Debayering / demosaicing
Hello list,
Do you know if it's possible to implement (and eventually how) a
debayering (or demosaicing / demosaicking) algorithm in Jitter ? I
got an Allied Tecs. color camera which works in RAW format. I
searched the forum but didn't find anything about that.
Any idea or help would be greatly appreciated...
Best
Thierry
----------------------------------------
Thierry Fournier
http://www.thierryfournier.net
im aiming for a simple linear debayer conversion.
if anyone like to help that'll be great. its impossible
souces -
http://en.wikipedia.org/wiki/Demosaicing
http://scien.stanford.edu/class/psych221/projects/07/demosaicing/introduction.htm
http://web.cecs.pdx.edu/~cklin/demosaic/
http://tinyurl.com/6nu8nq - googlecode search, see demosaic section
(highlighted)
tags: demosaic, debayer, fail
tighter, the wikipedia image source was not pixel accurate, now it looks
better, but jaggy. need interpolation or fancier algo.
On Fri, Jun 13, 2008 at 12:33 PM, yair reshef wrote:
> im aiming for a simple linear debayer conversion.
> if anyone like to help that'll be great. its impossible
>
> souces -
> http://en.wikipedia.org/wiki/Demosaicing
>
> http://scien.stanford.edu/class/psych221/projects/07/demosaicing/introduction.htm
> http://web.cecs.pdx.edu/~cklin/demosaic/
> http://tinyurl.com/6nu8nq - googlecode search, see demosaic section
> (highlighted)
>
> #P window setfont "Sans Serif" 9.;
> #P window linecount 1;
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> #P number 364 71 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 417 90 95 9109513 pak dstdimend 12 10;
> #P newex 326 90 89 9109513 pak dstdimstart 0 0;
> #P toggle 50 50 15 0;
> #P message 51 67 64 9109513 usesrcdim $1;
> #P number 250 70 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P number 214 70 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P number 162 69 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P number 126 69 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 179 88 95 9109513 pak srcdimend 12 10;
> #P newex 88 88 89 9109513 pak srcdimstart 0 0;
> #P connect 7 0 6 0;
> #P fasten 9 0 16 0 422 119 56 119;
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> #P fasten 14 0 16 0 294 108 56 108;
> #P connect 6 0 16 0;
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> #P connect 16 0 17 0;
> #P connect 2 0 0 1;
> #P connect 3 0 0 2;
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> #P connect 18 0 4 0;
> #P connect 4 0 1 1;
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> #P connect 19 0 5 0;
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> #P connect 10 0 8 1;
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> #P connect 12 0 9 1;
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> #P pop;
> #P newobj 42 103 44 9109513 p srcdim;
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> 0;
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> #P toggle 17 21 15 0;
> #P newex 17 41 44 9109513 metro 2;
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> #B color 5;
> #P message 67 42 290 9109513 read
> http://shup.com/Shup/45595/Shades_framed_bayer_small.png;
> #P user jit.fpsgui 102 520 60 9109513 3;
> #P user jit.pwindow 16 511 82 62 1 0 0 0 1 0;
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> #P newex 209 358 90 9109513 jit.op @op * @val 2;
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> #P user jit.pwindow 400 409 82 62 1 0 0 0 1 0;
> #P newex 401 339 147 9109513 jit.demultiplex @demultiplexdim 1;
> #P newex 401 315 147 9109513 jit.demultiplex @demultiplexdim 0;
> #P user jit.pwindow 84 409 82 62 1 0 0 0 1 0;
> #P newex 17 339 147 9109513 jit.demultiplex @demultiplexdim 1;
> #P newex 17 315 147 9109513 jit.demultiplex @demultiplexdim 0;
> #P user jit.pwindow 415 245 82 62 1 0 0 0 1 0;
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> #P origin 0 -16;
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> #P newex 419 27 371 9109513 jit.expr @expr
> "(cell[0]%4.>0.)*(cell[0]%4.0.6)*0.15-0.075"
> "0." "(cell[0]%4.>0.)*(cell[0]%4.0.6)*0.1";
> #P comment 438 60 302 9109513 this jit.expr object is the key to how we
> generate a quad for each point in the incoming matrix , and assign texture
> coordinates to each point.;
> #P window linecount 1;
> #P message 785 181 33 9109513 cell[0];
> #P message 720 181 61 9109513 "(cell[0]%2) ";
> #P message 705 146 94 9109513 "(cell[0]%2) + cell[0]";
> #P newex 532 225 84 9109513 t b l;
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> #P newex 620 190 62 9109513 prepend expr;
> #P newex 521 298 94 9109513 jit.expr @expr cell[0];
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> @dstdimstart 0 0 @dstdimend 10 8;
> #P newex 93 213 86 9109513 jit.pack;
> #P newex 75 66 78 9109513 jit.unpack;
> #P newex 91 94 166 9109513 jit.submatrix @dim 12 10 @offset 1 1;
> #B color 5;
