dehaze: Fix artifacts when blue channel is clipped, #5456, thanks to @agriggio
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@@ -264,10 +264,8 @@ BENCHFUN
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const int radius = patchsize * 4;
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const int radius = patchsize * 4;
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constexpr float epsilon = 1e-5f;
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constexpr float epsilon = 1e-5f;
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{
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array2D<float> guideB(W, H, img->b.ptrs, ARRAY2D_BYREFERENCE);
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array2D<float> guideB(W, H, img->b.ptrs, ARRAY2D_BYREFERENCE);
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guidedFilter(guideB, dark, dark, radius, epsilon, multiThread);
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guidedFilter(guideB, dark, dark, radius, epsilon, multiThread);
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}
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if (options.rtSettings.verbose) {
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if (options.rtSettings.verbose) {
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std::cout << "dehaze: max distance is " << max_t << std::endl;
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std::cout << "dehaze: max distance is " << max_t << std::endl;
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@@ -300,22 +298,12 @@ BENCHFUN
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const vfloat c65535v = F2V(65535.f);
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const vfloat c65535v = F2V(65535.f);
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for (; x < W - 3; x += 4) {
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for (; x < W - 3; x += 4) {
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// ensure that the transmission is such that to avoid clipping...
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// ensure that the transmission is such that to avoid clipping...
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vfloat r = LVFU(img->r(y, x));
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const vfloat r = LVFU(img->r(y, x));
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vfloat g = LVFU(img->g(y, x));
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const vfloat g = LVFU(img->g(y, x));
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vfloat b = LVFU(img->b(y, x));
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const vfloat b = LVFU(img->b(y, x));
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// ... t >= tl to avoid negative values
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// ... t >= tl to avoid negative values
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const vfloat tlv = onev - vminf(r / ambient0v, vminf(g / ambient1v, b / ambient2v));
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const vfloat tlv = onev - vminf(r / ambient0v, vminf(g / ambient1v, b / ambient2v));
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// ... t >= tu to avoid values > 1
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const vfloat mtv = vmaxf(LVFU(dark[y][x]), vmaxf(tlv + tepsv, t0v));
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// r -= ambient0v;
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// g -= ambient1v;
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// b -= ambient2v;
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vfloat tuv = t0v - tepsv;
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tuv = vself(vmaskf_lt(ambient0v, onev), vmaxf(tuv, (r - ambient0v) / (onev - ambient0v)), tuv);
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tuv = vself(vmaskf_lt(ambient1v, onev), vmaxf(tuv, (g - ambient1v) / (onev - ambient1v)), tuv);
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tuv = vself(vmaskf_lt(ambient2v, onev), vmaxf(tuv, (b - ambient2v) / (onev - ambient2v)), tuv);
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const vfloat mtv = vmaxf(LVFU(dark[y][x]), vmaxf(tlv, tuv) + tepsv);
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if (params->dehaze.showDepthMap) {
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if (params->dehaze.showDepthMap) {
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const vfloat valv = vclampf(onev - mtv, ZEROV, onev) * c65535v;
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const vfloat valv = vclampf(onev - mtv, ZEROV, onev) * c65535v;
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STVFU(img->r(y, x), valv);
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STVFU(img->r(y, x), valv);
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@@ -337,37 +325,27 @@ BENCHFUN
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#endif
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#endif
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for (; x < W; ++x) {
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for (; x < W; ++x) {
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// ensure that the transmission is such that to avoid clipping...
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// ensure that the transmission is such that to avoid clipping...
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float r = img->r(y, x);
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const float r = img->r(y, x);
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float g = img->g(y, x);
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const float g = img->g(y, x);
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float b = img->b(y, x);
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const float b = img->b(y, x);
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// ... t >= tl to avoid negative values
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// ... t >= tl to avoid negative values
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const float tl = 1.f - min(r / ambient[0], g / ambient[1], b / ambient[2]);
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const float tl = 1.f - min(r / ambient[0], g / ambient[1], b / ambient[2]);
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// ... t >= tu to avoid values > 1
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const float mt = max(dark[y][x], t0, tl + teps);
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r -= ambient[0];
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g -= ambient[1];
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b -= ambient[2];
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float tu = t0 - teps;
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tu = ambient[0] < 1.f ? max(tu, r / (1.f - ambient[0])) : tu;
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tu = ambient[1] < 1.f ? max(tu, g / (1.f - ambient[1])) : tu;
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tu = ambient[2] < 1.f ? max(tu, b / (1.f - ambient[2])) : tu;
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const float mt = max(dark[y][x], tl + teps, tu + teps);
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if (params->dehaze.showDepthMap) {
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if (params->dehaze.showDepthMap) {
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img->r(y, x) = img->g(y, x) = img->b(y, x) = LIM01(1.f - mt) * 65535.f;
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img->r(y, x) = img->g(y, x) = img->b(y, x) = LIM01(1.f - mt) * 65535.f;
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} else if (luminance) {
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} else if (luminance) {
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const float Y = Color::rgbLuminance(img->r(y, x), img->g(y, x), img->b(y, x), ws);
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const float Y = Color::rgbLuminance(img->r(y, x), img->g(y, x), img->b(y, x), ws);
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const float YY = (Y - ambientY) / mt + ambientY;
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if (Y > 1e-5f) {
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if (Y > 1e-5f) {
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const float YY = (Y - ambientY) / mt + ambientY;
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const float f = 65535.f * YY / Y;
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const float f = 65535.f * YY / Y;
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img->r(y, x) *= f;
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img->r(y, x) *= f;
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img->g(y, x) *= f;
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img->g(y, x) *= f;
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img->b(y, x) *= f;
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img->b(y, x) *= f;
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}
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}
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} else {
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} else {
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img->r(y, x) = (r / mt + ambient[0]) * 65535.f;
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img->r(y, x) = ((r - ambient[0]) / mt + ambient[0]) * 65535.f;
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img->g(y, x) = (g / mt + ambient[1]) * 65535.f;
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img->g(y, x) = ((g - ambient[1]) / mt + ambient[1]) * 65535.f;
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img->b(y, x) = (b / mt + ambient[2]) * 65535.f;
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img->b(y, x) = ((b - ambient[2]) / mt + ambient[2]) * 65535.f;
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}
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}
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}
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}
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}
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}
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