Cut panorama overlaps along seams instead of averaging them
The merge weighted every overlap pixel by its distance from each frame's edge, a 200 px linear cross-fade. Anything the frames disagreed on — parallax in the near foreground, grass in the wind, a walker — came out twice at half strength: a soft double edge at 1:1. dr_pano::seam picks, per output texel at proxy resolution, which frame a pixel comes from. Where a new frame overlaps the composite the cost is the gain-corrected difference plus local detail plus nearness to either frame's edge, taken as the worst over a small window, and the cut is a dynamic-programming path across the overlap. merge.wgsl weights each frame by its tent-filtered share of that map, a 64 px blend that follows the seam, with the edge feather kept as the fallback. The page's preview uses the same map, and examples/merge.rs takes --feather-only for comparison.
This commit is contained in:
+109
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@@ -30,18 +30,27 @@
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//! are the caller's to provide and cache — `source` is asked for frame `k`
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//! as it is needed, and a caller short of memory may demosaic on demand.
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//!
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//! # The blend
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//!
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//! With a seam map (`dr_pano::seam`), a frame's weight at a pixel is its
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//! share of the map about that pixel — whole on its own side of a seam,
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//! nothing on the other, and a ramp across a window `seam_blend` pixels
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//! wide that follows the seam. Without one, or where the map has nothing
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//! to say, the weight is the distance to the frame's edge over `feather`,
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//! which hides exposure steps and does not hide parallax: the average draws
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//! anything the frames disagree on twice.
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//!
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//! # What is not here yet
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//!
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//! A feathered blend, not seams and a Laplacian pyramid: the weight is the
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//! distance to the frame's edge, which hides exposure steps and small
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//! misalignments and does not hide parallax. Gain is a scalar per frame
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//! the caller supplies. Both are panorama.md §10's step 5, after the path
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//! writes a file end to end.
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//! A Laplacian pyramid, which would let the seam's blend be narrow for
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//! detail and wide for exposure at once. Gain is a scalar per frame the
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//! caller supplies.
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use std::sync::Arc;
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use dr_pano::bundle::Cameras;
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use dr_pano::projection::{Bounds, Projection};
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use dr_pano::seam::SeamMap;
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use wgpu::util::DeviceExt;
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use crate::readback::await_mapping;
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@@ -58,7 +67,7 @@ pub struct MergeFrame {
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}
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/// The output the merge produces.
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#[derive(Debug, Clone, Copy, PartialEq)]
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#[derive(Debug, Clone, PartialEq)]
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pub struct MergeOutput {
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pub projection: Projection,
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/// The projection's scale in output pixels: the cylinder's radius, the
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@@ -69,6 +78,11 @@ pub struct MergeOutput {
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pub bounds: Bounds,
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/// Pixels over which a frame's weight ramps up from its edge.
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pub feather: f32,
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/// Which frame each part of the output is taken from, laid out at the
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/// proxies' scale; `None` for the feathered average everywhere.
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pub seams: Option<Arc<SeamMap>>,
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/// The width, in output pixels, of the blend across a seam.
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pub seam_blend: f32,
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/// Chunk size: the unit of GPU work and of memory.
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pub chunk: (u32, u32),
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/// Multiplies a normalised sample (1.0 = white) to the sensor's scale.
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@@ -115,6 +129,12 @@ struct WarpParams {
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feather: f32,
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clip_onset: f32,
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balance: [f32; 4],
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seam_origin: [f32; 2],
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seam_size: [u32; 2],
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seam_px: f32,
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seam_radius: f32,
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frame_index: u32,
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seam_on: u32,
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}
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#[repr(C)]
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@@ -182,6 +202,16 @@ impl MergePass {
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count: None,
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},
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storage(2, false),
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Uint,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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],
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});
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let resolve_layout =
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@@ -279,6 +309,32 @@ impl MergePass {
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let mut band_cov = vec![false; (out_w * ch) as usize];
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let mut chunk_px: Vec<u32> = Vec::new();
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// The seam map, once for the whole output, and where it sits in
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// this output's coordinates. A one-texel stand-in when there is
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// none, because the binding is not optional.