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> #P window setfont "Sans Serif" 9.;
> #P newex 51 130 16 9109513 t l;
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> #P number 126 69 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
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> #P newex 88 88 89 9109513 pak srcdimstart 0 0;
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> @srcdimstart 1 1 @srcdimend 11 9 @usedstdim 0 @dstdimstart 0 0 @dstdimend 11
> 9;
> #P window linecount 1;
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> #P inlet 75 46 15 0;
> #P connect 3 0 2 0;
> #P connect 0 0 5 0;
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> #P connect 16 0 13 1;
> #P pop;
> #P newobj 491 55 30 9109513 p;
> #P comment 67 26 174 9109513 http://en.wikipedia.org/wiki/Demosaicing;
> #P user jit.pwindow 109 164 62 52 1 0 0 0 1 0;
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> #P fasten 22 0 25 0 22 99 269 99;
> #P fasten 21 0 22 0 72 68 22 68;
> #P fasten 23 0 22 0 22 71 22 71;
> #P connect 26 0 3 0;
> #P fasten 26 0 0 0 22 161 115 161;
> #P fasten 27 0 26 0 47 124 22 124;
> #P connect 18 0 19 0;
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> #P connect 11 0 12 0;
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> #P connect 3 2 10 0;
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> #P connect 10 0 11 0;
> #P connect 16 0 17 0;
> #P fasten 16 0 18 1 214 404 301 404;
> #P connect 3 1 13 0;
> #P connect 3 1 5 0;
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> #P connect 15 0 14 0;
> #P connect 13 0 15 0;
> #P fasten 8 1 18 0 90 369 22 369;
> #P fasten 8 1 9 0 90 361 90 361;
> #P connect 3 0 7 0;
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> #P fasten 7 1 8 0 90 336 22 336;
> #P connect 24 0 23 0;
> #P window clipboard copycount 28;
>
> tags: demosaic, debayer, fail
>
i've been reading about this demosaicing thing, and its a bitch. tons of
different concepts.
demosaicing on gpu- http://rw4.cs.uni-sb.de/~phlucas/pubs/Diss.pdf (see p.
146)
RAW decoder comparison - http://users.tkk.fi/%7Estanhua/rawcomp/
im aiming low and skip cross gradient checking, group ranking etc etc for a
simple working one. but I'm failing with implementing some basic ideas with
jitter matrices.
1.how do i write an efficient exprop that for every ON pixel will copy the
value of the ON pixel to the one to its right (and latter, to which one of
its nine neighbours)
like
if getcell(x,y)>0 then cell(x+1,y)=getcell(x,y)
2. how do i preform a sum of pixels with fixed distribution (not sure about
the usage of Distro here),
like
set of {0 0 1 0 0 1 0 0 1 0 0 1} sum every 3rd member.
[jit.demultiplex @scan_a 3] > cv.jit.sum
zl for matrices.
for the interested, a repos version, but this is going nowhere
On Sun, Jun 15, 2008 at 12:55 AM, yair reshef wrote:
> i've been reading about this demosaicing thing, and its a bitch. tons of
> different concepts.
> demosaicing on gpu- http://rw4.cs.uni-sb.de/~phlucas/pubs/Diss.pdf(see p. 146)
> RAW decoder comparison - http://users.tkk.fi/%7Estanhua/rawcomp/
>
> im aiming low and skip cross gradient checking, group ranking etc etc for a
> simple working one. but I'm failing with implementing some basic ideas with
> jitter matrices.
>
> 1.how do i write an efficient exprop that for every ON pixel will copy the
> value of the ON pixel to the one to its right (and latter, to which one of
> its nine neighbours)
> like
> if getcell(x,y)>0 then cell(x+1,y)=getcell(x,y)
>
> 2. how do i preform a sum of pixels with fixed distribution (not sure about
> the usage of Distro here),
> like
> set of {0 0 1 0 0 1 0 0 1 0 0 1} sum every 3rd member.
> [jit.demultiplex @scan_a 3] > cv.jit.sum
>
>
> zl for matrices.
>
>
>
Hrm. This sounds fun, Im at work so cant check it out too much, but for your "1.how do i write an efficient exprop that for every ON pixel will copy the value of the ON pixel to the one to its right (and latter, to which one of its nine neighbours)?"
Perhaps you could do a jit.op @op > 1, and then a convolution filter, which would move all values to the left, a filter something like?
0 0 0
1 1 0
0 0 0
? for a 9 point convolution kernel?
This sounds like a really fun challenge.
Unfortunately, I don't have too much time to play around with this right now,but in looking at some of the links you provided, I came up with a quick fragment shader that (I think) does what you are trying to accomplish. Check out the attached patch and shader file.
Best,
Andrew B.
Sorry, here is the shader...
the internets will (also) thank you for this
i'll look into the shader, i know your have a lot of work so double tnx
Andrew, can you please upload the shader again?
By the way, now I see that it works without it.
And it is a bit weird that the patch works even though I don't have the ab.debayer.jxs file on my mac. "jit.gl.shader: can't find file ab.debayer.jxs"