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.
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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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