Example #1
0
void convertToFloatImage(CByteImage &byteImage, CFloatImage &floatImage) {
	CShape sh = byteImage.Shape();
	//printf("%d\n", floatImage.Shape().nBands);
	//printf("%d\n", byteImage.Shape().nBands);

    assert(floatImage.Shape().nBands == min(byteImage.Shape().nBands, 3));
	for (int y=0; y<sh.height; y++) {
		for (int x=0; x<sh.width; x++) {
			for (int c=0; c<min(3,sh.nBands); c++) {
				float value = byteImage.Pixel(x,y,c) / 255.0f;

				if (value < floatImage.MinVal()) {
					value = floatImage.MinVal();
				}
				else if (value > floatImage.MaxVal()) {
					value = floatImage.MaxVal();
				}

				// We have to flip the image and reverse the color
				// channels to get it to come out right.  How silly!
				floatImage.Pixel(x,sh.height-y-1,min(3,sh.nBands)-c-1) = value;
			}
		}
	}
}
Example #2
0
extern void ForwardWarp(CImageOf<T>& src, CImageOf<T>& dst, CFloatImage& disp,
                        float d_scale, bool line_interpolate, float disp_gap)
{
    // Warps src into dst using disparities disp.
    //  Each disparity is scaled by d_scale
    // Note that "empty" pixels are left at their original value

    CShape sh = src.Shape();
    int w = sh.width, h = sh.height, n_bands = sh.nBands;
    float round_offset = (typeid(T) == typeid(float)) ? 0.0f : 0.5f;

    if (! sh.SameIgnoringNBands(disp.Shape()))
        throw CError("ForwardWarp: disparity image has wrong size");

    if (sh != dst.Shape())
        dst.ReAllocate(sh);
    
    // Optional clipping (if necessary)
    CFloatImage flt;
    T minVal = dst.MinVal();
    T maxVal = dst.MaxVal();
    if (minVal <= flt.MinVal() && maxVal >= flt.MaxVal())
        minVal = maxVal = 0;

    for (int y = 0; y < h; y++)
    {
        // determine correct warping direction
        int xstart = (d_scale>0 ? 0   : w-1);
        int xend   = (d_scale>0 ? w   : -1  );
        int xincr  = (d_scale>0 ? 1   : -1  );
        
        float *dp = &disp.Pixel(0, y, 0);
        T *ps = &src .Pixel(0, y, 0);
        T *pd = &dst .Pixel(0, y, 0);

        for (int x = xstart; x != xend; x += xincr)
        {
            // determine if a line should be drawn
            int x2 = x + xincr;
            float d_diff = fabs(dp[x] - dp[x2]);
            bool draw_line = line_interpolate && (x2 != xend) &&
                 (d_diff < disp_gap);

            // scaled disparity:
            float d = d_scale * dp[x];

            // line drawing
            if (draw_line)
            {
                float d2 = d_scale * dp[x2];

                if (xincr > 0)
                    draw_intensity_line(&ps[x * n_bands], &ps[x2 * n_bands], pd,
                                        x - d, x2 - d2, w, n_bands, round_offset,
                                        minVal, maxVal);
                else
                    draw_intensity_line(&ps[x2 * n_bands], &ps[x * n_bands], pd,
                                        x2 - d, x - d2, w, n_bands, round_offset,
                                        minVal, maxVal);
                continue;
            }
            
            // splatting
            int xx = x - ROUND(d);
            if (xx >= 0 && xx < w)
                memcpy(&pd[xx * n_bands], &ps[x * n_bands],
                       n_bands*sizeof(T));
        }
    }
}
Example #3
0
extern void InverseWarp(CImageOf<T>& src, CImageOf<T>& dst, CFloatImage& disp,
                        float d_scale, float disp_gap, int order)
{
    // Warps src into dst using disparities disp.
    //  Each disparity is scaled by d_scale
    // Note that "empty" pixels are left at their original value

    CShape sh = src.Shape();
    int w = sh.width, h = sh.height, n_bands = sh.nBands;
    int n = w * n_bands;

    if (! sh.SameIgnoringNBands(disp.Shape()))
        throw CError("InverseWarp: disparity image has wrong size");

    if (sh != dst.Shape())
        dst.ReAllocate(sh);

    // Optional forward warped depth map if checking for visibility
    CFloatImage fwd, fwd_tmp;
    if (disp_gap > 0.0f)
    {
        ScaleAndOffset(disp, fwd_tmp, d_scale, 0.0f);
        fwd.ReAllocate(disp.Shape());
        fwd.FillPixels(-9999.0f);
        ForwardWarp(fwd_tmp, fwd, disp, d_scale, true, disp_gap);
    }

    // Allocate line buffers
    std::vector<float> src_buf, dst_buf, dsp_buf;
    src_buf.resize(n);
    dst_buf.resize(n);
    dsp_buf.resize(n);
    CFloatImage fimg;   // dummy, used for MinVal(), MaxVal()

    for (int y = 0; y < h; y++)
    {
        // Set up (copy) the line buffers
        ScaleAndOffsetLine(&src .Pixel(0, y, 0), &src_buf[0], n,
                           1.0f,       0.0f, fimg.MinVal(), fimg.MaxVal());
        ScaleAndOffsetLine(&disp.Pixel(0, y, 0), &dsp_buf[0], w,
                           d_scale, 0.0f, 0.0f, 0.0f);
        ScaleAndOffsetLine(&dst .Pixel(0, y, 0), &dst_buf[0], n,
                           1.0f,       0.0f, fimg.MinVal(), fimg.MaxVal());

        // Forward warp the depth map
        float *fwd_buf = (disp_gap > 0.0f) ? &fwd.Pixel(0, y, 0) : 0;

        // Process (warp) the line
        InverseWarpLine(&src_buf[0], &dst_buf[0], &dsp_buf[0],
                        w, n_bands, order, fwd_buf, disp_gap);

        // Convert back to native type
        T minVal = dst.MinVal();
        T maxVal = dst.MaxVal();
        float offset = (typeid(T) == typeid(float)) ? 0.0f : 0.5;   // rounding
        if (minVal <= fimg.MinVal() && maxVal >= fimg.MaxVal())
            minVal = maxVal = 0;
        ScaleAndOffsetLine(&dst_buf[0], &dst.Pixel(0, y, 0), n,
                           1.0f, offset, minVal, maxVal);
    }
}