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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. */ //////////////////////////////////////////////////////////////////////////////// // NLM kernel //////////////////////////////////////////////////////////////////////////////// __global__ void NLM(TColor *dst, int imageW, int imageH, float Noise, float lerpC, cudaTextureObject_t texImage) { const int ix = blockDim.x * blockIdx.x + threadIdx.x; const int iy = blockDim.y * blockIdx.y + threadIdx.y; // Add half of a texel to always address exact texel centers const float x = (float)ix + 0.5f; const float y = (float)iy + 0.5f; if (ix < imageW && iy < imageH) { // Normalized counter for the NLM weight threshold float fCount = 0; // Total sum of pixel weights float sumWeights = 0; // Result accumulator float3 clr = {0, 0, 0}; // Cycle through NLM window, surrounding (x, y) texel for (float i = -NLM_WINDOW_RADIUS; i <= NLM_WINDOW_RADIUS; i++) for (float j = -NLM_WINDOW_RADIUS; j <= NLM_WINDOW_RADIUS; j++) { // Find color distance from (x, y) to (x + j, y + i) float weightIJ = 0; for (float n = -NLM_BLOCK_RADIUS; n <= NLM_BLOCK_RADIUS; n++) for (float m = -NLM_BLOCK_RADIUS; m <= NLM_BLOCK_RADIUS; m++) weightIJ += vecLen(tex2D(texImage, x + j + m, y + i + n), tex2D(texImage, x + m, y + n)); // Derive final weight from color and geometric distance weightIJ = __expf(-(weightIJ * Noise + (i * i + j * j) * INV_NLM_WINDOW_AREA)); // Accumulate (x + j, y + i) texel color with computed weight float4 clrIJ = tex2D(texImage, x + j, y + i); clr.x += clrIJ.x * weightIJ; clr.y += clrIJ.y * weightIJ; clr.z += clrIJ.z * weightIJ; // Sum of weights for color normalization to [0..1] range sumWeights += weightIJ; // Update weight counter, if NLM weight for current window texel // exceeds the weight threshold fCount += (weightIJ > NLM_WEIGHT_THRESHOLD) ? INV_NLM_WINDOW_AREA : 0; } // Normalize result color by sum of weights sumWeights = 1.0f / sumWeights; clr.x *= sumWeights; clr.y *= sumWeights; clr.z *= sumWeights; // Choose LERP quotient basing on how many texels // within the NLM window exceeded the weight threshold float lerpQ = (fCount > NLM_LERP_THRESHOLD) ? lerpC : 1.0f - lerpC; // Write final result to global memory float4 clr00 = tex2D(texImage, x, y); clr.x = lerpf(clr.x, clr00.x, lerpQ); clr.y = lerpf(clr.y, clr00.y, lerpQ); clr.z = lerpf(clr.z, clr00.z, lerpQ); dst[imageW * iy + ix] = make_color(clr.x, clr.y, clr.z, 0); } } extern "C" void cuda_NLM(TColor *d_dst, int imageW, int imageH, float Noise, float lerpC, cudaTextureObject_t texImage) { dim3 threads(BLOCKDIM_X, BLOCKDIM_Y); dim3 grid(iDivUp(imageW, BLOCKDIM_X), iDivUp(imageH, BLOCKDIM_Y)); NLM<<>>(d_dst, imageW, imageH, Noise, lerpC, texImage); } //////////////////////////////////////////////////////////////////////////////// // Stripped NLM kernel, only highlighting areas with different LERP directions //////////////////////////////////////////////////////////////////////////////// __global__ void NLMdiag(TColor *dst, unsigned int imageW, unsigned int imageH, float Noise, float lerpC, cudaTextureObject_t texImage) { const int ix = blockDim.x * blockIdx.x + threadIdx.x; const int iy = blockDim.y * blockIdx.y + threadIdx.y; // Add half of a texel to always address exact texel centers const float x = (float)ix + 0.5f; const float y = (float)iy + 0.5f; if (ix < imageW && iy < imageH) { // Normalized counter for the weight threshold float fCount = 0; // Cycle through NLM window, surrounding (x, y) texel for (float i = -NLM_WINDOW_RADIUS; i <= NLM_WINDOW_RADIUS; i++) for (float j = -NLM_WINDOW_RADIUS; j <= NLM_WINDOW_RADIUS; j++) { // Find color distance between (x, y) and (x + j, y + i) float weightIJ = 0; for (float n = -NLM_BLOCK_RADIUS; n <= NLM_BLOCK_RADIUS; n++) for (float m = -NLM_BLOCK_RADIUS; m <= NLM_BLOCK_RADIUS; m++) weightIJ += vecLen(tex2D(texImage, x + j + m, y + i + n), tex2D(texImage, x + m, y + n)); // Derive final weight from color and geometric distance weightIJ = __expf(-(weightIJ * Noise + (i * i + j * j) * INV_NLM_WINDOW_AREA)); // Increase the weight threshold counter fCount += (weightIJ > NLM_WEIGHT_THRESHOLD) ? INV_NLM_WINDOW_AREA : 0; } // Choose LERP quotient basing on how many texels // within the NLM window exceeded the LERP threshold float lerpQ = (fCount > NLM_LERP_THRESHOLD) ? 1.0f : 0; // Write final result to global memory dst[imageW * iy + ix] = make_color(lerpQ, 0, (1.0f - lerpQ), 0); }; } extern "C" void cuda_NLMdiag(TColor *d_dst, int imageW, int imageH, float Noise, float lerpC, cudaTextureObject_t texImage) { dim3 threads(BLOCKDIM_X, BLOCKDIM_Y); dim3 grid(iDivUp(imageW, BLOCKDIM_X), iDivUp(imageH, BLOCKDIM_Y)); NLMdiag<<>>(d_dst, imageW, imageH, Noise, lerpC, texImage); }