| | | 1 | | using ReFlex.Core.Common.Components; |
| | | 2 | | using Math = System.Math; |
| | | 3 | | |
| | | 4 | | namespace PointCloud.Benchmark.Filter; |
| | | 5 | | |
| | | 6 | | public class OptimizedBoxFilter |
| | | 7 | | { |
| | | 8 | | #region fields |
| | | 9 | | |
| | | 10 | | private int _radius; |
| | 0 | 11 | | private int _numPasses = 3; |
| | | 12 | | |
| | 0 | 13 | | private readonly ParallelOptions _pOptions = new() { MaxDegreeOfParallelism = -1 }; |
| | | 14 | | |
| | | 15 | | private int[]? _boxes; |
| | | 16 | | |
| | | 17 | | #endregion |
| | | 18 | | |
| | | 19 | | #region properties |
| | | 20 | | |
| | | 21 | | /// <summary> |
| | | 22 | | /// Gets or sets the radius. |
| | | 23 | | /// </summary> |
| | | 24 | | /// <value> |
| | | 25 | | /// The radius. |
| | | 26 | | /// </value> |
| | | 27 | | public int Radius |
| | | 28 | | { |
| | 0 | 29 | | get => _radius; |
| | | 30 | | set |
| | 0 | 31 | | { |
| | 0 | 32 | | if (_radius == value) |
| | 0 | 33 | | return; |
| | 0 | 34 | | _radius = value; |
| | 0 | 35 | | UpdateRadius(); |
| | 0 | 36 | | } |
| | | 37 | | } |
| | | 38 | | |
| | | 39 | | public int NumPasses |
| | | 40 | | { |
| | 0 | 41 | | get => _numPasses; |
| | | 42 | | set |
| | 0 | 43 | | { |
| | 0 | 44 | | if (_numPasses == value) |
| | 0 | 45 | | return; |
| | 0 | 46 | | _numPasses = value; |
| | 0 | 47 | | UpdateRadius(); |
| | 0 | 48 | | } |
| | | 49 | | } |
| | | 50 | | |
| | 0 | 51 | | public float DefaultValue { get; set; } |
| | | 52 | | |
| | | 53 | | #endregion |
| | | 54 | | |
| | | 55 | | #region constructor |
| | | 56 | | |
| | | 57 | | /// <summary> |
| | | 58 | | /// Initializes a new instance of the <see cref="BoxFilter"/> class. |
| | | 59 | | /// </summary> |
| | | 60 | | /// <param name="radius">The radius.</param> |
| | | 61 | | /// <param name="maxParallelism">max number of parallel threads to use. |
| | | 62 | | /// -1 (default value) for automatic Task generation, best results for matching number with current number of availabl |
| | 0 | 63 | | public OptimizedBoxFilter(int radius, int numPasses = 3, int maxParallelism = -1) |
| | 0 | 64 | | { |
| | 0 | 65 | | if (numPasses > 0) |
| | 0 | 66 | | _numPasses = numPasses; |
| | | 67 | | |
| | 0 | 68 | | Radius = radius; |
| | 0 | 69 | | _pOptions.MaxDegreeOfParallelism = maxParallelism; |
| | 0 | 70 | | } |
| | | 71 | | |
| | | 72 | | #endregion |
| | | 73 | | |
| | | 74 | | #region methods |
| | | 75 | | |
| | | 76 | | /// <summary> |
| | | 77 | | /// Filters highly frequented changes in a field of <see cref="Point3"/>. |
| | | 78 | | /// </summary> |
| | | 79 | | public void FilterWithCopyParallel(Common.PointCloud3 target) |
| | 0 | 80 | | { |
| | 0 | 81 | | var values = target.AsSpan(); |
| | | 82 | | |
| | 0 | 83 | | var source = new float[target.Size].AsSpan(); |
| | 0 | 84 | | var dest = new float[target.Size]; |
| | | 85 | | |
| | 0 | 86 | | for (var i = 0; i < values.Length; i++) |
| | 0 | 87 | | { |
| | 0 | 88 | | source[i] = values[i].Z; |
| | 0 | 89 | | } |
| | | 90 | | |
