/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * This sample demonstrates two adaptive image denoising techniques: * KNN and NLM, based on computation of both geometric and color distance * between texels. While both techniques are already implemented in the * DirectX SDK using shaders, massively speeded up variation * of the latter technique, taking advantage of shared memory, is implemented * in addition to DirectX counterparts. * See supplied whitepaper for more explanations. */ #include #include #include #include #include "imageDenoising.h" //////////////////////////////////////////////////////////////////////////////// // Helper functions //////////////////////////////////////////////////////////////////////////////// float Max(float x, float y) { return (x > y) ? x : y; } float Min(float x, float y) { return (x < y) ? x : y; } int iDivUp(int a, int b) { return ((a % b) != 0) ? (a / b + 1) : (a / b); } __device__ float lerpf(float a, float b, float c) { return a + (b - a) * c; } __device__ float vecLen(float4 a, float4 b) { return ((b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y) + (b.z - a.z) * (b.z - a.z)); } __device__ TColor make_color(float r, float g, float b, float a) { return ((int)(a * 255.0f) << 24) | ((int)(b * 255.0f) << 16) | ((int)(g * 255.0f) << 8) | ((int)(r * 255.0f) << 0); } //////////////////////////////////////////////////////////////////////////////// // Global data handlers and parameters //////////////////////////////////////////////////////////////////////////////// // Texture object and channel descriptor for image texture cudaTextureObject_t texImage; cudaChannelFormatDesc uchar4tex = cudaCreateChannelDesc(); // CUDA array descriptor cudaArray *a_Src; //////////////////////////////////////////////////////////////////////////////// // Filtering kernels //////////////////////////////////////////////////////////////////////////////// #include "imageDenoising_copy_kernel.cuh" #include "imageDenoising_knn_kernel.cuh" #include "imageDenoising_nlm_kernel.cuh" #include "imageDenoising_nlm2_kernel.cuh" extern "C" cudaError_t CUDA_MallocArray(uchar4 **h_Src, int imageW, int imageH) { cudaError_t error; error = cudaMallocArray(&a_Src, &uchar4tex, imageW, imageH); error = cudaMemcpy2DToArray(a_Src, 0, 0, *h_Src, sizeof(uchar4) * imageW, sizeof(uchar4) * imageW, imageH, cudaMemcpyHostToDevice); cudaResourceDesc texRes; memset(&texRes, 0, sizeof(cudaResourceDesc)); texRes.resType = cudaResourceTypeArray; texRes.res.array.array = a_Src; cudaTextureDesc texDescr; memset(&texDescr, 0, sizeof(cudaTextureDesc)); texDescr.normalizedCoords = false; texDescr.filterMode = cudaFilterModeLinear; texDescr.addressMode[0] = cudaAddressModeWrap; texDescr.addressMode[1] = cudaAddressModeWrap; texDescr.readMode = cudaReadModeNormalizedFloat; checkCudaErrors(cudaCreateTextureObject(&texImage, &texRes, &texDescr, NULL)); return error; } extern "C" cudaError_t CUDA_FreeArray() { return cudaFreeArray(a_Src); }