Issue 2134: removed obsolete raw highlight preservation setting from GUI (still left in procparams for backwards compatilibility)
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rtengine/EdgePreserveLab.h
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76
rtengine/EdgePreserveLab.h
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#pragma once
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/*
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The EdgePreserveLab files contain standard C++ (standard except the first line) code for creating and, to a
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limited extent (create your own uses!), messing with multi scale edge preserving decompositions of a 32 bit single channel
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image. As a byproduct it contains a lot of linear algebra which can be useful for optimization problems that
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you want to solve in rectangles on rectangular grids.
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Anyway. Basically, this is an implementation of what's presented in the following papers:
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Edge-Preserving Decompositions for Multi-Scale Tone and Detail Manipulation
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An Iterative Solution Method for Linear Systems of Which the Coefficient Matrix is a Symetric M-Matrix
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Color correction for tone mapping
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Wikipedia, the free encyclopedia
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First one is most of what matters, next two are details, last everything else. I did a few things differently, especially:
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Reformulated the minimization with finite elements instead of finite differences. This results in better conditioning,
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slightly better accuracy (less artifacts), the possibility of a better picked edge stopping function, but more memory consumption.
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A single rotationally invariant edge stopping function is used instead of two non-invariant ones.
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Incomplete Cholseky factorization instead of Szeliski's LAHBF. Slower, but not subject to any patents.
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For tone mapping, original images are decomposed instead of their logarithms, and just one decomposition is made;
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I find that this way works plenty good (theirs isn't better or worse... just different) and is simpler.
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Written by ben_pcc in Portland, Oregon, USA; code modified by Emil Martinec.
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// EdgePreserveLab.h and EdgePreserveLab.cpp are free software:
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// you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <cmath>
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#include <stdio.h>
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#include <string.h>
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#include "EdgePreservingDecomposition.h"
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class EdgePreserveLab{
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public:
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EdgePreserveLab(unsigned int width, unsigned int height);
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~EdgePreserveLab();
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//Create an edge preserving blur of Source. Will create and return, or fill into Blur if not NULL. In place not ok.
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//If UseBlurForEdgeStop is true, supplied not NULL Blur is used to calculate the edge stopping function instead of Source.
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float *CreateBlur(float *Source, float LScale, float abScale, float EdgeStoppingLuma, float EdgeStoppingChroma, unsigned int Iterates, float *Blur = NULL, bool UseBlurForEdgeStop = false);
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//Iterates CreateBlur such that the smoothness term approaches a specific norm via iteratively reweighted least squares. In place not ok.
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float *CreateIteratedBlur(float *Source, float LScale, float abScale, float EdgeStoppingLuma, float EdgeStoppingChroma, unsigned int Iterates, unsigned int Reweightings, float *Blur = NULL);
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/*Lowers global contrast while preserving or boosting local contrast. Can fill into Compressed. The smaller Compression
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the more compression is applied, with Compression = 1 giving no effect and above 1 the opposite effect. You can totally
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use Compression = 1 and play with DetailBoost for some really sweet unsharp masking. If working on luma/grey, consider giving it a logarithm.
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In place calculation to save memory (Source == Compressed) is totally ok. Reweightings > 0 invokes CreateIteratedBlur instead of CreateBlur. */
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float *CompressDynamicRange(float *Source, float LScale = 1.0f, float abScale = 5.0f, float EdgeStoppingLuma = 1.0f, float EdgeStoppingChroma = 1.0f,
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float CompressionExponent = 0.8f, float DetailBoost = 0.1f, unsigned int Iterates = 20,
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unsigned int Reweightings = 0, float *Compressed = NULL);
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private:
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MultiDiagonalSymmetricMatrix *A; //The equations are simple enough to not mandate a matrix class, but fast solution NEEDS a complicated preconditioner.
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unsigned int w, h, n;
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//Convenient access to the data in A.
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float *a0, *a_1, *a_w, *a_w_1, *a_w1;
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};
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