; i++) {
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uint32 hm2y = GetPixelIndex(i, j-2);
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uint32 hm1y = GetPixelIndex(i, j-1);
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uint32 hp1y = GetPixelIndex(i, j+1);
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uint32 hp2y = GetPixelIndex(i, j+2);
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uint32 idx = GetPixelIndex(i, j);
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for(uint32 c = 0; c <= 3; c++) {
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Ixy[c][idx] = (Ix[c][hm2y] - 8*Ix[c][hm1y] + 8*Ix[c][hp1y] - Ix[c][hp2y]) / 12.0f;
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}
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}
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}
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// Now, for each pixel that we take into consideration, use
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// a smoothing step that is taken from the anisotropic diffusion
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// equation:
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// I_t = (I_x^2I_yy - 2I_xyI_xI_y + I_y^2I_xx)(I_x^2 + I_y^2)
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for(uint32 j = 0; j < newHeight; j++) {
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for(uint32 i = 0; i < newWidth; i++) {
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// Map this new pixel back into the original space...
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uint32 scalex = 1 << xtimes;
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uint32 scaley = 1 << ytimes;
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uint32 x = scalex * i;
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uint32 y = scaley * j;
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if(bOffsetNewPixels) {
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x += scalex >> 1;
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y += scaley >> 1;
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}
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uint32 idx = GetPixelIndex(x, y);
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Pixel current = m_Pixels[idx];
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Pixel result;
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result.ChangeBitDepth(bitDepth);
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float Ixsq = Ix[4][idx] * Ix[4][idx];
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float Iysq = Iy[idx] * Iy[idx];
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float denom = Ixsq + Iysq;
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for(uint32 c = 0; c < 4; c++) {
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float I0 = ConvertChannelToFloat(current.Component(c), bitDepth[c]);
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float It = Ixx[c][idx] + Iyy[c][idx];
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if(fabs(denom) > 1e-6) {
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It -= (Ixsq*Ixx[c][idx] + 2*Ix[4][idx]*Iy[idx]*Ixy[c][idx] + Iysq*Iyy[c][idx]);
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}
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float pxScale = static_cast<float>((1 << bitDepth[c]) - 1);
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result.Component(c) = static_cast<uint8>(((I0 + 0.25*It) + 0.5) * pxScale);
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}
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downscaledPixels[j * newHeight + i] = result;
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}
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}
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delete m_Pixels;
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m_Pixels = downscaledPixels;
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m_Width = newWidth;
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m_Height = newHeight;
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delete [] imgData;
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}
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void Image::ChangeBitDepth(const uint8 (&depths)[4]) {
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for(uint32 j = 0; j < GetHeight(); j++) {
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for(uint32 i = 0; i < GetWidth(); i++) {
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@ -70,6 +70,16 @@ class Image {
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void BilinearUpscale(uint32 xtimes, uint32 ytimes,
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EWrapMode wrapMode = eWrapMode_Wrap);
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// Downscales the image by taking an anisotropic diffusion approach
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// with respect to the gradient of the intensity. In this way, we can
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// preserve the most important image structures by not blurring across
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// edge boundaries, which when upscaled will retain the structural
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// image quality...
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void ContentAwareDownscale(uint32 xtimes, uint32 ytimes,
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EWrapMode wrapMode = eWrapMode_Wrap,
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bool bOffsetNewPixels = false);
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void ChangeBitDepth(const uint8 (&depths)[4]);
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void ExpandTo8888();
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