提交 f0598993 编写于 作者: A Anatoly Baksheev

fixed bug in nln (out of border access)

上级 dffba485
......@@ -53,7 +53,7 @@ typedef unsigned char uchar;
typedef unsigned short ushort;
//////////////////////////////////////////////////////////////////////////////////
/// Non local means denosings
//// Non Local Means Denosing
namespace cv { namespace gpu { namespace device
{
......@@ -80,24 +80,51 @@ namespace cv { namespace gpu { namespace device
value_type sum1 = VecTraits<value_type>::all(0);
float sum2 = 0.f;
for(float cy = -search_radius; cy <= search_radius; ++cy)
for(float cx = -search_radius; cx <= search_radius; ++cx)
{
float color2 = 0;
for(float by = -block_radius; by <= block_radius; ++by)
for(float bx = -block_radius; bx <= block_radius; ++bx)
{
value_type v1 = saturate_cast<value_type>(src(y + by, x + bx));
value_type v2 = saturate_cast<value_type>(src(y + cy + by, x + cx + bx));
color2 += norm2(v1 - v2);
}
float dist2 = cx * cx + cy * cy;
float w = __expf(color2 * h2_inv_half + dist2 * block_radius2_inv);
sum1 = sum1 + saturate_cast<value_type>(src(y + cy, x + cy)) * w;
sum2 += w;
}
if (x - search_radius - block_radius >=0 && y - search_radius - block_radius >=0 &&
x + search_radius + block_radius < src.cols && y + search_radius + block_radius < src.rows)
{
for(float cy = -search_radius; cy <= search_radius; ++cy)
for(float cx = -search_radius; cx <= search_radius; ++cx)
{
float color2 = 0;
for(float by = -block_radius; by <= block_radius; ++by)
for(float bx = -block_radius; bx <= block_radius; ++bx)
{
value_type v1 = saturate_cast<value_type>(src(y + by, x + bx));
value_type v2 = saturate_cast<value_type>(src(y + cy + by, x + cx + bx));
color2 += norm2(v1 - v2);
}
float dist2 = cx * cx + cy * cy;
float w = __expf(color2 * h2_inv_half + dist2 * block_radius2_inv);
sum1 = sum1 + saturate_cast<value_type>(src(y + cy, x + cy)) * w;
sum2 += w;
}
}
else
{
for(float cy = -search_radius; cy <= search_radius; ++cy)
for(float cx = -search_radius; cx <= search_radius; ++cx)
{
float color2 = 0;
for(float by = -block_radius; by <= block_radius; ++by)
for(float bx = -block_radius; bx <= block_radius; ++bx)
{
value_type v1 = saturate_cast<value_type>(b.at(y + by, x + bx, src.data, src.step));
value_type v2 = saturate_cast<value_type>(b.at(y + cy + by, x + cx + bx, src.data, src.step));
color2 += norm2(v1 - v2);
}
float dist2 = cx * cx + cy * cy;
float w = __expf(color2 * h2_inv_half + dist2 * block_radius2_inv);
sum1 = sum1 + saturate_cast<value_type>(b.at(y + cy, x + cy, src.data, src.step)) * w;
sum2 += w;
}
}
dst(y, x) = saturate_cast<T>(sum1 / sum2);
......
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