| | 0 | 91 | | BoxBlurArrayParallel(source.ToArray(), dest, target.SizeX, target.SizeY); |
| | | 92 | | |
| | 0 | 93 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 94 | | { |
| | 0 | 95 | | target[i].Z = source[i]; |
| | 0 | 96 | | } |
| | 0 | 97 | | } |
| | | 98 | | |
| | | 99 | | /// <summary> |
| | | 100 | | /// Filters highly frequented changes in a field of <see cref="Point3"/>. |
| | | 101 | | /// </summary> |
| | | 102 | | public void FilterWithCopyParallelMemory(Common.PointCloud3 target) |
| | 0 | 103 | | { |
| | 0 | 104 | | var values = target.AsSpan(); |
| | | 105 | | |
| | 0 | 106 | | var source = new float[target.Size]; |
| | 0 | 107 | | var dest = new float[target.Size]; |
| | | 108 | | |
| | 0 | 109 | | for (var i = 0; i < values.Length; i++) |
| | 0 | 110 | | { |
| | 0 | 111 | | source[i] = values[i].Z; |
| | 0 | 112 | | } |
| | | 113 | | |
| | 0 | 114 | | BoxBlurArrayParallelMem(source.AsMemory(), dest, target.SizeX, target.SizeY); |
| | | 115 | | |
| | 0 | 116 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 117 | | { |
| | 0 | 118 | | target[i].Z = source[i]; |
| | 0 | 119 | | } |
| | 0 | 120 | | } |
| | | 121 | | |
| | | 122 | | /// <summary> |
| | | 123 | | /// Filters highly frequented changes in a field of <see cref="Point3"/>. |
| | | 124 | | /// </summary> |
| | | 125 | | public void FilterWithCopy(Common.PointCloud3 target) |
| | 0 | 126 | | { |
| | 0 | 127 | | var values = target.AsSpan(); |
| | | 128 | | |
| | 0 | 129 | | var source = new float[target.Size].AsSpan(); |
| | 0 | 130 | | var dest = new float[target.Size]; |
| | | 131 | | |
| | 0 | 132 | | for (var i = 0; i < values.Length; i++) |
| | 0 | 133 | | { |
| | 0 | 134 | | source[i] = values[i].Z; |
| | 0 | 135 | | } |
| | | 136 | | |
| | 0 | 137 | | BoxBlurArray(source.ToArray(), dest, target.SizeX, target.SizeY); |
| | | 138 | | |
| | 0 | 139 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 140 | | { |
| | 0 | 141 | | target[i].Z = source[i]; |
| | 0 | 142 | | } |
| | 0 | 143 | | } |
| | | 144 | | |
| | | 145 | | /// <summary> |
| | | 146 | | /// Filters highly frequented changes in a field of <see cref="Point3"/>. |
| | | 147 | | /// </summary> |
| | | 148 | | public void FilterWithCopySpan(Common.PointCloud3 target) |
| | 0 | 149 | | { |
| | 0 | 150 | | var values = target.AsSpan(); |
| | | 151 | | |
| | 0 | 152 | | var source = new float[target.Size].AsSpan(); |
| | 0 | 153 | | var dest = new float[target.Size].AsSpan(); |
| | | 154 | | |
| | 0 | 155 | | for (var i = 0; i < values.Length; i++) |
| | 0 | 156 | | { |
| | 0 | 157 | | source[i] = values[i].Z; |
| | 0 | 158 | | } |
| | | 159 | | |
| | 0 | 160 | | BoxBlurArraySpan(source, dest, target.SizeX, target.SizeY); |
| | | 161 | | |
| | 0 | 162 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 163 | | { |
| | 0 | 164 | | target[i].Z = source[i]; |
| | 0 | 165 | | } |
| | 0 | 166 | | } |
| | | 167 | | |
| | | 168 | | /// <summary> |
| | | 169 | | /// Filters highly frequented changes in a field of <see cref="Point3"/>. |
