void OpenCVPicture::colorDistortion(RNG &rng, int sigma1, int sigma2,
                                    int sigma3, int sigma4) {
  // Call as a final preprocessing step, after any affine transforms and
  // jiggling.
  assert(mat.type() % 8 == 5); // float
  std::vector<float> delta1(mat.channels());
  std::vector<float> delta2(mat.channels());
  std::vector<float> delta3(mat.channels());
  std::vector<float> delta4(mat.channels());
  for (int j = 0; j < mat.channels(); j++) {
    delta1[j] = rng.normal(0, sigma1);
    delta2[j] = rng.normal(0, sigma2);
    delta3[j] = rng.normal(0, sigma3);
    delta4[j] = rng.normal(0, sigma4);
  }
  float *matData = ((float *)(mat.data));
  for (int y = 0; y < mat.rows; y++) {
    for (int x = 0; x < mat.cols; x++) {
      int j = x * mat.channels() + y * mat.channels() * mat.cols;
      bool interestingPixel = false;
      for (int i = 0; i < mat.channels(); i++)
        if (std::abs(matData[i + j] - backgroundColor) > 2)
          interestingPixel = true;
      if (interestingPixel) {
        for (int i = 0; i < mat.channels(); i++)
          matData[i + j] +=
              delta1[i] + delta2[i] * (matData[i + j] - backgroundColor) +
              delta3[i] * (x - mat.cols / 2) + delta4[i] * (y - mat.rows / 2);
      }
    }
  }
}
void distortImageColor(cv::Mat& mat, RNG& rng, float sigma1, float sigma2, float sigma3, float sigma4) {
  std::vector<float> delta1(mat.channels());
  std::vector<float> delta2(mat.channels());
  std::vector<float> delta3(mat.channels());
  std::vector<float> delta4(mat.channels());
  for (int j=0;j<mat.channels();j++) {
    delta1[j]=rng.normal(0,sigma1);
    delta2[j]=rng.normal(0,sigma2);
    delta3[j]=rng.normal(0,sigma3);
    delta4[j]=rng.normal(0,sigma4);
  }
  int j=0;
  for (int y=0;y<mat.rows;++y) {
    for (int x=0;x<mat.cols;++x) {
      for (int i=0;i<mat.channels();++i) {
        mat.ptr()[j]=std::max(0,std::min(255,
                                         (int)(mat.ptr()[j]+
                                               delta1[i]+
                                               delta2[i]*cos(mat.ptr()[j]*3.1415926535/255)+
                                               delta3[i]*(x-mat.cols/2)+
                                               delta4[i]*(y-mat.rows/2))));
        ++j;
      }
    }
  }
}
Esempio n. 3
0
        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const PLSAATriangleEffect& te = args.fGP.cast<PLSAATriangleEffect>();
            GrGLSLVertexBuilder* vsBuilder = args.fVertBuilder;
            GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
            GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

            varyingHandler->emitAttributes(te);

            this->setupPosition(vsBuilder, gpArgs, te.inPosition()->fName);

            GrGLSLVertToFrag v1(kVec2f_GrSLType);
            varyingHandler->addVarying("Vertex1", &v1, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", 
                                   v1.vsOut(),
                                   te.inVertex1()->fName, 
                                   te.inVertex1()->fName);

            GrGLSLVertToFrag v2(kVec2f_GrSLType);
            varyingHandler->addVarying("Vertex2", &v2, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", 
                                   v2.vsOut(),
                                   te.inVertex2()->fName, 
                                   te.inVertex2()->fName);

            GrGLSLVertToFrag v3(kVec2f_GrSLType);
            varyingHandler->addVarying("Vertex3", &v3, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x, %s.y);", 
                                   v3.vsOut(),
                                   te.inVertex3()->fName, 
                                   te.inVertex3()->fName);

            GrGLSLVertToFrag delta1(kVec2f_GrSLType);
            varyingHandler->addVarying("delta1", &delta1, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 
                                   delta1.vsOut(), v1.vsOut(), v2.vsOut(), v2.vsOut(), v1.vsOut());

