/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /////////////////////////////////////////////////// // Blend.cpp // $Id: Blend.cpp,v 1.22 2011/06/24 04:22:14 mbansal Exp $ #include #include "Interp.h" #include "Blend.h" #include "Geometry.h" #include "trsMatrix.h" #include "Log.h" #define LOG_TAG "BLEND" Blend::Blend() { m_wb.blendingType = BLEND_TYPE_NONE; } Blend::~Blend() { if (m_pFrameVPyr) free(m_pFrameVPyr); if (m_pFrameUPyr) free(m_pFrameUPyr); if (m_pFrameYPyr) free(m_pFrameYPyr); } int Blend::initialize(int blendingType, int stripType, int frame_width, int frame_height) { this->width = frame_width; this->height = frame_height; this->m_wb.blendingType = blendingType; this->m_wb.stripType = stripType; m_wb.blendRange = m_wb.blendRangeUV = BLEND_RANGE_DEFAULT; m_wb.nlevs = m_wb.blendRange; m_wb.nlevsC = m_wb.blendRangeUV; if (m_wb.nlevs <= 0) m_wb.nlevs = 1; // Need levels for YUV processing if (m_wb.nlevsC > m_wb.nlevs) m_wb.nlevsC = m_wb.nlevs; m_wb.roundoffOverlap = 1.5; m_pFrameYPyr = NULL; m_pFrameUPyr = NULL; m_pFrameVPyr = NULL; m_pFrameYPyr = PyramidShort::allocatePyramidPacked(m_wb.nlevs, (unsigned short) width, (unsigned short) height, BORDER); m_pFrameUPyr = PyramidShort::allocatePyramidPacked(m_wb.nlevsC, (unsigned short) (width), (unsigned short) (height), BORDER); m_pFrameVPyr = PyramidShort::allocatePyramidPacked(m_wb.nlevsC, (unsigned short) (width), (unsigned short) (height), BORDER); if (!m_pFrameYPyr || !m_pFrameUPyr || !m_pFrameVPyr) { LOGE("Error: Could not allocate pyramids for blending"); return BLEND_RET_ERROR_MEMORY; } return BLEND_RET_OK; } inline double max(double a, double b) { return a > b ? a : b; } inline double min(double a, double b) { return a < b ? a : b; } void Blend::AlignToMiddleFrame(MosaicFrame **frames, int frames_size) { // Unwarp this frame and Warp the others to match MosaicFrame *mb = NULL; MosaicFrame *ref = frames[int(frames_size/2)]; // Middle frame double invtrs[3][3]; inv33d(ref->trs, invtrs); for(int mfit = 0; mfit < frames_size; mfit++) { mb = frames[mfit]; double temp[3][3]; mult33d(temp, invtrs, mb->trs); memcpy(mb->trs, temp, sizeof(temp)); normProjMat33d(mb->trs); } } int Blend::runBlend(MosaicFrame **oframes, MosaicFrame **rframes, int frames_size, ImageType &imageMosaicYVU, int &mosaicWidth, int &mosaicHeight, float &progress, bool &cancelComputation) { int ret; int numCenters; MosaicFrame **frames; // For THIN strip mode, accept all frames for blending if (m_wb.stripType == STRIP_TYPE_THIN) { frames = oframes; } else // For WIDE strip mode, first select the relevant frames to blend. { SelectRelevantFrames(oframes, frames_size, rframes, frames_size); frames = rframes; } ComputeBlendParameters(frames, frames_size, true); numCenters = frames_size; if (numCenters == 0) { LOGE("Error: No frames to blend"); return BLEND_RET_ERROR; } if (!(m_AllSites = m_Triangulator.allocMemory(numCenters))) { return BLEND_RET_ERROR_MEMORY; } // Bounding rectangle (real numbers) of the final mosaic computed by projecting // each input frame into the mosaic coordinate system. BlendRect global_rect; global_rect.lft = global_rect.bot = 2e30; // min values global_rect.rgt = global_rect.top = -2e30; // max values MosaicFrame *mb = NULL; double halfwidth = width / 2.0; double halfheight = height / 2.0; double z, x0, y0, x1, y1, x2, y2, x3, y3; // Corners of the left-most and right-most frames respectively in the // mosaic coordinate system. double xLeftCorners[2] = {2e30, 2e30}; double xRightCorners[2] = {-2e30, -2e30}; // Corners of the top-most and bottom-most frames respectively in the // mosaic coordinate system. double yTopCorners[2] = {2e30, 2e30}; double yBottomCorners[2] = {-2e30, -2e30}; // Determine the extents of the final mosaic CSite *csite = m_AllSites ; for(int mfit = 0; mfit < frames_size; mfit++) { mb = frames[mfit]; // Compute clipping for this frame's rect FrameToMosaicRect(mb->width, mb->height, mb->trs, mb->brect); // Clip global rect using this frame's rect ClipRect(mb->brect, global_rect); // Calculate the corner points FrameToMosaic(mb->trs, 0.0, 0.0, x0, y0); FrameToMosaic(mb->trs, 