Fixed sdf usage in gradient and added test cases

This commit is contained in:
mm00
2025-03-28 18:51:40 +01:00
parent 1c136880aa
commit 92529b562e
5 changed files with 54 additions and 10 deletions

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@@ -0,0 +1,2 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AVector3_002Ecs_002Fl_003A_002E_002E_003F_002E_002E_003F_002E_002E_003F_002E_002E_003Fhome_003Fmm00_003F_002Econfig_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FSourcesCache_003F6edafe13d8727aa238b865f5dc91dbc984b5abfbc60bece3744f6311c2c_003FVector3_002Ecs/@EntryIndexedValue">ForceIncluded</s:String></wpf:ResourceDictionary>

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@@ -88,8 +88,13 @@ public class Program {
var imagesPath = "images"; var imagesPath = "images";
/*
for (int i = 0; i < 8; i++) for (int i = 0; i < 8; i++)
LoadImage($"./{imagesPath}{Path.DirectorySeparatorChar}{i+1:00}.png"); LoadImage($"./{imagesPath}{Path.DirectorySeparatorChar}{i+1:00}.png");
*/
LoadImage("spherecut.png");
LoadImage("spherefull.png");
//LoadImage("1.png"); //LoadImage("1.png");
//LoadImage("2.png"); //LoadImage("2.png");
@@ -132,14 +137,16 @@ public class Program {
Console.WriteLine("Creating gradients..."); Console.WriteLine("Creating gradients...");
for (var i = 0; i < Masks.Count - 1; i++) { for (var i = 0; i < Masks.Count - 1; i++) {
var gradientData = Gradient(Masks[i], SDFs[i], SDFs[i + 1]); var gradientData = Gradient(Masks[i+1], SDFs[i], SDFs[i + 1]);
Gradients.Add(gradientData); Gradients.Add(gradientData);
if(!outputGradients) continue; if(!outputGradients) continue;
var gradient = new MagickImage(MagickColors.Black, (uint)Masks[i].Mask.GetLength(0), (uint)Masks[i].Mask.GetLength(1)); var gradient = new MagickImage(MagickColors.Black, (uint)Masks[i+1].Mask.GetLength(0), (uint)Masks[i+1].Mask.GetLength(1));
gradient.GetPixels().SetPixels(gradientData.ToFloatArray()); gradient.GetPixels().SetPixels(gradientData.ToFloatArray());
gradient.Write($"gradient{i}.png", MagickFormat.Png24); gradient.Write($"gradient{i}.png", MagickFormat.Png24);
} }
return;
Console.WriteLine("Preparing transitions..."); Console.WriteLine("Preparing transitions...");
//for each gradient read the corresponding mask //for each gradient read the corresponding mask
//for each pixel in the mask, lerp the pixel value with the gradient value //for each pixel in the mask, lerp the pixel value with the gradient value
@@ -150,14 +157,35 @@ public class Program {
var mask = Masks[i + 1]; var mask = Masks[i + 1];
var gradient = Gradients[i]; var gradient = Gradients[i];
var transition = new float3[width, height]; var transition = new float3[width, height];
var absMax = MIN;
var absMin = MAX;
for (var x = 0; x < mask.Mask.GetLength(0); x++) { for (var x = 0; x < mask.Mask.GetLength(0); x++) {
for (var y = 0; y < mask.Mask.GetLength(1); y++) { for (var y = 0; y < mask.Mask.GetLength(1); y++) {
if (mask.Mask[x, y].X == 0) continue; if (mask.Mask[x, y].X == 0 || mask.Mask[x, y].Y > 0) continue;
transition[x, y] = new(Lerp(Images[i].Pixels[x,y].X, MAX, gradient[x,y].X)); transition[x, y] = new(Lerp(Images[i].Pixels[x, y].X, MAX, gradient[x, y].X));
if (transition[x, y].X > absMax) absMax = transition[x, y].X;
if (transition[x, y].X < absMin) absMin = transition[x, y].X;
} }
} }
absMax = MathF.Min(absMax, MAX);
absMin = MathF.Max(absMin, MIN);
//normalize
Parallel.For(0, width * height, parallelOptions, (j) => {
var x = (int)(j % width);
var y = (int)(j / width);
//Console.WriteLine($"Transition {i} | Min: {absMin} | Max: {absMax}, {transition[x, y].X}");
transition[x, y] = new(Remap(transition[x, y].X, absMin, absMax, MIN, MAX));
});
