PSF/Blurring. Turned out to be tough

This commit is contained in:
connor committed 2026-10-15 18:08:43 -04:00
1 parent 4d070db85e
commit d0cec6572e
22 files changed
+1250 -92

No files matched your search

+10 -4
View File
@@ -56,10 +56,14 @@ struct RenderArgs {
/// needs Blue Marble data).
#[arg(long, default_value = "L0")]
lighting: LightingTier,
/// Camera fidelity tier: C0, or C1 (adds pixels that collect light over their area:
/// graded edges and continuous thin parts).
/// Camera fidelity tier: C0, or C1 (adds pixels that collect light over their area,
/// for graded edges and continuous thin parts, and lens blur).
#[arg(long, default_value = "C0")]
camera: CameraTier,
/// From camera C1: render each pixel as N x N finer ones (1 to 4; default 2), which
/// the lens blur then acts on before they are averaged into the pixel.
#[arg(long, value_name = "N")]
supersampling: Option<u32>,
/// Device: auto, gpu, cpu, or part of an adapter's name.
#[arg(long, default_value = "auto")]
adapter: String,
@@ -193,6 +197,7 @@ fn render(args: &RenderArgs) -> Result<(), String> {
profile: timings.is_some(),
shadow_map_size: None,
dn_in_place: None,
supersampling: args.supersampling,
};
let start = Instant::now();
let mut renderer = Renderer::new(camera, options).map_err(|e| e.to_string())?;
@@ -254,11 +259,12 @@ fn render(args: &RenderArgs) -> Result<(), String> {
v[v.len() / 2]
};
println!(
"gpu shadow {:.3} ms, earthshine {:.3} ms, bodies {:.3} ms, mesh {:.3} ms, sensor {:.3} ms, first to last {:.3} ms (medians)",
"gpu shadow {:.3} ms, earthshine {:.3} ms, mesh {:.3} ms, bodies {:.3} ms, blur {:.3} ms, sensor {:.3} ms, first to last {:.3} ms (medians)",
median(|t| t.shadow),
median(|t| t.earthshine),
median(|t| t.bodies),
median(|t| t.mesh),
median(|t| t.bodies),
median(|t| t.blur),
median(|t| t.sensor),
median(|t| t.total)
);
+43 -1
View File
@@ -10,7 +10,8 @@ use std::path::{Path, PathBuf};
use resolved::bodies::Appearance;
use resolved::nalgebra::{Quaternion, UnitQuaternion, Vector2, Vector3};
use resolved::{
CameraConfig, LoadOptions, Material, Mesh, ModelId, Pose, Renderer, Scene, Spectrum, Target,
CameraConfig, LoadOptions, Material, Mesh, ModelId, Pose, Psf, Renderer, Scene, Spectrum,
Target,
};
use serde::Deserialize;
@@ -60,6 +61,17 @@ pub struct CameraFile {
pub bias: Option<f64>,
pub full_well: Option<f64>,
pub adc_bits: Option<u32>,
/// The Gaussian blur's sigma in pixels, from camera C1: one for every channel, one
/// per channel, or 0 for none.
pub psf_sigma: Option<Sigma>,
}
/// One sigma, or one per channel.
#[derive(Debug, Deserialize)]
#[serde(untagged)]
pub enum Sigma {
All(f64),
PerChannel(Vec<f64>),
}
/// The observer's pose: `position`, plus either `attitude` or `look_at` (and `up`).
@@ -145,6 +157,16 @@ impl SceneFile {
if let Some(t) = c.transmission {
camera.transmission = Spectrum::constant(t);
}
camera.psf = match &c.psf_sigma {
None => camera.psf,
Some(Sigma::All(s)) if *s == 0.0 => Psf::None,
Some(Sigma::All(s)) => Psf::Gaussian {
sigma: vec![*s; camera.channels.len()],
},
Some(Sigma::PerChannel(sigma)) => Psf::Gaussian {
sigma: sigma.clone(),
},
};
camera
}
@@ -368,6 +390,26 @@ mod tests {
assert_eq!((camera.width, camera.height), (640, 1080));
assert_eq!(camera.exposure, 2e-3);
assert_eq!(camera.detector.adc_bits, 10);
for (line, psf) in [
(
"psf_sigma = 1.5",
Psf::Gaussian {
sigma: vec![1.5; 3],
},
),
(
"psf_sigma = [0.8, 0.7, 0.6]",
Psf::Gaussian {
sigma: vec![0.8, 0.7, 0.6],
},
),
("psf_sigma = 0", Psf::None),
] {
let file: SceneFile =
toml::from_str(&format!("{MINIMAL}\n[camera]\n{line}\n")).unwrap();
assert_eq!(file.camera().psf, psf, "{line}");
}
}
#[test]