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Image Processing Tricks in Image Processing Tricks in OpenGL OpenGL Simon Green Simon Green NVIDIA Corporation NVIDIA Corporation Overview Overview Image Processing in Games Image Processing in Games Histograms Histograms


  1. Image Processing Tricks in Image Processing Tricks in OpenGL OpenGL Simon Green Simon Green NVIDIA Corporation NVIDIA Corporation

  2. Overview Overview • Image Processing in Games • Image Processing in Games • Histograms Histograms • • Recursive filters • Recursive filters • JPEG Discrete Cosine Transform • JPEG Discrete Cosine Transform

  3. Image Processing in Games Image Processing in Games • Image processing is increasingly • Image processing is increasingly important in video games important in video games • Games are becoming more like movies • Games are becoming more like movies – a large part of the final look is determined a large part of the final look is determined – in “ “post post” ” in – color correction, blurs, depth of field, color correction, blurs, depth of field, – motion blur motion blur • Important for accelerating offline tools • Important for accelerating offline tools too too – pre pre- -processing ( processing (lightmaps lightmaps) ) – – texture compression texture compression –

  4. Image Histograms Image Histograms • Image histograms give frequency of • Image histograms give frequency of occurrence of each intensity level in occurrence of each intensity level in image image – useful for image analysis, HDR tone useful for image analysis, HDR tone – mapping algorithms mapping algorithms • OpenGL imaging subset has histogram • OpenGL imaging subset has histogram functions functions – but this is not widely supported but this is not widely supported – • Solution Solution - - calculate histograms using calculate histograms using • multiple passes and occlusion query multiple passes and occlusion query

  5. Histograms using Occlusion Query Histograms using Occlusion Query • Render scene to texture • Render scene to texture • For each bucket in histogram For each bucket in histogram • – Begin occlusion query Begin occlusion query – – Draw quad with scene texture Draw quad with scene texture – • Use fragment program that discards fragments Use fragment program that discards fragments • outside appropriate luminance range outside appropriate luminance range – End occlusion query End occlusion query – – Get number of fragments that passed, store Get number of fragments that passed, store – in histogram array in histogram array • Process histogram • Process histogram • Requires n passes for n buckets Requires n passes for n buckets •

  6. Histogram Fragment Program Histogram Fragment Program float4 main(in float4 wpos wpos : WPOS, : WPOS, float4 main(in float4 uniform samplerRECT uniform samplerRECT tex tex, , uniform float min, uniform float min, uniform float max, uniform float max, uniform float3 channels uniform float3 channels ) : COLOR ) : COLOR { { // fetch color from texture // fetch color from texture float4 c = texRECT(tex texRECT(tex, , wpos.xy wpos.xy); ); float4 c = // calculate luminance or select channel // calculate luminance or select channel float lum lum = dot(channels, = dot(channels, c.rgb c.rgb); ); float // discard pixel if not inside range // discard pixel if not inside range if (lum if ( lum < min || < min || lum lum >= max) >= max) discard; discard; return c; return c; } }

  7. Histogram Demo Histogram Demo

  8. Performance Performance • Depends on image size, number of • Depends on image size, number of passes passes • 40fps for 32 bucket histogram on 512 x • 40fps for 32 bucket histogram on 512 x 512 image, GeForce 5900 512 image, GeForce 5900 • For large histograms, may be faster to • For large histograms, may be faster to readback and compute on CPU readback and compute on CPU

  9. Recursive (IIR) Image Filters Recursive (IIR) Image Filters • Most existing blur implementations use • Most existing blur implementations use standard convolution – – filter output is filter output is standard convolution only function of surrounding pixels only function of surrounding pixels • If we scan through the image, can we If we scan through the image, can we • make use of the previous filter outputs? make use of the previous filter outputs? • Output of a recursive filter is function Output of a recursive filter is function • and previous outputs of previous inputs and previous outputs of previous inputs – feedback! feedback! – • Simple recursive filter • Simple recursive filter y[n] = a*y[n- -1] + (1 1] + (1- -a)*x[n] a)*x[n] y[n] = a*y[n

