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:
2026-09-30 21:57:44 -04:00
parent 1d7115437b
commit 6f33517b35
8 changed files with 1012 additions and 32 deletions
+85 -3
View File
@@ -5,8 +5,9 @@
// pixel it asks which direction that pixel looks along, turns the
// direction into the frame's camera, projects it to a source pixel, and
// if that pixel is inside the tile that was rendered for this chunk,
// samples it and adds it — weighted by its distance from the frame's edge
// — into the accumulator. `resolve` runs once per chunk after every frame
// samples it and adds it — weighted by the frame's share of the seam map
// there, or by its distance from the frame's edge where there is no map —
// into the accumulator. `resolve` runs once per chunk after every frame
// has been added: divides the sums by the weights and packs the result as
// sixteen-bit samples at the sensor's scale (FR-MRG-3).
//
@@ -50,12 +51,83 @@ struct Params {
// white balance the composite will be developed with.
clip_onset: f32,
balance: vec4<f32>,
// The seam map (`dr_pano::seam`): where its texel (0, 0)'s corner sits
// in this output's centred coordinates, its size, output pixels per
// texel, the blend's radius in texels, which frame this dispatch is,
// and whether there is a map at all.
seam_origin: vec2<f32>,
seam_size: vec2<u32>,
seam_px: f32,
seam_radius: f32,
frame_index: u32,
seam_on: u32,
};
@group(0) @binding(0) var<uniform> p: Params;
@group(0) @binding(1) var tile: texture_2d<f32>;
// rgb·w summed, then w: four floats per chunk pixel.
@group(0) @binding(2) var<storage, read_write> acc: array<vec4<f32>>;
// One frame index per texel, 255 for none.
@group(0) @binding(3) var seams: texture_2d<u32>;
const NO_FRAME: u32 = 255u;
fn label(i: i32, j: i32) -> u32 {
if (i < 0 || j < 0 || i >= i32(p.seam_size.x) || j >= i32(p.seam_size.y)) {
return NO_FRAME;
}
return textureLoad(seams, vec2<i32>(i, j), 0).r;
}
// This frame's share of the seam map about output point (u, v): the
// tent-weighted fraction of the texels within the radius that it owns, and
// the weight of the texels owned by anyone (zero where the map has nothing
// to say). `SeamMap::share` verbatim.
fn seam_share(u: f32, v: f32) -> vec2<f32> {
let x = (u - p.seam_origin.x) / p.seam_px - 0.5;
let y = (v - p.seam_origin.y) / p.seam_px - 0.5;
let r = max(p.seam_radius, 1.0);
let x0 = i32(ceil(x - r));
let x1 = i32(floor(x + r));
let y0 = i32(ceil(y - r));
let y1 = i32(floor(y + r));
// Most pixels are nowhere near a seam: if the window's corners, edge
// midpoints and centre agree, so does the window. A seam crossing it
// has to cross its border, between two of those.
let xm = i32(round(x));
let ym = i32(round(y));
let c = label(xm, ym);
if (label(x0, y0) == c && label(x1, y0) == c && label(x0, y1) == c && label(x1, y1) == c
&& label(xm, y0) == c && label(xm, y1) == c && label(x0, ym) == c && label(x1, ym) == c) {
if (c == NO_FRAME) {
return vec2<f32>(0.0, 0.0);
}
return vec2<f32>(select(0.0, 1.0, c == p.frame_index), 1.0);
}
var mine = 0.0;
var owned = 0.0;
for (var j = y0; j <= y1; j = j + 1) {
let wy = 1.0 - abs(y - f32(j)) / r;
if (wy <= 0.0) {
continue;
}
for (var i = x0; i <= x1; i = i + 1) {
let wx = 1.0 - abs(x - f32(i)) / r;
let l = label(i, j);
if (wx <= 0.0 || l == NO_FRAME) {
continue;
}
owned = owned + wx * wy;
if (l == p.frame_index) {
mine = mine + wx * wy;
}
}
}
if (owned <= 0.0) {
return vec2<f32>(0.0, 0.0);
}
return vec2<f32>(mine / owned, 1.0);
}
fn to_direction(u: f32, v: f32) -> vec3<f32> {
let s = p.proj_scale;
@@ -98,7 +170,17 @@ fn warp(@builtin(global_invocation_id) gid: vec3<u32>) {
if (edge <= 0.0) {
return;
}
let w = clamp(edge / max(p.feather, 1.0), 0.0, 1.0);
var w = clamp(edge / max(p.feather, 1.0), 0.0, 1.0);
// With seams, the share of the map scales it. The small floor keeps
// the feather underneath as the answer wherever no frame that reaches
// this pixel owns it — the map is coarser than the output, so at the
// frames' outer edges it can name a frame that falls just short.
if (p.seam_on != 0u) {
let s = seam_share(u, v);
if (s.y > 0.0) {
w = w * (s.x + 1e-4);
}
}
// Into the tile.
let tx = sx - p.tile_origin.x;
let ty = sy - p.tile_origin.y;