Explain how premultiplied alpha works - rendering

Can somebody please explain why rendering with premultiplied alpha (and corrected blending function) looks differently than "normal" alpha when, mathematically speaking, those are the same?
I've looked into this post for understanding of premultiplied alpha:
http://blogs.msdn.com/b/shawnhar/archive/2009/11/06/premultiplied-alpha.aspx
The author also said that the end computation is the same:
"Look at the blend equations for conventional vs. premultiplied alpha. If you substitute this color format conversion into the premultiplied blend function, you get the conventional blend function, so either way produces the same end result. The difference is that premultiplied alpha applies the (source.rgb * source.a) computation as a preprocess rather than inside the blending hardware."
Am I missing something? Why is the result different then?
neshone

The difference is in filtering.
Imagine that you have a texture with just two pixels and you are sampling it exactly in the middle between the two pixels. Also assume linear filtering.
Schematically:
R|G|B|A + R|G|B|A = R|G|B|A
non-premultiplied:
1|0|0|1 + 0|1|0|0 = 0.5|0.5|0|0.5
premultiplied:
1|0|0|1 + 0|0|0|0 = 0.5|0|0|0.5
Notice the difference in green channel.
Filtering premultiplied alpha produces correct results.
Note that all this has nothing to do with blending.

This is a guess, because there is not enough information yet to figure it out.
It should be the same. One common way of getting a different value is to use a different Gamma correction method between the premultiply and the rendering step.
I am going to guess that one of your stages, either the blending, or the premultiplying stage is being done with a different gamma value. If you generate your premultiplied textures with a tool like DirectXTex texconv and use the default srgb option for premultiplying alpha, then your sampler needs to be an _SRGB format and your render target should be _SRGB as well. If you are treating them linearly then you may not be able to render to an _SRGB target or sample the texture with gamma correction, even if you are doing the premultiply in the same shader that samples (depending on 3D API and render target setup differences). Doing so will cause the alpha to be significantly different between the two methods in the midtones.
See: The Importance of Being Linear.
If you are generating the alpha in Photoshop then you should know a couple things. Photoshop does not save alpha in linear OR sRGB format. It saves it as a Gamma value about half way between linear and sRGB. If you premultiply in Photoshop it will compute the premultiply correctly but save the result with the wrong ramp. If you generate a normal alpha then sample it as sRGB or LINEAR in your 3d API it will be close but will not match the values Photoshop shows in either case.
For a more in depth reply the information we would need would be.
What 3d API are you using.
How are your textures generated and sampled
When and how are you premultiplying the alpha.
and preferably a code or shader example that shows the error.

I was researching why one would use Pre vs non-Pre and found this interesting info from Nvidia
https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre
It seems that their specific case has more precision when using Pre, over Post-Alpha.
I also read (I believe on here but cannot find it), that doing pre-alpha (which is multiplying Alpha to each RGB value), you will save time. I still need to find out if that's true or not, but there seems to be a reason why pre-alpha is preferred.

Related

What is the purpose of the scales factor in Faster Rcnn Box Coder?

I'm using the object detection api and tuning the parameters for a SSD task. My question refers to the box coder at https://github.com/tensorflow/models/blob/master/research/object_detection/box_coders/faster_rcnn_box_coder.py.
Why setting these scales factors to [10,10,5,5]? The original paper does not explain it. I suspect that it has to do either assigning a different weight to the 4 components of location error (tx, ty, tw, th) or with some numerical stability issue, but I would like to have a confirmation. Thanks
I find the answer here https://leimao.github.io/blog/Bounding-Box-Encoding-Decoding/, where the variables are used as some sort of Representation Encoding With Variance. The question was also the subject of this issue https://github.com/rykov8/ssd_keras/issues/53
The network predicts changes for each anchor box. That is, for each anchor block, it predicts an offset for x, y position and width, height.
a short description of these parameters can be found, for example to link:
https://medium.com/#smallfishbigsea/understand-ssd-and-implement-your-own-caa3232cd6ad
https://lambdalabs.com/blog/how-to-implement-ssd-object-detection-in-tensorflow/

Surface format is B8G8R8A8_UNORM, but vkCmdClearColorImage takes float?

I use vkGetPhysicalDeviceSurfaceFormatsKHR to get supported image formats for the swapchain, and (on Linux+Nvidia, using SDL) I get VK_FORMAT_B8G8R8A8_UNORM as the first option and I go ahead and create the swapchain with that format:
VkSwapchainCreateInfoKHR swapchain_info = {
...
.imageFormat = format, /* taken from vkGetPhysicalDeviceSurfaceFormatsKHR */
...
};
So far, it all makes sense. The image format used to draw on the screen is the usual 8-bits-per-channel BGRA.
As part of my learning process, I have so far arrived at setting up a lot of stuff but not yet the graphics pipeline1. So I am trying the only command I can use that doesn't need a pipeline: vkCmdClearColorImage2.
The VkClearColorValue used to define the clear color can take the color as float, uint32_t or int32_t, depending on the format of the image. I would have expected, based on the image format given to the swapchain, that I should give it uint32_t values, but that doesn't seem to be correct. I know because the screen color didn't change. I tried giving it floats and it works.
My question is, why does the clear color need to be specified in floats when the image format is VK_FORMAT_B8G8R8A8_UNORM?
1 Actually I have, but thought I would try out the simpler case of no pipeline first. I'm trying to incrementally use Vulkan (given its verbosity) particularly because I'm also writing tutorials on it as I learn.
2 Actually, it technically doesn't need a render pass, but I figured hey, I'm not using any pipeline stuff here, so let's try it without a pipeline and it worked.
My rendering loop is essentially the following:
acquire image from swapchain
create a command buffer with the following:
transition from VK_IMAGE_LAYOUT_UNDEFINED to VK_IMAGE_LAYOUT_GENERAL (because I'm clearing the image outside a render pass)
clear the image
transition from VK_IMAGE_LAYOUT_GENERAL to VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
submit command buffer to queue (taking care of synchronization with swapchain with semaphores)
submit for presentation
My question is, why does the clear color need to be specified in floats when the image format is VK_FORMAT_B8G8R8A8_UNORM?
Because the normalized, scaled, or sRGB image formats are really just various forms of floating-point compression. A normalized integer is a way of storing floating-point values on the range [0, 1] or [-1, 1], but using a much smaller amount of data than even a 16-bit float. A scaled integer is a way of storing floating point values on the range [0, MAX] or [-MIN, MAX]. And sRGB is just a compressed way of storing linear color values on the range [0, 1], but in a gamma-corrected color space that puts precision in different places than the linear color values would suggest.
You see the same things with inputs to the vertex shader. A vec4 input type can be fed by normalized formats just as well as by floating-point formats.

VTK / ITK Dice Similarity Coefficient on Meshes

I am new to VTK and am trying to compute the Dice Similarity Coefficient (DSC), starting from 2 meshes.
DSC can be computed as 2 Vab / (Va + Vb), where Vab is the overlapping volume among mesh A and mesh B.
To read a mesh (i.e. an organ contour exported in .vtk format using 3D Slicer, https://www.slicer.org) I use the following snippet:
string inputFilename1 = "organ1.vtk";
// Get all data from the file
vtkSmartPointer<vtkGenericDataObjectReader> reader1 = vtkSmartPointer<vtkGenericDataObjectReader>::New();
reader1->SetFileName(inputFilename1.c_str());
reader1->Update();
vtkSmartPointer<vtkPolyData> struct1 = reader1->GetPolyDataOutput();
I can compute the volume of the two meshes using vtkMassProperties (although I observed some differences between the ones computed with VTK and the ones computed with 3D Slicer).
To then intersect 2 meshses, I am trying to use vtkIntersectionPolyDataFilter. The output of this filter, however, is a set of lines that marks the intersection of the input vtkPolyData objects, and NOT a closed surface. I therefore need to somehow generate a mesh from these lines and compute its volume.
Do you know which can be a good, accurate way to generete such a mesh and how to do it?
Alternatively, I tried to use ITK as well. I found a package that is supposed to handle this problem (http://www.insight-journal.org/browse/publication/762, dated 2010) but I am not able to compile it against the latest version of ITK. It says that ITK must be compiled with the (now deprecated) ITK_USE_REVIEW flag ON. Needless to say, I compiled it with the new Module_ITKReview set to ON and also with backward compatibility but had no luck.
Finally, if you have any other alternative (scriptable) software/library to solve this problem, please let me know. I need to perform these computation automatically.
You could try vtkBooleanOperationPolyDataFilter
http://www.vtk.org/doc/nightly/html/classvtkBooleanOperationPolyDataFilter.html
filter->SetOperationToIntersection();
if your data is smooth and well-behaved, this filter works pretty good. However, sharp structures, e.g. the ones originating from binary image marching cubes algorithm can make a problem for it. That said, vtkPolyDataToImageStencil doesn't necessarily perform any better on this regard.
I had once impression that the boolean operation on polygons is not really ideal for "organs" of size 100k polygons and more. Depends.
If you want to compute a Dice Similarity Coefficient, I suggest you first generate volumes (rasterize) from the meshes by use of vtkPolyDataToImageStencil.
Then it's easy to compute the DSC.
Good luck :)

face alignment algorithm on images

How can I do a basic face alignment on a 2-dimensional image with the assumption that I have the position/coordinates of the mouth and eyes.
Is there any algorithm that I could implement to correct the face alignment on images?
Face (or image) alignment refers to aligning one image (or face in your case) with respect to another (or a reference image/face). It is also referred to as image registration. You can do that using either appearance (intensity-based registration) or key-point locations (feature-based registration). The second category stems from image motion models where one image is considered a displaced version of the other.
In your case the landmark locations (3 points for eyes and nose?) provide a good reference set for straightforward feature-based registration. Assuming you have the location of a set of points in both of the 2D images, x_1 and x_2 you can estimate a similarity transform (rotation, translation, scaling), i.e. a planar 2D transform S that maps x_1 to x_2. You can additionally add reflection to that, though for faces this will most-likely be unnecessary.
Estimation can be done by forming the normal equations and solving a linear least-squares (LS) problem for the x_1 = Sx_2 system using linear regression. For the 5 unknown parameters (2 rotation, 2 translation, 1 scaling) you will need 3 points (2.5 to be precise) for solving 5 equations. Solution to the above LS can be obtained through Direct Linear Transform (e.g. by applying SVD or a matrix pseudo-inverse). For cases of a sufficiently large number of reference points (i.e. automatically detected) a RANSAC-type method for point filtering and uncertainty removal (though this is not your case here).
After estimating S, apply image warping on the second image to get the transformed grid (pixel) coordinates of the entire image 2. The transform will change pixel locations but not their appearance. Unavoidably some of the transformed regions of image 2 will lie outside the grid of image 1, and you can decide on the values for those null locations (e.g. 0, NaN etc.).
For more details: R. Szeliski, "Image Alignment and Stitching: A Tutorial" (Section 4.3 "Geometric Registration")
In OpenCV see: Geometric Image Transformations, e.g. cv::getRotationMatrix2D cv::getAffineTransform and cv::warpAffine. Note though that you should estimate and apply a similarity transform (special case of an affine) in order to preserve angles and shapes.
For the face there is lot of variability in feature points. So it won't be possible to do a perfect fit of all feature points by just affine transforms. The only way to align all the points perfectly is to warp the image given the points. Basically you can do a triangulation of image given the points and do a affine warp of each triangle to get the warped image where all the points are aligned.
Face detection could be handled based on the just eye positions.
Herein, OpenCV, Dlib and MTCNN offers to detect faces and eyes. Besides, it is a python based framework but deepface wraps those methods and offers an out-of-the box detection and alignment function.
detectFace function applies detection and alignment in the background respectively.
#!pip install deepface
from deepface import DeepFace
backends = ['opencv', 'ssd', 'dlib', 'mtcnn']
DeepFace.detectFace("img.jpg", detector_backend = backends[0])
Besides, you can apply detection and alignment manually.
from deepface.commons import functions
img = functions.load_image("img.jpg")
backends = ['opencv', 'ssd', 'dlib', 'mtcnn']
detected_face = functions.detect_face(img = img, detector_backend = backends[3])
plt.imshow(detected_face)
aligned_face = functions.align_face(img = img, detector_backend = backends[3])
plt.imshow(aligned_face)
processed_img = functions.detect_face(img = aligned_face, detector_backend = backends[3])
plt.imshow(processed_img)
There's a section Aligning Face Images in OpenCV's Face Recognition guide:
http://docs.opencv.org/trunk/modules/contrib/doc/facerec/facerec_tutorial.html#aligning-face-images
The script aligns given images at the eyes. It's written in Python, but should be easy to translate to other languages. I know of a C# implementation by Sorin Miron:
http://code.google.com/p/stereo-face-recognition/

Texture format for cellular automata in OpenGL ES 2.0

I need some quick advice.
I would like to simulate a cellular automata (from A Simple, Efficient Method
for Realistic Animation of Clouds) on the GPU. However, I am limited to OpenGL ES 2.0 shaders (in WebGL) which does not support any bitwise operations.
Since every cell in this cellular automata represents a boolean value, storing 1 bit per cell would have been the ideal. So what is the most efficient way of representing this data in OpenGL's texture formats? Are there any tricks or should I just stick with a straight-forward RGBA texture?
EDIT: Here's my thoughts so far...
At the moment I'm thinking of going with either plain GL_RGBA8, GL_RGBA4 or GL_RGB5_A1:
Possibly I could pick GL_RGBA8, and try to extract the original bits using floating point ops. E.g. x*255.0 gives an approximate integer value. However, extracting the individual bits is a bit of a pain (i.e. dividing by 2 and rounding a couple times). Also I'm wary of precision problems.
If I pick GL_RGBA4, I could store 1.0 or 0.0 per component, but then I could probably also try the same trick as before with GL_RGBA8. In this case, it's only x*15.0. Not sure if it would be faster or not seeing as there should be fewer ops to extract the bits but less information per texture read.
Using GL_RGB5_A1 I could try and see if I can pack my cells together with some additional information like a color per voxel where the alpha channel stores the 1 bit cell state.
Create a second texture and use it as a lookup table. In each 256x256 block of the texture you can represent one boolean operation where the inputs are represented by the row/column and the output is the texture value. Actually in each RGBA texture you can represent four boolean operations per 256x256 region. Beware texture compression and MIP maps, though!