⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 imagedenoising_nlm2_kernel.cu

📁 实现图象去噪GPU新技术上的应用
💻 CU
字号:
/*
 * Copyright 1993-2007 NVIDIA Corporation.  All rights reserved.
 *
 * NOTICE TO USER:
 *
 * This source code is subject to NVIDIA ownership rights under U.S. and
 * international Copyright laws.  Users and possessors of this source code
 * are hereby granted a nonexclusive, royalty-free license to use this code
 * in individual and commercial software.
 *
 * NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE
 * CODE FOR ANY PURPOSE.  IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR
 * IMPLIED WARRANTY OF ANY KIND.  NVIDIA DISCLAIMS ALL WARRANTIES WITH
 * REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF
 * MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
 * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS,  WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
 * OR OTHER TORTIOUS ACTION,  ARISING OUT OF OR IN CONNECTION WITH THE USE
 * OR PERFORMANCE OF THIS SOURCE CODE.
 *
 * U.S. Government End Users.   This source code is a "commercial item" as
 * that term is defined at  48 C.F.R. 2.101 (OCT 1995), consisting  of
 * "commercial computer  software"  and "commercial computer software
 * documentation" as such terms are  used in 48 C.F.R. 12.212 (SEPT 1995)
 * and is provided to the U.S. Government only as a commercial end item.
 * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
 * 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the
 * source code with only those rights set forth herein.
 *
 * Any use of this source code in individual and commercial software must
 * include, in the user documentation and internal comments to the code,
 * the above Disclaimer and U.S. Government End Users Notice.
 */



////////////////////////////////////////////////////////////////////////////////
//   0 1 2 3 4 5 6 7 
// 0 + . . . . . . . 
// 1 . . . . . . . .
// 2 . . . . . . . . 
// 3 . . . * . . . .
// 4 . . . . . . . .
// 5 . . . . . . . .
// 6 . . . . . . . .
// 7 . . . . . . . .
//
// * - Base point for every thread, + - pixel around which ColorDistance is computed
// The idea behind this method:
// - Every thread in a 8x8 block computes just one ColorDistance
// - It is saved in the weights array that is shared accross the threads
// - Threads are synced
// - For every pixel inside the block weights are considered to be constants
////////////////////////////////////////////////////////////////////////////////
__global__ void NLM2(
    TColor *dst,
    int imageW,
    int imageH,
    float Noise,
    float lerpC
){
    //Weights cache
    __shared__ float fWeights[BLOCKDIM_X * BLOCKDIM_Y];

    const int   ix = blockDim.x * blockIdx.x + threadIdx.x;
    const int   iy = blockDim.y * blockIdx.y + threadIdx.y;
    //Add half of a texel to always address exact texel centers
    const float  x = (float)ix  + 0.5f;
    const float  y = (float)iy  + 0.5f;
    const float cx = blockDim.x * blockIdx.x + NLM_WINDOW_RADIUS + 0.5f;
    const float cy = blockDim.x * blockIdx.y + NLM_WINDOW_RADIUS + 0.5f;

    if(ix < imageW && iy < imageH){
        //Find color distance from current texel to the center of NLM window
        float weight = 0;
        for(float n = -NLM_BLOCK_RADIUS; n <= NLM_BLOCK_RADIUS; n++)
            for(float m = -NLM_BLOCK_RADIUS; m <= NLM_BLOCK_RADIUS; m++)
                weight += vecLen(
                    tex2D(texImage, cx + m, cy + n),
                    tex2D(texImage,  x + m,  y + n)
                );

        //Geometric distance from current texel to the center of NLM window
        float dist = 
            (threadIdx.x - NLM_WINDOW_RADIUS) * (threadIdx.x - NLM_WINDOW_RADIUS) + 
            (threadIdx.y - NLM_WINDOW_RADIUS) * (threadIdx.y - NLM_WINDOW_RADIUS);

        //Derive final weight from color and geometric distance
        weight = expf( -(weight * Noise + dist * INV_NLM_WINDOW_AREA) );

        //Write the result to shared memory
        fWeights[threadIdx.y * BLOCKDIM_X + threadIdx.x] = weight;
        //Wait until all the weights are ready
        __syncthreads();


        //Normalized counter for the NLM weight threshold
        float fCount = 0;
        //Total sum of pixel weights
        float sumWeights = 0;
        //Result accumulator
        float3 clr = {0, 0, 0};

        int idx = 0;

        //Cycle through NLM window, surrounding (x, y) texel
        for(float i = -NLM_WINDOW_RADIUS; i <= NLM_WINDOW_RADIUS + 1; i++)
            for(float j = -NLM_WINDOW_RADIUS; j <= NLM_WINDOW_RADIUS + 1; j++)
            {
                //Load precomputed weight
                float weightIJ = fWeights[idx++];