0.0, mb->height-1.0, x1, y1); FrameToMosaic(mb->trs, mb->width-1.0, mb->height-1.0, x2, y2); FrameToMosaic(mb->trs, mb->width-1.0, 0.0, x3, y3); if(x0 < xLeftCorners[0] || x1 < xLeftCorners[1]) // If either of the left corners is lower { xLeftCorners[0] = x0; xLeftCorners[1] = x1; } if(x3 > xRightCorners[0] || x2 > xRightCorners[1]) // If either of the right corners is higher { xRightCorners[0] = x3; xRightCorners[1] = x2; } if(y0 < yTopCorners[0] || y3 < yTopCorners[1]) // If either of the top corners is lower { yTopCorners[0] = y0; yTopCorners[1] = y3; } if(y1 > yBottomCorners[0] || y2 > yBottomCorners[1]) // If either of the bottom corners is higher { yBottomCorners[0] = y1; yBottomCorners[1] = y2; } // Compute the centroid of the warped region FindQuadCentroid(x0, y0, x1, y1, x2, y2, x3, y3, csite->getVCenter().x, csite->getVCenter().y); csite->setMb(mb); csite++; } // Get origin and sizes // Bounding rectangle (int numbers) of the final mosaic computed by projecting // each input frame into the mosaic coordinate system. MosaicRect fullRect; fullRect.left = (int) floor(global_rect.lft); // min-x fullRect.top = (int) floor(global_rect.bot); // min-y fullRect.right = (int) ceil(global_rect.rgt); // max-x fullRect.bottom = (int) ceil(global_rect.top);// max-y Mwidth = (unsigned short) (fullRect.right - fullRect.left + 1); Mheight = (unsigned short) (fullRect.bottom - fullRect.top + 1); int xLeftMost, xRightMost; int yTopMost, yBottomMost; // Rounding up, so that we don't include the gray border. xLeftMost = max(0, max(xLeftCorners[0], xLeftCorners[1]) - fullRect.left + 1); xRightMost = min(Mwidth - 1, min(xRightCorners[0], xRightCorners[1]) - fullRect.left - 1); yTopMost = max(0, max(yTopCorners[0], yTopCorners[1]) - fullRect.top + 1); yBottomMost = min(Mheight - 1, min(yBottomCorners[0], yBottomCorners[1]) - fullRect.top - 1); if (xRightMost <= xLeftMost || yBottomMost <= yTopMost) { LOGE("RunBlend: aborting -consistency check failed," "(xLeftMost, xRightMost, yTopMost, yBottomMost): (%d, %d, %d, %d)", xLeftMost, xRightMost, yTopMost, yBottomMost); return BLEND_RET_ERROR; } // Make sure image width is multiple of 4 Mwidth = (unsigned short) ((Mwidth + 3) & ~3); Mheight = (unsigned short) ((Mheight + 3) & ~3); // Round up. ret = MosaicSizeCheck(LIMIT_SIZE_MULTIPLIER, LIMIT_HEIGHT_MULTIPLIER); if (ret != BLEND_RET_OK) { LOGE("RunBlend: aborting - mosaic size check failed, " "(frame_width, frame_height) vs (mosaic_width, mosaic_height): " "(%d, %d) vs (%d, %d)", width, height, Mwidth, Mheight); return ret; } LOGI("Allocate mosaic image for blending - size: %d x %d", Mwidth, Mheight); YUVinfo *imgMos = YUVinfo::allocateImage(Mwidth, Mheight); if (imgMos == NULL) { LOGE("RunBlend: aborting - couldn't alloc %d x %d mosaic image", Mwidth, Mheight); return BLEND_RET_ERROR_MEMORY; } // Set the Y image to 255 so we can distinguish when frame idx are written to it memset(imgMos->Y.ptr[0], 255, (imgMos->Y.width * imgMos->Y.height)); // Set the v and u images to black memset(imgMos->V.ptr[0], 128, (imgMos->V.width * imgMos->V.height) << 1); // Do the triangulation. It returns a sorted list of edges SEdgeVector *edge; int n = m_Triangulator.triangulate(&edge, numCenters, width, height); m_Triangulator.linkNeighbors(edge, n, numCenters); // Bounding rectangle that determines the positioning of the rectangle that is // cropped out of the computed mosaic to get rid of the gray borders. MosaicRect cropping_rect; if (m_wb.horizontal) { cropping_rect.left = xLeftMost; cropping_rect.right = xRightMost; } else { cropping_rect.top = yTopMost; cropping_rect.bottom = yBottomMost; } // Do merging and blending : ret = DoMergeAndBlend(frames, numCenters, width, height, *imgMos, fullRect, cropping_rect, progress, cancelComputation); if (m_wb.blendingType == BLEND_TYPE_HORZ) CropFinalMosaic(*imgMos, cropping_rect); m_Triangulator.freeMemory(); // note: can be called even if delaunay_alloc() wasn't successful imageMosaicYVU = imgMos->Y.ptr[0]; if (m_wb.blendingType == BLEND_TYPE_HORZ) { mosaicWidth = cropping_rect.right - cropping_rect.left + 1; mosaicHeight = cropping_rect.bottom - cropping_rect.top + 1; } else { mosaicWidth = Mwidth; mosaicHeight = Mheight; } return ret; } int Blend::MosaicSizeCheck(float sizeMultiplier, float heightMultiplier) { if (Mwidth < width || Mheight < height) { return BLEND_RET_ERROR; } if ((Mwidth * Mheight) > (width * height * sizeMultiplier)) { return BLEND_RET_ERROR; } // We won't do blending for the cases where users swing the device too much // in the secondary direction. We use a short side to determine the // secondary direction because users may hold the device in landsape // or portrait. int shortSide = min(Mwidth, Mheight); if (shortSide > height * heightMultiplier) { return BLEND_RET_ERROR; } return BLEND_RET_OK; } int Blend::FillFramePyramid(MosaicFrame *mb) { ImageType mbY, mbU, mbV; // Lay this image, centered into the temporary buffer mbY = mb->image; mbU = mb->getU(); mbV = mb->getV(); int h, w; for(h=0; hptr[h]; ImageTypeShort uptr = m_pFrameUPyr->ptr[h]; ImageTypeShort vptr = m_pFrameVPyr->ptr[h]; for(w=0; wgetMb(); mb->vcrect = mb->brect; ClipBlendRect(csite, mb->vcrect); ComputeMask(csite, mb->vcrect, mb->brect, rect, imgMos, site_idx); site_idx++; } ////////// imgMos.Y, imgMos.V, imgMos.U are used as follows ////////////// ////////////////////// THIN STRIP MODE /////////////////////////////////// // imgMos.Y is used to store the index of the image from which each pixel // in the output mosaic can be read out for the thin-strip mode. Thus, // there is no special handling for pixels around the seam. Also, imgMos.Y // is set to 255 wherever we can't get its value from any input image e.g. // in the gray border areas. imgMos.V and imgMos.U are set to 128 for the // thin-strip mode. ////////////////////// WIDE STRIP MODE /////////////////////////////////// // imgMos.Y is used the same way as the thin-strip mode. // imgMos.V is used to store the index of the neighboring image which // should contribute to the color of an output pixel in a band around // the seam. Thus, in this band, we will crossfade between the color values // from the image index imgMos.Y and image index imgMos.V. imgMos.U is // used to store the weight (multiplied by 100) that each image will // contribute to the blending process. Thus, we start at 99% contribution // from the first image, then go to 50% contribution from each image at // the seam. Then, the contribution from the second image goes up to 99%. // For WIDE mode, set the pixel masks to guide the blender to cross-fade // between the images on either side of each seam: if (m_wb.stripType == STRIP_TYPE_WIDE) { if(m_wb.horizontal) { // Set the number of pixels around the seam to cross-fade between // the two component images, int tw = STRIP_CROSS_FADE_WIDTH_PXLS; // Proceed with the image index calculation for cross-fading // only if the cross-fading width is larger than 0 if (tw > 0) { for(int y = 0; y < imgMos.Y.height; y++) { // Since we compare two adjecant pixels to determine // whether there is a seam, the termination condition of x // is set to imgMos.Y.width - tw, so that x+1 below // won't exceed the imgMos' boundary. for(int x = tw; x < imgMos.Y.width - tw; ) { // Determine where the seam is... if (imgMos.Y.ptr[y][x] != imgMos.Y.ptr[y][x+1] && imgMos.Y.ptr[y][x] != 255 && imgMos.Y.ptr[y][x+1] != 255) { // Find the image indices on both sides of the seam unsigned char idx1 = imgMos.Y.ptr[y][x]; unsigned char idx2 = imgMos.Y.ptr[y][x+1]; for (int o = tw; o >= 0; o--) { // Set the image index to use for cross-fading imgMos.V.ptr[y][x - o] = idx2; // Set the intensity weights to use for cross-fading imgMos.U.ptr[y][x - o] = 50 + (99 - 50) * o / tw; } for (int o = 1; o <= tw; o++) { // Set the image index to use for cross-fading imgMos.V.ptr[y][x + o] = idx1; // Set the intensity weights to use for cross-fading imgMos.U.ptr[y][x + o] = imgMos.U.ptr[y][x - o]; } x += (tw + 1); } else { x++; } } } } } else { // Set the number of pixels around the seam to cross-fade between // the two component images, int tw = STRIP_CROSS_FADE_WIDTH_PXLS; // Proceed with the image index calculation for cross-fading // only if the cross-fading width is larger than 0 if (tw > 0) { for(int x = 0; x < imgMos.Y.width; x++) { // Since we compare two adjecant pixels to determine // whether there is a seam, the termination condition of y // is set to imgMos.Y.height - tw, so that y+1 below // won't exceed the imgMos' boundary. for(int y = tw; y < imgMos.Y.height - tw; ) { // Determine where the seam is... if (imgMos.Y.ptr[y][x] != imgMos.Y.ptr[y+1][x] && imgMos.Y.ptr[y][x] != 255 && imgMos.Y.ptr[y+1][x] != 255) { // Find the image indices on both sides of the seam unsigned char idx1 = imgMos.Y.ptr[y][x]; unsigned char idx2 = imgMos.Y.ptr[y+1][x]; for (int o = tw; o >= 0; o--) { // Set the image index to use for cross-fading imgMos.V.ptr[y - o][x] = idx2; // Set the intensity weights to use for cross-fading imgMos.U.ptr[y - o][x] = 50 + (99 - 50) * o / tw; } for (int o = 1; o <= tw; o++) { // Set the image index to use for cross-fading imgMos.V.ptr[y + o][x] = idx1; // Set the intensity weights to use for cross-fading imgMos.U.ptr[y + o][x] = imgMos.U.ptr[y - o][x]; } y += (tw + 1); } else { y++; } } } } } } // Now perform the actual blending using the frame assignment determined above site_idx = 0; for(CSite *csite = m_AllSites; csite < esite; csite++) { if(cancelComputation) { if (m_pMosaicVPyr) free(m_pMosaicVPyr); if (m_pMosaicUPyr) free(m_pMosaicUPyr); if (m_pMosaicYPyr) free(m_pMosaicYPyr); return BLEND_RET_CANCELLED; } mb = csite->getMb(); if(FillFramePyramid(mb)!=BLEND_RET_OK) return BLEND_RET_ERROR; ProcessPyramidForThisFrame(csite, mb->vcrect, mb->brect, rect, imgMos, mb->trs, site_idx); progress += TIME_PERCENT_BLEND/nsite; site_idx++; } // Blend PerformFinalBlending(imgMos, cropping_rect); if (m_pMosaicVPyr) free(m_pMosaicVPyr); if (m_pMosaicUPyr) free(m_pMosaicUPyr); if (m_pMosaicYPyr) free(m_pMosaicYPyr); progress += TIME_PERCENT_FINAL; return BLEND_RET_OK; } void Blend::CropFinalMosaic(YUVinfo &imgMos, MosaicRect &cropping_rect) { int i, j, k; ImageType yimg; ImageType uimg; ImageType vimg; yimg = imgMos.Y.ptr[0]; uimg = imgMos.U.ptr[0]; vimg = imgMos.V.ptr[0]; k = 0; for (j = cropping_rect.top; j <= cropping_rect.bottom; j++) { for (i = cropping_rect.left; i <= cropping_rect.right; i++) { yimg[k] = yimg[j*imgMos.Y.width+i]; k++; } } for (j = cropping_rect.top; j <= cropping_rect.bottom; j++) { for (i = cropping_rect.left; i <= cropping_rect.right; i++) { yimg[k] = vimg[j*imgMos.Y.width+i]; k++; } } for (j = cropping_rect.top; j <= cropping_rect.bottom; j++) { for (i = cropping_rect.left; i <= cropping_rect.right; i++) { yimg[k] = uimg[j*imgMos.Y.width+i]; k++; } } } int Blend::PerformFinalBlending(YUVinfo &imgMos, MosaicRect &cropping_rect) { if (!PyramidShort::BorderExpand(m_pMosaicYPyr, m_wb.nlevs, 1) || !PyramidShort::BorderExpand(m_pMosaicUPyr, m_wb.nlevsC, 1) || !PyramidShort::BorderExpand(m_pMosaicVPyr, m_wb.nlevsC, 1)) { LOGE("Error: Could not BorderExpand!"); return BLEND_RET_ERROR; } ImageTypeShort myimg; ImageTypeShort muimg; ImageTypeShort mvimg; ImageType yimg; ImageType uimg; ImageType vimg; int cx = (int)imgMos.Y.width/2; int cy = (int)imgMos.Y.height/2; // 2D boolean array that contains true wherever the mosaic image data is // invalid (i.e. in the gray border). bool **b = new bool*[imgMos.Y.height]; for(int j=0; jptr[j]; muimg = m_pMosaicUPyr->ptr[j]; mvimg = m_pMosaicVPyr->ptr[j]; for (i = 0; i> 3); if (value < 0) value = 0; else if (value > 255) value = 255; *yimg = (unsigned char) value; value = (short) ((*muimg) >> 3); if (value < 0) value = 0; else if (value > 255) value = 255; *uimg = (unsigned char) value; value = (short) ((*mvimg) >> 3); if (value < 0) value = 0; else if (value > 255) value = 255; *vimg = (unsigned char) value; b[j][i] = false; } else { // set border color in here *yimg = (unsigned char) 96; *uimg = (unsigned char) 128; *vimg = (unsigned char) 128; b[j][i] = true; } yimg++; uimg++; vimg++; myimg++; muimg++; mvimg++; } } if(m_wb.horizontal) { //Scan through each row and increment top if the row contains any gray for (j = 0; j < imgMos.Y.height; j++) { for (i = cropping_rect.left; i < cropping_rect.right; i++) { if (b[j][i]) { break; // to next row } } if (i == cropping_rect.right) //no gray pixel in this row! { cropping_rect.top = j; break; } } //Scan through each row and decrement bottom if the row