            GrGLSLVertToFrag delta2(kVec2f_GrSLType);
            varyingHandler->addVarying("delta2", &delta2, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 
                                   delta2.vsOut(), v2.vsOut(), v3.vsOut(), v3.vsOut(), v2.vsOut());

            GrGLSLVertToFrag delta3(kVec2f_GrSLType);
            varyingHandler->addVarying("delta3", &delta3, kHigh_GrSLPrecision);
            vsBuilder->codeAppendf("%s = vec2(%s.x - %s.x, %s.y - %s.y) * 0.5;", 
                                   delta3.vsOut(), v3.vsOut(), v1.vsOut(), v1.vsOut(), v3.vsOut());

            GrGLSLVertToFrag windings(kInt_GrSLType);
            varyingHandler->addFlatVarying("windings", &windings, kLow_GrSLPrecision);
            vsBuilder->codeAppendf("%s = %s;", 
                                   windings.vsOut(), te.inWindings()->fName);

            // emit transforms
            this->emitTransforms(vsBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, 
                                 te.inPosition()->fName, te.localMatrix(), args.fTransformsIn, 
                                 args.fTransformsOut);

            GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
            SkAssertResult(fsBuilder->enableFeature(
                           GrGLSLFragmentShaderBuilder::kPixelLocalStorage_GLSLFeature));
            SkAssertResult(fsBuilder->enableFeature(
                    GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
            fsBuilder->declAppendf(GR_GL_PLS_PATH_DATA_DECL);
            // Compute four subsamples, each shifted a quarter pixel along x and y from 
            // gl_FragCoord. The oriented box positioning of the subsamples is of course not 
            // optimal, but it greatly simplifies the math and this simplification is necessary for
            // performance reasons.
            fsBuilder->codeAppendf("highp vec2 firstSample = %s.xy - vec2(0.25);", 
                                   fsBuilder->fragmentPosition());
            fsBuilder->codeAppendf("highp vec2 delta1 = %s;", delta1.fsIn());
            fsBuilder->codeAppendf("highp vec2 delta2 = %s;", delta2.fsIn());
            fsBuilder->codeAppendf("highp vec2 delta3 = %s;", delta3.fsIn());
            // Check whether first sample is inside the triangle by computing three dot products. If
            // all are < 0, we're inside. The first vector in each case is half of what it is
            // "supposed" to be, because we re-use them later as adjustment factors for which half
            // is the correct value, so we multiply the dots by two to compensate.
            fsBuilder->codeAppendf("highp float d1 = dot(delta1, (firstSample - %s).yx) * 2.0;", 
                                   v1.fsIn());
            fsBuilder->codeAppendf("highp float d2 = dot(delta2, (firstSample - %s).yx) * 2.0;", 
                                   v2.fsIn());
            fsBuilder->codeAppendf("highp float d3 = dot(delta3, (firstSample - %s).yx) * 2.0;", 
                                   v3.fsIn());
            fsBuilder->codeAppend("highp float dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[0] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
            // for subsequent samples, we don't recalculate the entire dot product -- just adjust it
            // to the value it would have if we did recompute it.
            fsBuilder->codeAppend("d1 += delta1.x;");
            fsBuilder->codeAppend("d2 += delta2.x;");
            fsBuilder->codeAppend("d3 += delta3.x;");
            fsBuilder->codeAppend("dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[1] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
            fsBuilder->codeAppend("d1 += delta1.y;");
            fsBuilder->codeAppend("d2 += delta2.y;");
            fsBuilder->codeAppend("d3 += delta3.y;");
            fsBuilder->codeAppend("dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[2] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
            fsBuilder->codeAppend("d1 -= delta1.x;");
            fsBuilder->codeAppend("d2 -= delta2.x;");
            fsBuilder->codeAppend("d3 -= delta3.x;");
            fsBuilder->codeAppend("dmax = max(d1, max(d2, d3));");
            fsBuilder->codeAppendf("pls.windings[3] += (dmax <= 0.0) ? %s : 0;", windings.fsIn());
        }
Esempio n. 4
0
void Trainee::train(std::vector<std::pair<InputType, AnswerType>> minibatch, float learning_rate)
{
    Eigen::MatrixXf dweight3 = Eigen::MatrixXf::Zero(n_outputvec, n_hid2vec);
    Eigen::VectorXf dbias3 = Eigen::VectorXf::Zero(n_outputvec);
    Eigen::MatrixXf dweight2 = Eigen::MatrixXf::Zero(n_hid2vec, n_hid1vec);
    Eigen::VectorXf dbias2 = Eigen::VectorXf::Zero(n_hid2vec);
    Eigen::MatrixXf dweight1 = Eigen::MatrixXf::Zero(n_hid1vec, n_inputvec);
    Eigen::VectorXf dbias1 = Eigen::VectorXf::Zero(n_hid1vec);