| | | 170 | | /// </summary> |
| | | 171 | | public void Filter(Common.PointCloud3 target) |
| | 0 | 172 | | { |
| | 0 | 173 | | var source = target.AsSpan(); |
| | | 174 | | |
| | 0 | 175 | | var dest = new Point3[target.Size].AsSpan(); |
| | | 176 | | |
| | 0 | 177 | | BoxBlurPointSpan(source, dest, target.SizeX, target.SizeY); |
| | | 178 | | |
| | 0 | 179 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 180 | | { |
| | 0 | 181 | | target[i] = source[i]; |
| | 0 | 182 | | } |
| | 0 | 183 | | } |
| | | 184 | | |
| | | 185 | | /// <summary> |
| | | 186 | | /// Sets the radius and calculates the diameter. |
| | | 187 | | /// </summary> |
| | | 188 | | private void UpdateRadius() |
| | 0 | 189 | | { |
| | 0 | 190 | | _boxes = BoxesForGauss(_radius, _numPasses); |
| | 0 | 191 | | } |
| | | 192 | | |
| | | 193 | | #endregion |
| | | 194 | | |
| | | 195 | | #region private methods |
| | | 196 | | |
| | | 197 | | private int[] BoxesForGauss(int sigma, int n) |
| | 0 | 198 | | { |
| | 0 | 199 | | var wIdeal = Math.Sqrt((12 * sigma * sigma / n) + 1); |
| | 0 | 200 | | var wl = (int)Math.Floor(wIdeal); |
| | 0 | 201 | | if (wl % 2 == 0) |
| | 0 | 202 | | wl--; |
| | 0 | 203 | | var wu = wl + 2; |
| | | 204 | | |
| | 0 | 205 | | var mIdeal = (double)(12 * sigma * sigma - n * wl * wl - 4 * n * wl - 3 * n) / (-4 * wl - 4); |
| | 0 | 206 | | var m = Math.Round(mIdeal); |
| | | 207 | | |
| | 0 | 208 | | var sizes = new List<int>(); |
| | 0 | 209 | | for (var i = 0; i < n; i++) |
| | 0 | 210 | | sizes.Add(i < m ? wl : wu); |
| | 0 | 211 | | return sizes.ToArray(); |
| | 0 | 212 | | } |
| | | 213 | | |
| | | 214 | | private void BoxBlurArray(float[] source, float[] dest, int w, int h) |
| | 0 | 215 | | { |
| | 0 | 216 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 217 | | dest[i] = source[i]; |
| | | 218 | | |
| | 0 | 219 | | if (_boxes == null) |
| | 0 | 220 | | return; |
| | | 221 | | |
| | 0 | 222 | | for (var n = 0; n < _numPasses; n++) |
| | 0 | 223 | | { |
| | 0 | 224 | | boxBlurH(dest, source, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 225 | | boxBlurT(source, dest, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 226 | | } |
| | 0 | 227 | | } |
| | | 228 | | |
| | | 229 | | private void BoxBlurArraySpan(Span<float> source, Span<float> dest, int w, int h) |
| | 0 | 230 | | { |
| | | 231 | | |
| | 0 | 232 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 233 | | dest[i] = source[i]; |
| | | 234 | | |
| | 0 | 235 | | if (_boxes == null) |
| | 0 | 236 | | return; |
| | | 237 | | |
| | 0 | 238 | | for (var n = 0; n < _numPasses; n++) |
| | 0 | 239 | | { |
| | 0 | 240 | | boxBlurHSpan(dest, source, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 241 | | boxBlurTSpan(source, dest, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 242 | | } |
| | 0 | 243 | | } |
| | | 244 | | |
| | | 245 | | private void BoxBlurArrayParallelMem(Memory<float> source, Memory<float> dest, int w, int h) |
| | 0 | 246 | | { |
| | 0 | 247 | | source.CopyTo(dest); |
| | | 248 | | |