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let (seam_tex, seam_origin, seam_px, seam_radius, seam_size) = match &output.seams {
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Some(m) => {
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let ((ou, ov), px) = m.at_scale(output.scale);
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let radius = m.blend_radius(output.scale, f64::from(output.seam_blend));
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(
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self.label_texture(m.width as u32, m.height as u32, &m.labels),
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[ou as f32, ov as f32],
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px as f32,
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radius as f32,
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[m.width as u32, m.height as u32],
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)
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}
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None => (
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self.label_texture(1, 1, &[dr_pano::seam::NONE]),
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[0.0; 2],
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1.0,
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1.0,
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[1, 1],
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),
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};
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let seam_view = seam_tex.create_view(&Default::default());
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let seam_on = u32::from(output.seams.is_some());
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let mut y = 0u32;
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while y < out_h {
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let rows = ch.min(out_h - y);
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@@ -346,8 +402,14 @@ impl MergePass {
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output.balance[2].max(1e-3),
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0.0,
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],
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seam_origin,
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seam_size,
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seam_px,
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seam_radius,
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frame_index: k as u32,
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seam_on,
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};
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self.accumulate(¶ms, tile);
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self.accumulate(¶ms, tile, &seam_view);
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}
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self.resolve_chunk((cols, rows), output.sample_scale, &mut chunk_px)?;
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@@ -385,7 +447,42 @@ impl MergePass {
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self.ctx.queue.submit(Some(enc.finish()));
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}
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fn accumulate(&mut self, params: &WarpParams, tile: &wgpu::Texture) {
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/// The seam map's labels as an `r8uint` texture.
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fn label_texture(&self, width: u32, height: u32, labels: &[u8]) -> wgpu::Texture {
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let size = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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};
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let tex = self.ctx.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("merge-seams"),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R8Uint,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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self.ctx.queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: &tex,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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labels,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(width),
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rows_per_image: Some(height),
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},
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size,
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);
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tex
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}
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fn accumulate(&mut self, params: &WarpParams, tile: &wgpu::Texture, seams: &wgpu::TextureView) {
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let chunk = (params.chunk_size[0], params.chunk_size[1]);
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let uniforms = self
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.ctx
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@@ -417,6 +514,10 @@ impl MergePass {
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binding: 2,
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resource: acc.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(seams),
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},
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],
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});
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let mut enc = self.ctx.device.create_command_encoder(&Default::default());
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@@ -5,8 +5,9 @@
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// pixel it asks which direction that pixel looks along, turns the
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// direction into the frame's camera, projects it to a source pixel, and
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// if that pixel is inside the tile that was rendered for this chunk,
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// samples it and adds it — weighted by its distance from the frame's edge
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// — into the accumulator. `resolve` runs once per chunk after every frame
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// samples it and adds it — weighted by the frame's share of the seam map
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// there, or by its distance from the frame's edge where there is no map —
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// into the accumulator. `resolve` runs once per chunk after every frame
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// has been added: divides the sums by the weights and packs the result as
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// sixteen-bit samples at the sensor's scale (FR-MRG-3).
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//
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@@ -50,12 +51,83 @@ struct Params {
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// white balance the composite will be developed with.
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clip_onset: f32,
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balance: vec4<f32>,
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// The seam map (`dr_pano::seam`): where its texel (0, 0)'s corner sits
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// in this output's centred coordinates, its size, output pixels per
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// texel, the blend's radius in texels, which frame this dispatch is,
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// and whether there is a map at all.
