Realtime Compositor: Implement despeckle node

This patch implements the despeckle node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15673

Reviewed By: Clement Foucault
This commit is contained in:
Omar Emara 2022-08-18 16:53:16 +02:00
parent 41dd5a6c38
commit 7d4aa0db9e
4 changed files with 127 additions and 1 deletions

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@ -318,6 +318,7 @@ set(GLSL_SRC
shaders/compositor/compositor_bokeh_image.glsl
shaders/compositor/compositor_box_mask.glsl
shaders/compositor/compositor_convert.glsl
shaders/compositor/compositor_despeckle.glsl
shaders/compositor/compositor_directional_blur.glsl
shaders/compositor/compositor_edge_filter.glsl
shaders/compositor/compositor_ellipse_mask.glsl
@ -568,6 +569,7 @@ set(SRC_SHADER_CREATE_INFOS
shaders/compositor/infos/compositor_bokeh_image_info.hh
shaders/compositor/infos/compositor_box_mask_info.hh
shaders/compositor/infos/compositor_convert_info.hh
shaders/compositor/infos/compositor_despeckle_info.hh
shaders/compositor/infos/compositor_directional_blur_info.hh
shaders/compositor/infos/compositor_edge_filter_info.hh
shaders/compositor/infos/compositor_ellipse_mask_info.hh

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@ -0,0 +1,70 @@
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* Returns true if the given color is close enough to the given reference color within the
* threshold supplied by the user, and returns false otherwise. */
bool is_close(vec4 reference_color, vec4 color)
{
return all(lessThan(abs(reference_color - color).rgb, vec3(threshold)));
}
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
/* A 3x3 weights kernel whose weights are the inverse of the distance to the center of the
* kernel. So the center weight is zero, the corners weights are (1 / sqrt(2)), and the rest
* of the weights are 1. The total sum of weights is 4 plus quadruple the corner weight. */
float corner_weight = 1.0 / sqrt(2.0);
float sum_of_weights = 4.0 + corner_weight * 4.0;
mat3 weights = mat3(vec3(corner_weight, 1.0, corner_weight),
vec3(1.0, 0.0, 1.0),
vec3(corner_weight, 1.0, corner_weight));
vec4 center_color = texture_load(input_tx, texel);
/* Go over the pixels in the 3x3 window around the center pixel and compute the total sum of
* their colors multiplied by their weights. Additionally, for pixels whose colors are not close
* enough to the color of the center pixel, accumulate their color as well as their weights. */
vec4 sum_of_colors = vec4(0);
float accumulated_weight = 0.0;
vec4 accumulated_color = vec4(0);
for (int j = 0; j < 3; j++) {
for (int i = 0; i < 3; i++) {
float weight = weights[j][i];
vec4 color = texture_load(input_tx, texel + ivec2(i - 1, j - 1)) * weight;
sum_of_colors += color;
if (!is_close(center_color, color)) {
accumulated_color += color;
accumulated_weight += weight;
}
}
}
/* If the accumulated weight is zero, that means all pixels in the 3x3 window are similar and no
* need to despeckle anything, so write the original center color and return. */
if (accumulated_weight == 0.0) {
imageStore(output_img, texel, center_color);
return;
}
/* If the ratio between the accumulated weights and the total sum of weights is not larger than
* the user specified neighbor threshold, then the number of pixels in the neighborhood that are
* not close enough to the center pixel is low, and no need to despeckle anything, so write the
* original center color and return. */
if (accumulated_weight / sum_of_weights < neighbor_threshold) {
imageStore(output_img, texel, center_color);
return;
}
/* If the weighted average color of the neighborhood is close enough to the center pixel, then no
* need to despeckle anything, so write the original center color and return. */
if (is_close(center_color, sum_of_colors / sum_of_weights)) {
imageStore(output_img, texel, center_color);
return;
}
/* We need to despeckle, so write the mean accumulated color. */
float factor = texture_load(factor_tx, texel).x;
vec4 mean_color = accumulated_color / accumulated_weight;
imageStore(output_img, texel, mix(center_color, mean_color, factor));
}

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@ -0,0 +1,13 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(compositor_despeckle)
.local_group_size(16, 16)
.push_constant(Type::FLOAT, "threshold")
.push_constant(Type::FLOAT, "neighbor_threshold")
.sampler(0, ImageType::FLOAT_2D, "input_tx")
.sampler(1, ImageType::FLOAT_2D, "factor_tx")
.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
.compute_source("compositor_despeckle.glsl")
.do_static_compilation(true);

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@ -8,7 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
#include "GPU_shader.h"
#include "COM_node_operation.hh"
#include "COM_utilities.hh"
#include "node_composite_util.hh"
@ -46,7 +49,45 @@ class DespeckleOperation : public NodeOperation {
void execute() override
{
get_input("Image").pass_through(get_result("Image"));
const Result &input_image = get_input("Image");
/* Single value inputs can't be despeckled and are returned as is. */
if (input_image.is_single_value()) {
get_input("Image").pass_through(get_result("Image"));
return;
}
GPUShader *shader = shader_manager().get("compositor_despeckle");
GPU_shader_bind(shader);
GPU_shader_uniform_1f(shader, "threshold", get_threshold());
GPU_shader_uniform_1f(shader, "neighbor_threshold", get_neighbor_threshold());
input_image.bind_as_texture(shader, "input_tx");
const Result &factor_image = get_input("Fac");
factor_image.bind_as_texture(shader, "factor_tx");
const Domain domain = compute_domain();
Result &output_image = get_result("Image");
output_image.allocate_texture(domain);
output_image.bind_as_image(shader, "output_img");
compute_dispatch_threads_at_least(shader, domain.size);
GPU_shader_unbind();
output_image.unbind_as_image();
input_image.unbind_as_texture();
factor_image.unbind_as_texture();
}
float get_threshold()
{
return bnode().custom3;
}
float get_neighbor_threshold()
{
return bnode().custom4;
}
};