  10. Recursive Image Filters Recursive Image Filters • Require fewer samples for given • Require fewer samples for given frequency response frequency response • Can produce arbitrarily wide blurs for • Can produce arbitrarily wide blurs for constant cost constant cost – this is why Gaussian blurs in Photoshop this is why Gaussian blurs in Photoshop – take same amount of time regardless of take same amount of time regardless of width width • But difficult to analyze and control • But difficult to analyze and control – like a control system, trying to follow its like a control system, trying to follow its – input input – mathematics is very complicated! mathematics is very complicated! –

  11. FIR vs. IIR FIR vs. IIR • Impulse response of filter is how it • Impulse response of filter is how it responds to unit impulse (discrete delta responds to unit impulse (discrete delta function): function): – also known as point spread function also known as point spread function – • Finite Impulse Response (FIR) Finite Impulse Response (FIR) • – response to impulse stops outside filter response to impulse stops outside filter – footprint footprint – stable stable – • Infinite Impulse Response (IIR) Infinite Impulse Response (IIR) • – response to impulse can go on forever response to impulse can go on forever – – can be unstable can be unstable – – widely used in digital signal processing widely used in digital signal processing –

  12. Review: Building Summed Area Review: Building Summed Area Tables using Graphics Hardware Tables using Graphics Hardware • Presented at GDC 2003 • Presented at GDC 2003 • Each texel in SAT is the sum of all texels • Each texel in SAT is the sum of all texels below and to the left of it below and to the left of it • Implemented by rendering lines using Implemented by rendering lines using • render- -to to- -texture texture render – Sum columns first, and then rows Sum columns first, and then rows – – Each row or column is rendered as a line Each row or column is rendered as a line – primitive primitive – Fragment program adds value of current Fragment program adds value of current – texel with texel to the left or below texel with texel to the left or below

  13. Building Summed Area Table Building Summed Area Table 1 1 1 1 1 1 1 1 1 1 2 2 3 3 4 4 4 4 8 8 12 12 16 16 1 1 1 1 1 2 3 4 3 6 9 12 1 1 1 1 1 2 3 4 3 6 9 12 1 1 1 1 1 1 1 1 1 1 2 2 3 3 4 4 2 2 4 4 6 6 8 8 1 1 1 1 1 2 3 4 1 2 3 4 1 1 1 1 1 2 3 4 1 2 3 4 Original image Sum columns Sum rows • For n x m image, requires rendering 2 x n x m pixels, each of which performs two texture lookups

  14. Problems With This Technique Problems With This Technique • Texturing from same buffer you are • Texturing from same buffer you are rendering to can produce undefined rendering to can produce undefined results results – e.g. Texture cache changed from NV3x to e.g. Texture cache changed from NV3x to – NV4x – – broke SAT demo broke SAT demo NV4x – Don Don’ ’t rely on undefined t rely on undefined behaviour behaviour! ! – • Line primitives do not make very Line primitives do not make very • efficient use of rasterizer or shader efficient use of rasterizer or shader hardware hardware – Most modern graphics hardware processes Most modern graphics hardware processes – groups of pixels in parallel groups of pixels in parallel

  15. Solutions Solutions • Use two buffers, ping • Use two buffers, ping- -pong between pong between them them – Copy changes back from destination buffer Copy changes back from destination buffer – to source each pass to source each pass – Buffer switching is fast with framebuffer Buffer switching is fast with framebuffer – object extension object extension • Can also unroll loop so that we render 2 Can also unroll loop so that we render 2 • x n quads instead of lines x n quads instead of lines – Unroll fragment program so that it does Unroll fragment program so that it does – computations for two fragments computations for two fragments – Use per Use per- -vertex color to determine if we vertex color to determine if we’ ’re re – rendering odd or even row/column rendering odd or even row/column

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