| | 0 | 249 | | if (_boxes == null) |
| | 0 | 250 | | return; |
| | | 251 | | |
| | 0 | 252 | | for (var n = 0; n < _numPasses; n++) |
| | 0 | 253 | | { |
| | 0 | 254 | | boxBlurH_ParallelMem(dest, source, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 255 | | boxBlurT_ParallelMem(source, dest, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 256 | | } |
| | 0 | 257 | | } |
| | | 258 | | |
| | | 259 | | private void BoxBlurArrayParallel(float[] source, float[] dest, int w, int h) |
| | 0 | 260 | | { |
| | | 261 | | |
| | | 262 | | |
| | 0 | 263 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 264 | | dest[i] = source[i]; |
| | | 265 | | |
| | 0 | 266 | | if (_boxes == null) |
| | 0 | 267 | | return; |
| | | 268 | | |
| | 0 | 269 | | for (var n = 0; n < _numPasses; n++) |
| | 0 | 270 | | { |
| | 0 | 271 | | boxBlurH_Parallel(dest, source, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 272 | | boxBlurT_Parallel(source, dest, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 273 | | } |
| | 0 | 274 | | } |
| | | 275 | | |
| | | 276 | | private void BoxBlurPointSpan(Span<Point3> source, Span<Point3> dest, int w, int h) |
| | 0 | 277 | | { |
| | 0 | 278 | | for (var i = 0; i < source.Length; i++) |
| | 0 | 279 | | dest[i] = source[i]; |
| | | 280 | | |
| | 0 | 281 | | if (_boxes == null) |
| | 0 | 282 | | return; |
| | | 283 | | |
| | 0 | 284 | | for (var n = 0; n < _numPasses; n++) |
| | 0 | 285 | | { |
| | 0 | 286 | | boxBlurH_Point3(dest, source, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 287 | | boxBlurT_Point3(source, dest, w, h, (_boxes[n] - 1) / 2); |
| | 0 | 288 | | } |
| | 0 | 289 | | } |
| | | 290 | | |
| | | 291 | | private void boxBlurH_Parallel(float[] source, float[] dest, int w, int h, int r) |
| | 0 | 292 | | { |
| | 0 | 293 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 294 | | Parallel.For(0, h, _pOptions, i => |
| | 0 | 295 | | { |
| | 0 | 296 | | var ti = i * w; |
| | 0 | 297 | | var li = ti; |
| | 0 | 298 | | var ri = ti + r; |
| | 0 | 299 | | var fv = source[ti]; |
| | 0 | 300 | | var lv = source[ti + w - 1]; |
| | 0 | 301 | | var val = (r + 1) * fv; |
| | 0 | 302 | | for (var j = 0; j < r; j++) |
| | 0 | 303 | | val += source[ti + j]; |
| | 0 | 304 | | for (var j = 0; j <= r; j++) |
| | 0 | 305 | | { |
| | 0 | 306 | | val += source[ri++] - fv; |
| | 0 | 307 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 308 | | } |
| | 0 | 309 | | |
| | 0 | 310 | | for (var j = r + 1; j < w - r; j++) |
| | 0 | 311 | | { |
| | 0 | 312 | | val += source[ri++] - dest[li++]; |
| | 0 | 313 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 314 | | } |
| | 0 | 315 | | |
| | 0 | 316 | | for (var j = w - r; j < w; j++) |
| | 0 | 317 | | { |
| | 0 | 318 | | val += lv - source[li++]; |
| | 0 | 319 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 320 | | } |
| | 0 | 321 | | }); |
| | 0 | 322 | | } |
| | | 323 | | |
| | | 324 | | private void boxBlurH_ParallelMem(Memory<float> source, Memory<float> dest, int w, int h, int r) |
| | 0 | 325 | | { |
