merge with dev

This commit is contained in:
Desmis
2018-02-15 16:57:23 +01:00
61 changed files with 201 additions and 4414 deletions

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@@ -1738,6 +1738,11 @@ void ImProcFunctions::WaveletcontAllL(LabImage * labco, float ** varhue, float *
}
if(max0 <= 0.0) {
// completely black image => nothing to do
return;
}
// printf("MAXmax0=%f MINmin0=%f\n",max0,min0);
//tone mapping
@@ -1874,7 +1879,7 @@ void ImProcFunctions::WaveletcontAllL(LabImage * labco, float ** varhue, float *
// I was inspired by the principle of Canny and Lipschitz (continuity and derivability)
// I adapted the principle but have profoundly changed the algorithm
// One can 1) change all parameters and found good parameters;
//one can also chnage in calckoe
//one can also change in calckoe
float edd = 3.f;
float eddlow = 15.f;
float eddlipinfl = 0.005f * cp.edgsens + 0.4f;
@@ -1919,7 +1924,7 @@ void ImProcFunctions::WaveletcontAllL(LabImage * labco, float ** varhue, float *
float interm = 0.f;
if (cp.lip3 && cp.lipp) {
// comparaison between pixel and neighbours
// comparison between pixel and neighbours
const auto neigh = cp.neigh == 1;
const auto kneigh = neigh ? 28.f : 38.f;
const auto somm = neigh ? 40.f : 50.f;
@@ -1986,7 +1991,7 @@ void ImProcFunctions::WaveletcontAllL(LabImage * labco, float ** varhue, float *
kampli = AmpLip / aamp;
}
// comparaison betwwen pixel and neighbours to do ==> I think 3 dir above is better
// comparison betwwen pixel and neighbours to do ==> I think 3 dir above is better
/* if(cp.lip3){
koeLi[lvl*3][i*W_L + j] = (koeLi[lvl*3][i*W_L + j] + koeLi[lvl*3][(i-1)*W_L + j] + koeLi[lvl*3][(i+1)*W_L + j]
+ koeLi[lvl*3][i*W_L + j+1] + koeLi[lvl*3][i*W_L + j-1] + koeLi[lvl*3][(i-1)*W_L + j-1]
@@ -2744,7 +2749,7 @@ void ImProcFunctions::ContAllL (float *koeLi[12], float *maxkoeLi, bool lipschit
float edgePrecalc = 1.f + refin; //estimate edge "pseudo variance"
if (cp.EDmet == 2) { //curve
if(cp.EDmet == 2 && MaxP[level] > 0.f) { //curve
// if(exa) {//curve
float insigma = 0.666f; //SD
float logmax = log (MaxP[level]); //log Max