Console.WriteLine($"Transition {i} | Min: {absMin} | Max: {absMax}");
Console.WriteLine($"Transition {i} | Min: {transition.Cast<float3>().Min(x => x.X)} | Max: {transition.Cast<float3>().Max(x => x.X)}");
var transitionImage = new MagickImage(MagickColors.Black, (uint)mask.Mask.GetLength(0), (uint)mask.Mask.GetLength(1)); var transitionImage = new MagickImage(MagickColors.Black, (uint)mask.Mask.GetLength(0), (uint)mask.Mask.GetLength(1));
transitionImage.GetPixels().SetPixels(transition.ToFloatArray()); transitionImage.GetPixels().SetPixels(transition.ToFloatArray());
transitionImage.Write($"transition{i}.png", MagickFormat.Png24); transitionImage.Write($"transition{i}.png", MagickFormat.Png24);
} }
@@ -196,21 +224,28 @@ public class Program {
var sw = new Stopwatch(); var sw = new Stopwatch();
sw.Start(); sw.Start();
float3[,] temp = new float3[width, height]; float3[,] temp = new float3[width, height];
Console.WriteLine("Running edge detection...");
var min = MAX;
var max = MIN;
Console.WriteLine("Running gradient generation...");
Parallel.For(0, width * height, parallelOptions, (i) => { Parallel.For(0, width * height, parallelOptions, (i) => {
int x = (int)(i % width); int x = (int)(i % width);
int y = (int)(i / width); int y = (int)(i / width);
var a = (sdfA.SDF[x,y].X + sdfB.SDF[x,y].Y + sdfB.SDF[x,y].Z )/ 3; if(mask.Mask[x,y].X == 0 || mask.Mask[x,y].Y > 0) return;
var b = (sdfB.SDF[x,y].X + sdfB.SDF[x,y].Y + sdfB.SDF[x,y].Z )/ 3;
var a = sdfA.SDF[x, y].X;
var b = sdfB.SDF[x, y].X;
var gradient = a / (a + b); var gradient = a / (a + b);
temp[x, y] = new(Remap(gradient, 0, 1, MIN, MAX)); temp[x, y] = new(Remap(gradient, 0, 1, MIN, MAX));
if (gradient < min) min = gradient;
if (gradient > max) max = gradient;
}); });
Console.WriteLine($"Gradient Time: {sw.Elapsed.TotalSeconds:N4}s ({iterCount/(float)sw.Elapsed.TotalSeconds:N0} pixels/s)"); Console.WriteLine($"Gradient Time: {sw.Elapsed.TotalSeconds:N4}s ({iterCount/(float)sw.Elapsed.TotalSeconds:N0} pixels/s)");
var min = temp.Cast<float3>().Min(x => x.X);
var max = temp.Cast<float3>().Max(x => x.X);
Console.WriteLine($"Min: {min} | Max: {max}"); Console.WriteLine($"Min: {min} | Max: {max}");
return temp; return temp;
} }
@@ -253,6 +288,8 @@ public class Program {
var y = (int)(i / width); var y = (int)(i / width);
temp[x, y] = new(Remap(temp[x, y].X, 0, AbsMax, MIN, MAX)); temp[x, y] = new(Remap(temp[x, y].X, 0, AbsMax, MIN, MAX));
}); });
sw.Stop();
Console.WriteLine($"SDF Normalization Time: {sw.Elapsed.TotalSeconds:N4}s ({iterCount/sw.Elapsed.TotalSeconds:N0} pixels/s)"); Console.WriteLine($"SDF Normalization Time: {sw.Elapsed.TotalSeconds:N4}s ({iterCount/sw.Elapsed.TotalSeconds:N0} pixels/s)");
Console.WriteLine("AbsMax: " + AbsMax); Console.WriteLine("AbsMax: " + AbsMax);
return new(temp); return new(temp);
@@ -262,7 +299,6 @@ public class Program {
private static float EuclideanDistance(float2 a, float2 b) => private static float EuclideanDistance(float2 a, float2 b) =>
MathF.Sqrt(MathF.Pow(a.X - b.X, 2) + MathF.Pow(a.Y - b.Y, 2)); MathF.Sqrt(MathF.Pow(a.X - b.X, 2) + MathF.Pow(a.Y - b.Y, 2));
private static void ImageData(MagickImage image1, IPixelCollection<float> pixels1) { private static void ImageData(MagickImage image1, IPixelCollection<float> pixels1) {
Console.WriteLine( Console.WriteLine(
$""" $"""

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@@ -46,6 +46,12 @@
<None Update="images\08.png"> <None Update="images\08.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None> </None>
<None Update="spherecut.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Update="spherefull.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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