contains any gray for (j = imgMos.Y.height-1; j >= 0; j--) { for (i = cropping_rect.left; i < cropping_rect.right; i++) { if (b[j][i]) { break; // to next row } } if (i == cropping_rect.right) //no gray pixel in this row! { cropping_rect.bottom = j; break; } } } else // Vertical Mosaic { //Scan through each column and increment left if the column contains any gray for (i = 0; i < imgMos.Y.width; i++) { for (j = cropping_rect.top; j < cropping_rect.bottom; j++) { if (b[j][i]) { break; // to next column } } if (j == cropping_rect.bottom) //no gray pixel in this column! { cropping_rect.left = i; break; } } //Scan through each column and decrement right if the column contains any gray for (i = imgMos.Y.width-1; i >= 0; i--) { for (j = cropping_rect.top; j < cropping_rect.bottom; j++) { if (b[j][i]) { break; // to next column } } if (j == cropping_rect.bottom) //no gray pixel in this column! { cropping_rect.right = i; break; } } } for(int j=0; j= dptr->width) ? dptr->width + BORDER - 1 : r + BORDER; else if (r >= dptr->width + BORDER) r = dptr->width + BORDER - 1; if (vcrect.top == brect.top) t = (t >= dptr->height) ? dptr->height + BORDER - 1 : t + BORDER; else if (t >= dptr->height + BORDER) t = dptr->height + BORDER - 1; // Walk the Region of interest and populate the pyramid for (int j = b; j <= t; j++) { int jj = j; double sj = jj + rect.top; for (int i = l; i <= r; i++) { int ii = i; // project point and then triangulate to neighbors double si = ii + rect.left; double dself = hypotSq(csite->getVCenter().x - si, csite->getVCenter().y - sj); int inMask = ((unsigned) ii < imgMos.Y.width && (unsigned) jj < imgMos.Y.height) ? 1 : 0; if(!inMask) continue; // scan the neighbors to see if this is a valid position unsigned char mask = (unsigned char) 255; SEdgeVector *ce; int ecnt; for (ce = csite->getNeighbor(), ecnt = csite->getNumNeighbors(); ecnt--; ce++) { double d1 = hypotSq(m_AllSites[ce->second].getVCenter().x - si, m_AllSites[ce->second].getVCenter().y - sj); if (d1 < dself) { break; } } if (ecnt >= 0) continue; imgMos.Y.ptr[jj][ii] = (unsigned char)site_idx; } } } void Blend::ProcessPyramidForThisFrame(CSite *csite, BlendRect &vcrect, BlendRect &brect, MosaicRect &rect, YUVinfo &imgMos, double trs[3][3], int site_idx) { // Put the Region of interest (for all levels) into m_pMosaicYPyr double inv_trs[3][3]; inv33d(trs, inv_trs); // Process each pyramid level PyramidShort *sptr = m_pFrameYPyr; PyramidShort *suptr = m_pFrameUPyr; PyramidShort *svptr = m_pFrameVPyr; PyramidShort *dptr = m_pMosaicYPyr; PyramidShort *duptr = m_pMosaicUPyr; PyramidShort *dvptr = m_pMosaicVPyr; int dscale = 0; // distance scale for the current level int nC = m_wb.nlevsC; for (int n = m_wb.nlevs; n--; dscale++, dptr++, sptr++, dvptr++, duptr++, svptr++, suptr++, nC--) { int l = (int) ((vcrect.lft - rect.left) / (1 << dscale)); int b = (int) ((vcrect.bot - rect.top) / (1 << dscale)); int r = (int) ((vcrect.rgt - rect.left) / (1 << dscale) + .5); int t = (int) ((vcrect.top - rect.top) / (1 << dscale) + .5); if (vcrect.lft == brect.lft) l = (l <= 0) ? -BORDER : l - BORDER; else if (l < -BORDER) l = -BORDER; if (vcrect.bot == brect.bot) b = (b <= 0) ? -BORDER : b - BORDER; else if (b < -BORDER) b = -BORDER; if (vcrect.rgt == brect.rgt) r = (r >= dptr->width) ? dptr->width + BORDER - 1 : r + BORDER; else if (r >= dptr->width + BORDER) r = dptr->width + BORDER - 1; if (vcrect.top == brect.top) t = (t >= dptr->height) ? dptr->height + BORDER - 1 : t + BORDER; else if (t >= dptr->height + BORDER) t = dptr->height + BORDER - 1; // Walk the Region of interest and populate the pyramid for (int j = b; j <= t; j++) { int jj = (j << dscale); double sj = jj + rect.top; for (int i = l; i <= r; i++) { int ii = (i << dscale); // project point and then triangulate to neighbors double si = ii + rect.left; int inMask = ((unsigned) ii < imgMos.Y.width && (unsigned) jj < imgMos.Y.height) ? 