| | 0 | 326 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 327 | | Parallel.For(0, h, _pOptions, i => |
| | 0 | 328 | | { |
| | 0 | 329 | | var ti = i * w; |
| | 0 | 330 | | var li = ti; |
| | 0 | 331 | | var ri = ti + r; |
| | 0 | 332 | | var fv = source.Span[ti]; |
| | 0 | 333 | | var lv = source.Span[ti + w - 1]; |
| | 0 | 334 | | var val = (r + 1) * fv; |
| | 0 | 335 | | for (var j = 0; j < r; j++) |
| | 0 | 336 | | val += source.Span[ti + j]; |
| | 0 | 337 | | for (var j = 0; j <= r; j++) |
| | 0 | 338 | | { |
| | 0 | 339 | | val += source.Span[ri++] - fv; |
| | 0 | 340 | | dest.Span[ti++] = (float)Math.Round(val * iar); |
| | 0 | 341 | | } |
| | 0 | 342 | | |
| | 0 | 343 | | for (var j = r + 1; j < w - r; j++) |
| | 0 | 344 | | { |
| | 0 | 345 | | val += source.Span[ri++] - dest.Span[li++]; |
| | 0 | 346 | | dest.Span[ti++] = (float)Math.Round(val * iar); |
| | 0 | 347 | | } |
| | 0 | 348 | | |
| | 0 | 349 | | for (var j = w - r; j < w; j++) |
| | 0 | 350 | | { |
| | 0 | 351 | | val += lv - source.Span[li++]; |
| | 0 | 352 | | dest.Span[ti++] = (float)Math.Round(val * iar); |
| | 0 | 353 | | } |
| | 0 | 354 | | }); |
| | 0 | 355 | | } |
| | | 356 | | |
| | | 357 | | private void boxBlurH(float[] source, float[] dest, int w, int h, int r) |
| | 0 | 358 | | { |
| | 0 | 359 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 360 | | for (var i = 0; i < h; i++) |
| | 0 | 361 | | { |
| | 0 | 362 | | var ti = i * w; |
| | 0 | 363 | | var li = ti; |
| | 0 | 364 | | var ri = ti + r; |
| | 0 | 365 | | var fv = source[ti]; |
| | 0 | 366 | | var lv = source[ti + w - 1]; |
| | 0 | 367 | | var val = (r + 1) * fv; |
| | 0 | 368 | | for (var j = 0; j < r; j++) |
| | 0 | 369 | | val += source[ti + j]; |
| | 0 | 370 | | for (var j = 0; j <= r; j++) |
| | 0 | 371 | | { |
| | 0 | 372 | | val += source[ri++] - fv; |
| | 0 | 373 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 374 | | } |
| | | 375 | | |
| | 0 | 376 | | for (var j = r + 1; j < w - r; j++) |
| | 0 | 377 | | { |
| | 0 | 378 | | val += source[ri++] - dest[li++]; |
| | 0 | 379 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 380 | | } |
| | | 381 | | |
| | 0 | 382 | | for (var j = w - r; j < w; j++) |
| | 0 | 383 | | { |
| | 0 | 384 | | val += lv - source[li++]; |
| | 0 | 385 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 386 | | } |
| | 0 | 387 | | } |
| | 0 | 388 | | } |
| | | 389 | | |
| | | 390 | | private void boxBlurHSpan(Span<float> source, Span<float> dest, int w, int h, int r) |
| | 0 | 391 | | { |
| | 0 | 392 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 393 | | for (var i = 0; i < h; i++) |
| | 0 | 394 | | { |
| | 0 | 395 | | var ti = i * w; |
| | 0 | 396 | | var li = ti; |
| | 0 | 397 | | var ri = ti + r; |
| | 0 | 398 | | var fv = source[ti]; |
| | 0 | 399 | | var lv = source[ti + w - 1]; |
| | 0 | 400 | | var val = (r + 1) * fv; |
| | 0 | 401 | | for (var j = 0; j < r; j++) |
| | 0 | 402 | | val += source[ti + j]; |
| | 0 | 403 | | for (var j = 0; j <= r; j++) |
| | 0 | 404 | | { |