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seam_origin: vec2<f32>,
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seam_size: vec2<u32>,
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seam_px: f32,
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seam_radius: f32,
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frame_index: u32,
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seam_on: u32,
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};
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@group(0) @binding(0) var<uniform> p: Params;
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@group(0) @binding(1) var tile: texture_2d<f32>;
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// rgb·w summed, then w: four floats per chunk pixel.
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@group(0) @binding(2) var<storage, read_write> acc: array<vec4<f32>>;
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// One frame index per texel, 255 for none.
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@group(0) @binding(3) var seams: texture_2d<u32>;
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const NO_FRAME: u32 = 255u;
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fn label(i: i32, j: i32) -> u32 {
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if (i < 0 || j < 0 || i >= i32(p.seam_size.x) || j >= i32(p.seam_size.y)) {
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return NO_FRAME;
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}
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return textureLoad(seams, vec2<i32>(i, j), 0).r;
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}
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// This frame's share of the seam map about output point (u, v): the
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// tent-weighted fraction of the texels within the radius that it owns, and
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// the weight of the texels owned by anyone (zero where the map has nothing
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// to say). `SeamMap::share` verbatim.
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fn seam_share(u: f32, v: f32) -> vec2<f32> {
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let x = (u - p.seam_origin.x) / p.seam_px - 0.5;
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let y = (v - p.seam_origin.y) / p.seam_px - 0.5;
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let r = max(p.seam_radius, 1.0);
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let x0 = i32(ceil(x - r));
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let x1 = i32(floor(x + r));
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let y0 = i32(ceil(y - r));
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let y1 = i32(floor(y + r));
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// Most pixels are nowhere near a seam: if the window's corners, edge
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// midpoints and centre agree, so does the window. A seam crossing it
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// has to cross its border, between two of those.
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let xm = i32(round(x));
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let ym = i32(round(y));
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let c = label(xm, ym);
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if (label(x0, y0) == c && label(x1, y0) == c && label(x0, y1) == c && label(x1, y1) == c
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&& label(xm, y0) == c && label(xm, y1) == c && label(x0, ym) == c && label(x1, ym) == c) {
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if (c == NO_FRAME) {
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return vec2<f32>(0.0, 0.0);
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}
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return vec2<f32>(select(0.0, 1.0, c == p.frame_index), 1.0);
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}
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var mine = 0.0;
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var owned = 0.0;
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for (var j = y0; j <= y1; j = j + 1) {
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let wy = 1.0 - abs(y - f32(j)) / r;
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if (wy <= 0.0) {
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continue;
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}
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for (var i = x0; i <= x1; i = i + 1) {
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let wx = 1.0 - abs(x - f32(i)) / r;
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let l = label(i, j);
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if (wx <= 0.0 || l == NO_FRAME) {
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continue;
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}
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owned = owned + wx * wy;
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if (l == p.frame_index) {
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mine = mine + wx * wy;
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}
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}
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}
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if (owned <= 0.0) {
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return vec2<f32>(0.0, 0.0);
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}
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return vec2<f32>(mine / owned, 1.0);
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}
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fn to_direction(u: f32, v: f32) -> vec3<f32> {
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let s = p.proj_scale;
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@@ -98,7 +170,17 @@ fn warp(@builtin(global_invocation_id) gid: vec3<u32>) {
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if (edge <= 0.0) {
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return;
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}
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let w = clamp(edge / max(p.feather, 1.0), 0.0, 1.0);
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var w = clamp(edge / max(p.feather, 1.0), 0.0, 1.0);
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// With seams, the share of the map scales it. The small floor keeps
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// the feather underneath as the answer wherever no frame that reaches
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// this pixel owns it — the map is coarser than the output, so at the
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// frames' outer edges it can name a frame that falls just short.
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if (p.seam_on != 0u) {
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let s = seam_share(u, v);
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if (s.y > 0.0) {
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w = w * (s.x + 1e-4);
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}
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}
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// Into the tile.
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let tx = sx - p.tile_origin.x;
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let ty = sy - p.tile_origin.y;
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