1 : 0; if(inMask && imgMos.Y.ptr[jj][ii] != site_idx && imgMos.V.ptr[jj][ii] != site_idx && imgMos.Y.ptr[jj][ii] != 255) continue; // Setup weights for cross-fading // Weight of the intensity already in the output pixel double wt0 = 0.0; // Weight of the intensity from the input pixel (current frame) double wt1 = 1.0; if (m_wb.stripType == STRIP_TYPE_WIDE) { if(inMask && imgMos.Y.ptr[jj][ii] != 255) { // If not on a seam OR pyramid level exceeds // maximum level for cross-fading. if((imgMos.V.ptr[jj][ii] == 128) || (dscale > STRIP_CROSS_FADE_MAX_PYR_LEVEL)) { wt0 = 0.0; wt1 = 1.0; } else { wt0 = 1.0; wt1 = ((imgMos.Y.ptr[jj][ii] == site_idx) ? (double)imgMos.U.ptr[jj][ii] / 100.0 : 1.0 - (double)imgMos.U.ptr[jj][ii] / 100.0); } } } // Project this mosaic point into the original frame coordinate space double xx, yy; MosaicToFrame(inv_trs, si, sj, xx, yy); if (xx < 0.0 || yy < 0.0 || xx > width - 1.0 || yy > height - 1.0) { if(inMask) { imgMos.Y.ptr[jj][ii] = 255; wt0 = 0.0f; wt1 = 1.0f; } } xx /= (1 << dscale); yy /= (1 << dscale); int x1 = (xx >= 0.0) ? (int) xx : (int) floor(xx); int y1 = (yy >= 0.0) ? (int) yy : (int) floor(yy); // Final destination in extended pyramid #ifndef LINEAR_INTERP if(inSegment(x1, sptr->width, BORDER-1) && inSegment(y1, sptr->height, BORDER-1)) { double xfrac = xx - x1; double yfrac = yy - y1; dptr->ptr[j][i] = (short) (wt0 * dptr->ptr[j][i] + .5 + wt1 * ciCalc(sptr, x1, y1, xfrac, yfrac)); if (dvptr >= m_pMosaicVPyr && nC > 0) { duptr->ptr[j][i] = (short) (wt0 * duptr->ptr[j][i] + .5 + wt1 * ciCalc(suptr, x1, y1, xfrac, yfrac)); dvptr->ptr[j][i] = (short) (wt0 * dvptr->ptr[j][i] + .5 + wt1 * ciCalc(svptr, x1, y1, xfrac, yfrac)); } } #else if(inSegment(x1, sptr->width, BORDER) && inSegment(y1, sptr->height, BORDER)) { int x2 = x1 + 1; int y2 = y1 + 1; double xfrac = xx - x1; double yfrac = yy - y1; double y1val = sptr->ptr[y1][x1] + (sptr->ptr[y1][x2] - sptr->ptr[y1][x1]) * xfrac; double y2val = sptr->ptr[y2][x1] + (sptr->ptr[y2][x2] - sptr->ptr[y2][x1]) * xfrac; dptr->ptr[j][i] = (short) (y1val + yfrac * (y2val - y1val)); if (dvptr >= m_pMosaicVPyr && nC > 0) { y1val = suptr->ptr[y1][x1] + (suptr->ptr[y1][x2] - suptr->ptr[y1][x1]) * xfrac; y2val = suptr->ptr[y2][x1] + (suptr->ptr[y2][x2] - suptr->ptr[y2][x1]) * xfrac; duptr->ptr[j][i] = (short) (y1val + yfrac * (y2val - y1val)); y1val = svptr->ptr[y1][x1] + (svptr->ptr[y1][x2] - svptr->ptr[y1][x1]) * xfrac; y2val = svptr->ptr[y2][x1] + (svptr->ptr[y2][x2] - svptr->ptr[y2][x1]) * xfrac; dvptr->ptr[j][i] = (short) (y1val + yfrac * (y2val - y1val)); } } #endif else { clipToSegment(x1, sptr->width, BORDER); clipToSegment(y1, sptr->height, BORDER); dptr->ptr[j][i] = (short) (wt0 * dptr->ptr[j][i] + 0.5 + wt1 * sptr->ptr[y1][x1] ); if (dvptr >= m_pMosaicVPyr && nC > 0) { dvptr->ptr[j][i] = (short) (wt0 * dvptr->ptr[j][i] + 0.5 + wt1 * svptr->ptr[y1][x1] ); duptr->ptr[j][i] = (short) (wt0 * duptr->ptr[j][i] + 0.5 + wt1 * suptr->ptr[y1][x1] ); } } } } } } void Blend::MosaicToFrame(double trs[3][3], double x, double y, double &wx, double &wy) { double X, Y, z; if (m_wb.theta == 0.0) { X = x; Y = y; } else if (m_wb.horizontal) { double alpha = x * m_wb.direction / m_wb.width; double length = (y - alpha * m_wb.correction) * m_wb.direction + m_wb.radius; double deltaTheta = m_wb.theta * alpha; double sinTheta = sin(deltaTheta); double cosTheta = sqrt(1.0 - sinTheta * sinTheta) * m_wb.direction; X = length * sinTheta + m_wb.x; Y = length * cosTheta + m_wb.y; } else { double alpha = y * m_wb.direction / m_wb.width; double length = (x - alpha * m_wb.correction) * m_wb.direction + m_wb.radius; double deltaTheta = m_wb.theta * alpha; double sinTheta = sin(deltaTheta); double cosTheta = sqrt(1.0 - sinTheta * sinTheta) * m_wb.direction; Y = length * sinTheta + m_wb.y; X = length * cosTheta + m_wb.x; } z = ProjZ(trs, X, Y, 1.0); wx = ProjX(trs, X, Y, z, 1.0); wy = ProjY(trs, X, Y, z, 1.0); } void Blend::FrameToMosaic(double trs[3][3], double x, double y, double &wx, double &wy) { // Project into the intermediate Mosaic coordinate system double z = ProjZ(trs, x, y, 1.0); double X = ProjX(trs, x, y, z, 1.0); double Y = ProjY(trs, x, y, z, 1.0); if (m_wb.theta == 0.0) { // No rotation, then this is all we need to do. wx = X; wy = Y; } else if (m_wb.horizontal) { double deltaX = X - m_wb.x; double deltaY = Y - m_wb.y; double length = sqrt(deltaX * deltaX + deltaY * deltaY); double deltaTheta = asin(deltaX / length); double alpha = deltaTheta / m_wb.theta; wx = alpha * m_wb.width * m_wb.direction; wy = (length - m_wb.radius) * m_wb.direction + alpha * m_wb.correction; } else { double deltaX = X - m_wb.x; double deltaY = Y - m_wb.y; double length = sqrt(deltaX * deltaX + deltaY * deltaY); double deltaTheta = asin(deltaY / length); double alpha = deltaTheta / m_wb.theta; wy = alpha * m_wb.width * m_wb.direction; wx = (length - m_wb.radius) * m_wb.direction + alpha * m_wb.correction; } } // Clip the region of interest as small as possible by using the Voronoi edges of // the neighbors void Blend::ClipBlendRect(CSite *csite, BlendRect &brect) { SEdgeVector *ce; int ecnt; for (ce = csite->getNeighbor(), ecnt = csite->getNumNeighbors(); ecnt--; ce++) { // calculate the Voronoi bisector intersection const double epsilon = 1e-5; double dx = (m_AllSites[ce->second].getVCenter().x - m_AllSites[ce->first].getVCenter().x); double dy = (m_AllSites[ce->second].getVCenter().y - m_AllSites[ce->first].getVCenter().y); double xmid = m_AllSites[ce->first].getVCenter().x + dx/2.0; double ymid = m_AllSites[ce->first].getVCenter().y + dy/2.0; double inter; if (dx > epsilon) { // neighbor is on right if ((inter = m_wb.roundoffOverlap + xmid - dy * (((dy >= 0.0) ? brect.bot : brect.top) - ymid) / dx) < brect.rgt) brect.rgt = inter; } else if (dx < -epsilon) { // neighbor is on left if ((inter = -m_wb.roundoffOverlap + xmid - dy * (((dy >= 0.0) ? brect.bot : brect.top) - ymid) / dx) > brect.lft) brect.lft = inter; } if (dy > epsilon) { // neighbor is above if ((inter = m_wb.roundoffOverlap + ymid - dx * (((dx >= 0.0) ? brect.lft : brect.rgt) - xmid) / dy) < brect.top) brect.top = inter; } else if (dy < -epsilon) { // neighbor is below if ((inter = -m_wb.roundoffOverlap + ymid - dx * (((dx >= 0.0) ? brect.lft : brect.rgt) - xmid) / dy) > brect.bot) brect.bot = inter; } } } void Blend::FrameToMosaicRect(int width, int height, double trs[3][3], BlendRect &brect) { // We need to walk the perimeter since the borders can be bent. brect.lft = brect.bot = 2e30; brect.rgt = brect.top = -2e30; double xpos, ypos; double lasty = height - 1.0; double lastx = width - 1.0; int i; for (i = width; i--;) { FrameToMosaic(trs, (double) i, 0.0, xpos, ypos); ClipRect(xpos, ypos, brect); FrameToMosaic(trs, (double) i, lasty, xpos, ypos); ClipRect(xpos, ypos, brect); } for (i = height; i--;) { FrameToMosaic(trs, 0.0, (double) i, xpos, ypos); ClipRect(xpos, ypos, brect); FrameToMosaic(trs, lastx, (double) i, xpos, ypos); ClipRect(xpos, ypos, brect); } } void Blend::SelectRelevantFrames(MosaicFrame **frames, int frames_size, MosaicFrame **relevant_frames, int &relevant_frames_size) { MosaicFrame *first = frames[0]; MosaicFrame *last = frames[frames_size-1]; MosaicFrame *mb; double fxpos = first->trs[0][2], fypos = first->trs[1][2]; double midX = last->width / 2.0; double midY = last->height / 2.0; double z = ProjZ(first->trs, midX, midY, 1.0); double firstX, firstY; double prevX = firstX = ProjX(first->trs, midX, midY, z, 1.0); double prevY = firstY = ProjY(first->trs, midX, midY, z, 1.0); relevant_frames[0] = first; // Add first frame by default relevant_frames_size = 1; for (int i = 0; i < frames_size - 1; i++) { mb = frames[i]; double currX, currY; z = ProjZ(mb->trs, midX, midY, 1.0); currX = ProjX(mb->trs, midX, midY, z, 1.0); currY = ProjY(mb->trs, midX, midY, z, 1.0); double deltaX = currX - prevX; double deltaY = currY - prevY; double center2centerDist = sqrt(deltaY * deltaY + deltaX * deltaX); if (fabs(deltaX) > STRIP_SEPARATION_THRESHOLD_PXLS || fabs(deltaY) > STRIP_SEPARATION_THRESHOLD_PXLS) { relevant_frames[relevant_frames_size] = mb; relevant_frames_size++; prevX = currX; prevY = currY; } } // Add last frame by default relevant_frames[relevant_frames_size] = last; relevant_frames_size++; } void Blend::ComputeBlendParameters(MosaicFrame **frames, int frames_size, int is360) { // For FULL and PAN modes, we do not unwarp the mosaic into a rectangular coordinate system // and so we set the theta to 0 and return. if (m_wb.blendingType != BLEND_TYPE_CYLPAN && m_wb.blendingType != BLEND_TYPE_HORZ) { m_wb.theta = 0.0; return; } MosaicFrame *first = frames[0]; MosaicFrame *last = frames[frames_size-1]; MosaicFrame *mb; double lxpos = last->trs[0][2], lypos = last->trs[1][2]; double fxpos = first->trs[0][2], fypos = first->trs[1][2]; // Calculate warp to produce proper stitching. // get x, y displacement double midX = last->width / 2.0; double midY = last->height / 2.0; double z = ProjZ(first->trs, midX, midY, 1.0); double firstX, firstY; double prevX = firstX = ProjX(first->trs, midX, midY, z, 1.0); double prevY = firstY = ProjY(first->trs, midX, midY, z, 1.0); double arcLength, lastTheta; m_wb.theta = lastTheta = arcLength = 0.0; // Step through all the frames to compute the total arc-length of the cone // swept while capturing the mosaic (in the original conical coordinate system). for (int i = 0; i < frames_size; i++) { mb = frames[i]; double currX, currY; z = ProjZ(mb->trs, midX, midY, 1.0); currX = ProjX(mb->trs, midX, midY, z, 1.0); currY = ProjY(mb->trs, midX, midY, z, 1.0); double deltaX = currX - prevX; double deltaY = currY - prevY; // The arcLength is computed by summing the lengths of the chords // connecting the pairwise projected image centers of the input image frames. arcLength += sqrt(deltaY * deltaY + deltaX * deltaX); if (!is360) { double thisTheta = asin(mb->trs[1][0]); m_wb.theta += thisTheta - lastTheta; lastTheta = thisTheta; } prevX = currX; prevY = currY; } // Stretch this to end at the proper alignment i.e. the width of the // rectangle is determined by the arcLength computed above and the cone // sector angle is determined using the rotation of the last frame. m_wb.width = arcLength; if (is360) m_wb.theta = asin(last->trs[1][0]); // If there is no rotation, we're done. if (m_wb.theta != 0.0) { double dx = prevX - firstX; double dy = prevY - firstY; // If the mosaic was captured by sweeping horizontally if (abs(lxpos - fxpos) > abs(lypos - fypos)) { m_wb.horizontal = 1; // Calculate radius position to make ends exactly the same Y offset double radiusTheta = dx / cos(3.14159 / 2.0 - m_wb.theta); m_wb.radius = dy + radiusTheta * cos(m_wb.theta); if (m_wb.radius < 0.0) m_wb.radius = -m_wb.radius; } else { m_wb.horizontal = 0; // Calculate radius position to make ends exactly the same Y offset double radiusTheta = dy / cos(3.14159 / 2.0 - m_wb.theta); m_wb.radius = dx + radiusTheta * cos(m_wb.theta); if (m_wb.radius < 0.0) m_wb.radius = -m_wb.radius; } // Determine major direction if (m_wb.horizontal) { // Horizontal strip // m_wb.x,y record the origin of the rectangle coordinate system. if (is360) m_wb.x = firstX; else { if (lxpos - fxpos < 0) { m_wb.x = firstX + midX; z = ProjZ(last->trs, 0.0, midY, 1.0); prevX = ProjX(last->trs, 0.0, midY, z, 1.0); prevY = ProjY(last->trs, 0.0, midY, z, 1.0); } else { m_wb.x = firstX - midX; z = ProjZ(last->trs, last->width - 1.0, midY, 1.0); prevX = ProjX(last->trs, last->width - 1.0, midY, z, 1.0); prevY = ProjY(last->trs, last->width - 1.0, midY, z, 1.0); } } dy = prevY - firstY; if (dy < 0.0) m_wb.direction = 1.0; else m_wb.direction = -1.0; m_wb.y = firstY - m_wb.radius * m_wb.direction; if (dy * m_wb.theta > 0.0) m_wb.width = -m_wb.width; } else { // Vertical strip if (is360) m_wb.y = firstY; else { if (lypos - fypos < 0) { m_wb.x = firstY + midY; z = ProjZ(last->trs, midX, 0.0, 1.0); prevX = ProjX(last->trs, midX, 0.0, z, 1.0); prevY = ProjY(last->trs, midX, 0.0, z, 1.0); } else { m_wb.x = firstX - midX; z = ProjZ(last->trs, midX, last->height - 1.0, 1.0); prevX = ProjX(last->trs, midX, last->height - 1.0, z, 1.0); prevY = ProjY(last->trs, midX, last->height - 1.0, z, 1.0); } } dx = prevX - firstX; if (dx < 0.0) m_wb.direction = 1.0; else m_wb.direction = -1.0; m_wb.x = firstX - m_wb.radius * m_wb.direction; if (dx * m_wb.theta > 0.0) m_wb.width = -m_wb.width; } // Calculate the correct correction factor double deltaX = prevX - m_wb.x; double deltaY = prevY - m_wb.y; double length = sqrt(deltaX * deltaX + deltaY * deltaY); double deltaTheta = (m_wb.horizontal) ? deltaX : deltaY; deltaTheta = asin(deltaTheta / length); m_wb.correction = ((m_wb.radius - length) * m_wb.direction) / (deltaTheta / m_wb.theta); } }