    /* For AdaGrad */
    auto fn = [](float lhs, float rhs) -> float { return lhs != 0.0 ? lhs / rhs : 0.0; };

    for(auto sample: minibatch){
        Eigen::VectorXf inputvec = input2vec(sample.first);
        Eigen::VectorXf z1 = feedforward(inputvec, 1);
        Eigen::VectorXf z2 = feedforward(inputvec, 2);  // 後付けとはいえ。この計算、あからさまに無駄だな。z1からz2を計算すべき。

        // Calculate delta of output layer.
        Eigen::VectorXf delta3;
        delta3 = feedforward(inputvec, 3);
        delta3(sample.second) -= 1.0f;
        {
            Eigen::ArrayXXf e = delta3 * z2.transpose();
            gsq_w3 += e * e;
            gsq_b3 += delta3.array() * delta3.array();
            dweight3 += e.matrix();
            dbias3 += delta3;
        }

        // Calculate delta of 2nd hidden layer.
        Eigen::VectorXf delta2 = Eigen::VectorXf::Zero(n_hid2vec);
        for(int j=0;j<n_hid2vec;j++){
            for(int k=0;k<n_outputvec;k++) delta2(j) += delta3(k) * weight3(k, j) * (z2(j) >= 0.f ? 1.f : 0.f);
        }
        {
            Eigen::ArrayXXf e = delta2 * z1.transpose();
            gsq_w2 += e * e;
            gsq_b2 += delta2.array() * delta2.array();
            dweight2 += e.matrix();
            dbias2 += delta2;
        }

        // Calculate delta of 1st hidden layer.
        Eigen::VectorXf delta1 = Eigen::VectorXf::Zero(n_hid1vec);
        for(int j=0;j<n_hid1vec;j++){
            for(int k=0;k<n_hid2vec;k++) delta1(j) += delta2(k) * weight2(k, j) * (z1(j) >= 0.f ? 1.f : 0.f);
        }
        {
            Eigen::ArrayXXf e = delta1 * inputvec.transpose();
            gsq_w1 += e * e;
            gsq_b1 += delta1.array() * delta1.array();
            dweight1 += e.matrix();
            dbias1 += delta1;
        }
    }
    weight1 -= dweight1.binaryExpr(gsq_w1.sqrt().matrix(), fn) * learning_rate / minibatch.size();
    bias1 -= dbias1.binaryExpr(gsq_b1.sqrt().matrix(), fn) * learning_rate / minibatch.size();
    weight2 -= dweight2.binaryExpr(gsq_w2.sqrt().matrix(), fn) * learning_rate / minibatch.size();
    bias2 -= dbias2.binaryExpr(gsq_b2.sqrt().matrix(), fn) * learning_rate / minibatch.size();
    weight3 -= dweight3.binaryExpr(gsq_w3.sqrt().matrix(), fn) * learning_rate / minibatch.size();
    bias3 -= dbias3.binaryExpr(gsq_b3.sqrt().matrix(), fn) * learning_rate / minibatch.size();
}