                //Accumulate (x + j, y + i) texel color with computed weight
                float4 clrIJ = tex2D(texImage, x + j, y + i);
                clr.x       += clrIJ.x * weightIJ;
                clr.y       += clrIJ.y * weightIJ;
                clr.z       += clrIJ.z * weightIJ;

                //Sum of weights for color normalization to [0..1] range
                sumWeights  += weightIJ;

                //Update weight counter, if NLM weight for current window texel
                //exceeds the weight threshold
                fCount      += (weightIJ > NLM_WEIGHT_THRESHOLD) ? INV_NLM_WINDOW_AREA : 0;
            }

        //Normalize result color by sum of weights
        sumWeights = 1.0f / sumWeights;
        clr.x *= sumWeights;
        clr.y *= sumWeights;
        clr.z *= sumWeights;

        //Choose LERP quotent basing on how many texels
        //within the NLM window exceeded the weight threshold
        float lerpQ = (fCount > NLM_LERP_THRESHOLD) ? lerpC : 1.0f - lerpC;

        //Write final result to global memory
        float4 clr00 = tex2D(texImage, x, y);
        clr.x = lerpf(clr.x, clr00.x, lerpQ);
        clr.y = lerpf(clr.y, clr00.y, lerpQ);
        clr.z = lerpf(clr.z, clr00.z, lerpQ);
        dst[imageW * iy + ix] = make_color(clr.x, clr.y, clr.z, 0);
    }
}



////////////////////////////////////////////////////////////////////////////////
// Stripped NLM2 kernel, only highlighting areas with different LERP directions
////////////////////////////////////////////////////////////////////////////////
__global__ void NLM2diag(
    TColor *dst,
    int imageW,
    int imageH,
    float Noise,
    float LerpC
){
    //Weights cache
    __shared__ float fWeights[BLOCKDIM_X * BLOCKDIM_Y];

    const int   ix = blockDim.x * blockIdx.x + threadIdx.x;
    const int   iy = blockDim.y * blockIdx.y + threadIdx.y;
    //Add half of a texel to always address exact texel centers
    const float  x = (float)ix  + 0.5f;
    const float  y = (float)iy  + 0.5f;
    const float cx = blockDim.x * blockIdx.x + NLM_WINDOW_RADIUS + 0.5f;
    const float cy = blockDim.x * blockIdx.y + NLM_WINDOW_RADIUS + 0.5f;

    if(ix < imageW && iy < imageH){
        //Find color distance from current texel to the center of NLM window
        float weight = 0;
        for(float n = -NLM_BLOCK_RADIUS; n <= NLM_BLOCK_RADIUS + 1; n++)
            for(float m = -NLM_BLOCK_RADIUS; m <= NLM_BLOCK_RADIUS + 1; m++)
                weight += vecLen(
                    tex2D(texImage, cx + m, cy + n),
                    tex2D(texImage,  x + m,  y + n)
                );

        //Geometric distance from current texel to the center of NLM window
        float dist = 
            (threadIdx.x - NLM_WINDOW_RADIUS) * (threadIdx.x - NLM_WINDOW_RADIUS) + 
            (threadIdx.y - NLM_WINDOW_RADIUS) * (threadIdx.y - NLM_WINDOW_RADIUS);

        //Derive final weight from color and geometric distance
        weight  = expf( -(weight * Noise + dist * INV_NLM_WINDOW_AREA) );

        //Write the result to shared memory
        fWeights[threadIdx.y * BLOCKDIM_X + threadIdx.x] = weight;
        //Wait until all the weights are ready
        __syncthreads();

        //Normalized counter for the NLM weight threshold
        float fCount = 0;
        int      idx = 0;

        //Cycle through NLM window, surrounding (x, y) texel
        for(float n = -NLM_WINDOW_RADIUS; n <= NLM_WINDOW_RADIUS + 1; n++)
            for(float m = -NLM_WINDOW_RADIUS; m <= NLM_WINDOW_RADIUS + 1; m++){
                //Load precomputed weight
                float weightIJ = fWeights[idx++];

                //Update weight counter, if NLM weight for current window texel
                //exceeds the weight threshold
                fCount      += (weightIJ > NLM_WEIGHT_THRESHOLD) ? INV_NLM_WINDOW_AREA : 0;
            }

        //Choose LERP quotent basing on how many texels
        //within the NLM window exceeded the weight threshold
        float lerpQ = (fCount > NLM_LERP_THRESHOLD) ? 1.0f : 0.0f;

        //Write final result to global memory
        dst[imageW * iy + ix] = make_color(lerpQ, 0, (1.0f - lerpQ), 0);
    };
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -