A Low-Memory, Straightforward and Fast Bilateral Filter Through Subsampling in Spatial Domain

Abstract

abstract

function log(msg) { var textarea = document.getElementById(“log-area”); textarea.innerHTML += (msg + “\n”); textarea.scrollTop = textarea.scrollHeight; } $(document).ready(function() { $( “#sliderSigmaS” ).slider({ range: “min”, min: 1, max: 100, value: 1, slide: function(event, ui){ $("#paraS").text(ui.value); }, change: function(event, ui){ $("#paraS").text(ui.value); } }); $( “#sliderSigmaR” ).slider({ range: “min”, min: 1, max: 100, value: 1, slide: function(event, ui){ $("#paraR").text(ui.value); }, change: function(event, ui){ $("#paraR").text(ui.value); } }); });

SpiderGL.openNamespace(); function CanvasHandler() { } CanvasHandler.prototype = { ///////////////////////////////////////////////////////////////////////////////////// onInitialize : function () { var gl = this.ui.gl; var quadPositions = new Float32Array([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0 ]); var quadTexcoords = new Float32Array([ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0 ]); var quad = new SglModel(gl, { data : { vertexBuffers : { “positionBuffer” : { typedArray : quadPositions}, “texcoordBuffer” : { typedArray : quadTexcoords} }, indexBuffers : { } }, access : { vertexStreams : { “position” : { buffer : “positionBuffer”, size : 2, type : SGL_FLOAT32, stride : 2 * SGL_SIZEOF_FLOAT32, offset : 0 }, “texcoord” : { buffer : “texcoordBuffer”, size : 2, type : SGL_FLOAT32, stride : 2 * SGL_SIZEOF_FLOAT32, offset : 0 } }, primitiveStreams : { “triangles” : { mode : SGL_TRIANGLE_STRIP, first : 0, count : 4 //number of verticies } } }, semantic : { bindings : { “COMMON” : { vertexStreams : { “POSITION” : [ “position” ], “TEXCOORD”: [ “texcoord” ] }, primitiveStreams : { “FILL” : [ “triangles” ] } } }, chunks : { “chunk0” : { techniques : { “COMMON” : { binding : “COMMON” } } } } }, logic : { parts : { “main” : { chunks : [ “chunk0” ] } } } }); this.quad = quad; var fsQuad = new SglFragmentShader(gl,"\ precision highp float; \n\ \n\ uniform sampler2D sTexture;\n\ uniform sampler2D sTextureSamples; \n\ varying vec2 vTexcoord; \n\ uniform float scaleX, scaleY, scaleY2, sigma_r2, sigma_s2;\n\ \n\ \n\ void main(void) \n\ { \n\ vec3 colorRef = texture2D(sTexture, vTexcoord).xyz; \n\ vec3 color = vec3(0.0,0.0,0.0);\n\ float yFetch = vTexcoord.y*scaleY2;\n\ float weight = 0.0;\n\ for(int i=0;i

link to the official journal

Piccante

OpenGL ES 2.0 shaders source code and data

Francesco Banterle
Francesco Banterle
Researcher

Researcher at the Visual Computing Lab

Massimiliano Corsini
Massimiliano Corsini
Senior Researcher

Imaging, 3D, and AI

Paolo Cignoni
Paolo Cignoni
Research Director