| | 0 | 405 | | val += source[ri++] - fv; |
| | 0 | 406 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 407 | | } |
| | | 408 | | |
| | 0 | 409 | | for (var j = r + 1; j < w - r; j++) |
| | 0 | 410 | | { |
| | 0 | 411 | | val += source[ri++] - dest[li++]; |
| | 0 | 412 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 413 | | } |
| | | 414 | | |
| | 0 | 415 | | for (var j = w - r; j < w; j++) |
| | 0 | 416 | | { |
| | 0 | 417 | | val += lv - source[li++]; |
| | 0 | 418 | | dest[ti++] = (float)Math.Round(val * iar); |
| | 0 | 419 | | } |
| | 0 | 420 | | } |
| | 0 | 421 | | } |
| | | 422 | | |
| | | 423 | | private void boxBlurH_Point3(Span<Point3> source, Span<Point3> dest, int w, int h, int r) |
| | 0 | 424 | | { |
| | 0 | 425 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 426 | | for (var i = 0; i < h; i++) |
| | 0 | 427 | | { |
| | 0 | 428 | | var ti = i * w; |
| | 0 | 429 | | var li = ti; |
| | 0 | 430 | | var ri = ti + r; |
| | 0 | 431 | | var fv = source[ti].Z; |
| | 0 | 432 | | var lv = source[ti + w - 1].Z; |
| | 0 | 433 | | var val = (r + 1) * fv; |
| | 0 | 434 | | for (var j = 0; j < r; j++) |
| | 0 | 435 | | val += source[ti + j].Z; |
| | 0 | 436 | | for (var j = 0; j <= r; j++) |
| | 0 | 437 | | { |
| | 0 | 438 | | val += source[ri++].Z - fv; |
| | 0 | 439 | | dest[ti++].Z = (float)Math.Round(val * iar); |
| | 0 | 440 | | } |
| | | 441 | | |
| | 0 | 442 | | for (var j = r + 1; j < w - r; j++) |
| | 0 | 443 | | { |
| | 0 | 444 | | val += source[ri++].Z - dest[li++].Z; |
| | 0 | 445 | | dest[ti++].Z = (float)Math.Round(val * iar); |
| | 0 | 446 | | } |
| | | 447 | | |
| | 0 | 448 | | for (var j = w - r; j < w; j++) |
| | 0 | 449 | | { |
| | 0 | 450 | | val += lv - source[li++].Z; |
| | 0 | 451 | | dest[ti++].Z = (float)Math.Round(val * iar); |
| | 0 | 452 | | } |
| | 0 | 453 | | } |
| | 0 | 454 | | } |
| | | 455 | | |
| | | 456 | | private void boxBlurT_Parallel(float[] source, float[] dest, int w, int h, int r) |
| | 0 | 457 | | { |
| | 0 | 458 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 459 | | Parallel.For(0, w, _pOptions, i => |
| | 0 | 460 | | { |
| | 0 | 461 | | var ti = i; |
| | 0 | 462 | | var li = ti; |
| | 0 | 463 | | var ri = ti + r * w; |
| | 0 | 464 | | var fv = source[ti]; |
| | 0 | 465 | | var lv = source[ti + w * (h - 1)]; |
| | 0 | 466 | | var val = (r + 1) * fv; |
| | 0 | 467 | | for (var j = 0; j < r; j++) |
| | 0 | 468 | | val += source[ti + j * w]; |
| | 0 | 469 | | for (var j = 0; j <= r; j++) |
| | 0 | 470 | | { |
| | 0 | 471 | | val += source[ri] - fv; |
| | 0 | 472 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 473 | | ri += w; |
| | 0 | 474 | | ti += w; |
| | 0 | 475 | | } |
| | 0 | 476 | | |
| | 0 | 477 | | for (var j = r + 1; j < h - r; j++) |
| | 0 | 478 | | { |
| | 0 | 479 | | val += source[ri] - source[li]; |
| | 0 | 480 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 481 | | li += w; |
| | 0 | 482 | | ri += w; |
| | 0 | 483 | | ti += w; |
| | 0 | 484 | | } |
| | 0 | 485 | | |
| | 0 | 486 | | for (var j = h - r; j < h; j++) |
| | 0 | 487 | | { |
| | 0 | 488 | | val += lv - source[li]; |
| | 0 | 489 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 490 | | li += w; |
| | 0 | 491 | | ti += w; |
| | 0 | 492 | | } |
| | 0 | 493 | | }); |
| | 0 | 494 | | } |
| | | 495 | | |
| | | 496 | | private void boxBlurT_ParallelMem(Memory<float> source, Memory<float> dest, int w, int h, int r) |
| | 0 | 497 | | { |
| | 0 | 498 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 499 | | Parallel.For(0, w, _pOptions, i => |
| | 0 | 500 | | { |
| | 0 | 501 | | var ti = i; |
| | 0 | 502 | | var li = ti; |
| | 0 | 503 | | var ri = ti + r * w; |
| | 0 | 504 | | var fv = source.Span[ti]; |
| | 0 | 505 | | var lv = source.Span[ti + w * (h - 1)]; |
| | 0 | 506 | | var val = (r + 1) * fv; |
| | 0 | 507 | | for (var j = 0; j < r; j++) |
| | 0 | 508 | | val += source.Span[ti + j * w]; |
| | 0 | 509 | | for (var j = 0; j <= r; j++) |
| | 0 | 510 | | { |
| | 0 | 511 | | val += source.Span[ri] - fv; |
| | 0 | 512 | | dest.Span[ti] = (float)Math.Round(val * iar); |
| | 0 | 513 | | ri += w; |
| | 0 | 514 | | ti += w; |
| | 0 | 515 | | } |
| | 0 | 516 | | |
| | 0 | 517 | | for (var j = r + 1; j < h - r; j++) |
| | 0 | 518 | | { |
| | 0 | 519 | | val += source.Span[ri] - source.Span[li]; |
| | 0 | 520 | | dest.Span[ti] = (float)Math.Round(val * iar); |
| | 0 | 521 | | li += w; |
| | 0 | 522 | | ri += w; |
| | 0 | 523 | | ti += w; |
| | 0 | 524 | | } |
| | 0 | 525 | | |
| | 0 | 526 | | for (var j = h - r; j < h; j++) |
| | 0 | 527 | | { |
| | 0 | 528 | | val += lv - source.Span[li]; |
| | 0 | 529 | | dest.Span[ti] = (float)Math.Round(val * iar); |
| | 0 | 530 | | li += w; |
| | 0 | 531 | | ti += w; |
| | 0 | 532 | | } |
| | 0 | 533 | | }); |
| | 0 | 534 | | } |
| | | 535 | | |
| | | 536 | | private void boxBlurT(float[] source, float[] dest, int w, int h, int r) |
| | 0 | 537 | | { |
| | 0 | 538 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 539 | | for (var i = 0; i < w; i++) |
| | 0 | 540 | | { |
| | 0 | 541 | | var ti = i; |
| | 0 | 542 | | var li = ti; |
| | 0 | 543 | | var ri = ti + r * w; |
| | 0 | 544 | | var fv = source[ti]; |
| | 0 | 545 | | var lv = source[ti + w * (h - 1)]; |
| | 0 | 546 | | var val = (r + 1) * fv; |
| | 0 | 547 | | for (var j = 0; j < r; j++) |
| | 0 | 548 | | val += source[ti + j * w]; |
| | 0 | 549 | | for (var j = 0; j <= r; j++) |
| | 0 | 550 | | { |
| | 0 | 551 | | val += source[ri] - fv; |
| | 0 | 552 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 553 | | ri += w; |
| | 0 | 554 | | ti += w; |
| | 0 | 555 | | } |
| | | 556 | | |
| | 0 | 557 | | for (var j = r + 1; j < h - r; j++) |
| | 0 | 558 | | { |
| | 0 | 559 | | val += source[ri] - source[li]; |
| | 0 | 560 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 561 | | li += w; |
| | 0 | 562 | | ri += w; |
| | 0 | 563 | | ti += w; |
| | 0 | 564 | | } |
| | | 565 | | |
| | 0 | 566 | | for (var j = h - r; j < h; j++) |
| | 0 | 567 | | { |
| | 0 | 568 | | val += lv - source[li]; |
| | 0 | 569 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 570 | | li += w; |
| | 0 | 571 | | ti += w; |
| | 0 | 572 | | } |
| | 0 | 573 | | } |
| | 0 | 574 | | } |
| | | 575 | | |
| | | 576 | | private void boxBlurTSpan(Span<float> source, Span<float> dest, int w, int h, int r) |
| | 0 | 577 | | { |
| | 0 | 578 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 579 | | for (var i = 0; i < w; i++) |
| | 0 | 580 | | { |
| | 0 | 581 | | var ti = i; |
| | 0 | 582 | | var li = ti; |
| | 0 | 583 | | var ri = ti + r * w; |
| | 0 | 584 | | var fv = source[ti]; |
| | 0 | 585 | | var lv = source[ti + w * (h - 1)]; |
| | 0 | 586 | | var val = (r + 1) * fv; |
| | 0 | 587 | | for (var j = 0; j < r; j++) |
| | 0 | 588 | | val += source[ti + j * w]; |
| | 0 | 589 | | for (var j = 0; j <= r; j++) |
| | 0 | 590 | | { |
| | 0 | 591 | | val += source[ri] - fv; |
| | 0 | 592 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 593 | | ri += w; |
| | 0 | 594 | | ti += w; |
| | 0 | 595 | | } |
| | | 596 | | |
| | 0 | 597 | | for (var j = r + 1; j < h - r; j++) |
| | 0 | 598 | | { |
| | 0 | 599 | | val += source[ri] - source[li]; |
| | 0 | 600 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 601 | | li += w; |
| | 0 | 602 | | ri += w; |
| | 0 | 603 | | ti += w; |
| | 0 | 604 | | } |
| | | 605 | | |
| | 0 | 606 | | for (var j = h - r; j < h; j++) |
| | 0 | 607 | | { |
| | 0 | 608 | | val += lv - source[li]; |
| | 0 | 609 | | dest[ti] = (float)Math.Round(val * iar); |
| | 0 | 610 | | li += w; |
| | 0 | 611 | | ti += w; |
| | 0 | 612 | | } |
| | 0 | 613 | | } |
| | 0 | 614 | | } |
| | | 615 | | |
| | | 616 | | private void boxBlurT_Point3(Span<Point3> source, Span<Point3> dest, int w, int h, int r) |
| | 0 | 617 | | { |
| | 0 | 618 | | var iar = (float)1 / (r + r + 1); |
| | 0 | 619 | | for (var i = 0; i < w; i++) |
| | 0 | 620 | | { |
| | 0 | 621 | | var ti = i; |
| | 0 | 622 | | var li = ti; |
| | 0 | 623 | | var ri = ti + r * w; |
| | 0 | 624 | | var fv = source[ti].Z; |
| | 0 | 625 | | var lv = source[ti + w * (h - 1)].Z; |
| | 0 | 626 | | var val = (r + 1) * fv; |
| | 0 | 627 | | for (var j = 0; j < r; j++) |
| | 0 | 628 | | val += source[ti + j * w].Z; |
| | 0 | 629 | | for (var j = 0; j <= r; j++) |
| | 0 | 630 | | { |
| | 0 | 631 | | val += source[ri].Z - fv; |
| | 0 | 632 | | dest[ti].Z = (float)Math.Round(val * iar); |
| | 0 | 633 | | ri += w; |
| | 0 | 634 | | ti += w; |
| | 0 | 635 | | } |
| | | 636 | | |
| | 0 | 637 | | for (var j = r + 1; j < h - r; j++) |
| | 0 | 638 | | { |
| | 0 | 639 | | val += source[ri].Z - source[li].Z; |
| | 0 | 640 | | dest[ti].Z = (float)Math.Round(val * iar); |
| | 0 | 641 | | li += w; |
| | 0 | 642 | | ri += w; |
| | 0 | 643 | | ti += w; |
| | 0 | 644 | | } |
| | | 645 | | |
| | 0 | 646 | | for (var j = h - r; j < h; j++) |
| | 0 | 647 | | { |
| | 0 | 648 | | val += lv - source[li].Z; |
| | 0 | 649 | | dest[ti].Z = (float)Math.Round(val * iar); |
| | 0 | 650 | | li += w; |
| | 0 | 651 | | ti += w; |
| | 0 | 652 | | } |
| | 0 | 653 | | } |
| | 0 | 654 | | } |
| | | 655 | | |
| | | 656 | | #endregion |
| | | 657 | | } |