1*fb1b10abSAndroid Build Coastguard Worker /*
2*fb1b10abSAndroid Build Coastguard Worker * Copyright (c) 2015 The WebM project authors. All Rights Reserved.
3*fb1b10abSAndroid Build Coastguard Worker *
4*fb1b10abSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license
5*fb1b10abSAndroid Build Coastguard Worker * that can be found in the LICENSE file in the root of the source
6*fb1b10abSAndroid Build Coastguard Worker * tree. An additional intellectual property rights grant can be found
7*fb1b10abSAndroid Build Coastguard Worker * in the file PATENTS. All contributing project authors may
8*fb1b10abSAndroid Build Coastguard Worker * be found in the AUTHORS file in the root of the source tree.
9*fb1b10abSAndroid Build Coastguard Worker */
10*fb1b10abSAndroid Build Coastguard Worker
11*fb1b10abSAndroid Build Coastguard Worker #include <limits.h>
12*fb1b10abSAndroid Build Coastguard Worker #include <math.h>
13*fb1b10abSAndroid Build Coastguard Worker
14*fb1b10abSAndroid Build Coastguard Worker #include "vp9/common/vp9_blockd.h"
15*fb1b10abSAndroid Build Coastguard Worker #include "vp9/encoder/vp9_encoder.h"
16*fb1b10abSAndroid Build Coastguard Worker #include "vp9/encoder/vp9_skin_detection.h"
17*fb1b10abSAndroid Build Coastguard Worker
vp9_compute_skin_block(const uint8_t * y,const uint8_t * u,const uint8_t * v,int stride,int strideuv,int bsize,int consec_zeromv,int curr_motion_magn)18*fb1b10abSAndroid Build Coastguard Worker int vp9_compute_skin_block(const uint8_t *y, const uint8_t *u, const uint8_t *v,
19*fb1b10abSAndroid Build Coastguard Worker int stride, int strideuv, int bsize,
20*fb1b10abSAndroid Build Coastguard Worker int consec_zeromv, int curr_motion_magn) {
21*fb1b10abSAndroid Build Coastguard Worker // No skin if block has been zero/small motion for long consecutive time.
22*fb1b10abSAndroid Build Coastguard Worker if (consec_zeromv > 60 && curr_motion_magn == 0) {
23*fb1b10abSAndroid Build Coastguard Worker return 0;
24*fb1b10abSAndroid Build Coastguard Worker } else {
25*fb1b10abSAndroid Build Coastguard Worker int motion = 1;
26*fb1b10abSAndroid Build Coastguard Worker // Take center pixel in block to determine is_skin.
27*fb1b10abSAndroid Build Coastguard Worker const int y_width_shift = (4 << b_width_log2_lookup[bsize]) >> 1;
28*fb1b10abSAndroid Build Coastguard Worker const int y_height_shift = (4 << b_height_log2_lookup[bsize]) >> 1;
29*fb1b10abSAndroid Build Coastguard Worker const int uv_width_shift = y_width_shift >> 1;
30*fb1b10abSAndroid Build Coastguard Worker const int uv_height_shift = y_height_shift >> 1;
31*fb1b10abSAndroid Build Coastguard Worker const uint8_t ysource = y[y_height_shift * stride + y_width_shift];
32*fb1b10abSAndroid Build Coastguard Worker const uint8_t usource = u[uv_height_shift * strideuv + uv_width_shift];
33*fb1b10abSAndroid Build Coastguard Worker const uint8_t vsource = v[uv_height_shift * strideuv + uv_width_shift];
34*fb1b10abSAndroid Build Coastguard Worker
35*fb1b10abSAndroid Build Coastguard Worker if (consec_zeromv > 25 && curr_motion_magn == 0) motion = 0;
36*fb1b10abSAndroid Build Coastguard Worker return vpx_skin_pixel(ysource, usource, vsource, motion);
37*fb1b10abSAndroid Build Coastguard Worker }
38*fb1b10abSAndroid Build Coastguard Worker }
39*fb1b10abSAndroid Build Coastguard Worker
vp9_compute_skin_sb(VP9_COMP * const cpi,BLOCK_SIZE bsize,int mi_row,int mi_col)40*fb1b10abSAndroid Build Coastguard Worker void vp9_compute_skin_sb(VP9_COMP *const cpi, BLOCK_SIZE bsize, int mi_row,
41*fb1b10abSAndroid Build Coastguard Worker int mi_col) {
42*fb1b10abSAndroid Build Coastguard Worker int i, j, num_bl;
43*fb1b10abSAndroid Build Coastguard Worker VP9_COMMON *const cm = &cpi->common;
44*fb1b10abSAndroid Build Coastguard Worker const uint8_t *src_y = cpi->Source->y_buffer;
45*fb1b10abSAndroid Build Coastguard Worker const uint8_t *src_u = cpi->Source->u_buffer;
46*fb1b10abSAndroid Build Coastguard Worker const uint8_t *src_v = cpi->Source->v_buffer;
47*fb1b10abSAndroid Build Coastguard Worker const int src_ystride = cpi->Source->y_stride;
48*fb1b10abSAndroid Build Coastguard Worker const int src_uvstride = cpi->Source->uv_stride;
49*fb1b10abSAndroid Build Coastguard Worker const int y_bsize = 4 << b_width_log2_lookup[bsize];
50*fb1b10abSAndroid Build Coastguard Worker const int uv_bsize = y_bsize >> 1;
51*fb1b10abSAndroid Build Coastguard Worker const int shy = (y_bsize == 8) ? 3 : 4;
52*fb1b10abSAndroid Build Coastguard Worker const int shuv = shy - 1;
53*fb1b10abSAndroid Build Coastguard Worker const int fac = y_bsize / 8;
54*fb1b10abSAndroid Build Coastguard Worker const int y_shift = src_ystride * (mi_row << 3) + (mi_col << 3);
55*fb1b10abSAndroid Build Coastguard Worker const int uv_shift = src_uvstride * (mi_row << 2) + (mi_col << 2);
56*fb1b10abSAndroid Build Coastguard Worker const int mi_row_limit = VPXMIN(mi_row + 8, cm->mi_rows - 2);
57*fb1b10abSAndroid Build Coastguard Worker const int mi_col_limit = VPXMIN(mi_col + 8, cm->mi_cols - 2);
58*fb1b10abSAndroid Build Coastguard Worker src_y += y_shift;
59*fb1b10abSAndroid Build Coastguard Worker src_u += uv_shift;
60*fb1b10abSAndroid Build Coastguard Worker src_v += uv_shift;
61*fb1b10abSAndroid Build Coastguard Worker
62*fb1b10abSAndroid Build Coastguard Worker for (i = mi_row; i < mi_row_limit; i += fac) {
63*fb1b10abSAndroid Build Coastguard Worker num_bl = 0;
64*fb1b10abSAndroid Build Coastguard Worker for (j = mi_col; j < mi_col_limit; j += fac) {
65*fb1b10abSAndroid Build Coastguard Worker int consec_zeromv = 0;
66*fb1b10abSAndroid Build Coastguard Worker int bl_index = i * cm->mi_cols + j;
67*fb1b10abSAndroid Build Coastguard Worker int bl_index1 = bl_index + 1;
68*fb1b10abSAndroid Build Coastguard Worker int bl_index2 = bl_index + cm->mi_cols;
69*fb1b10abSAndroid Build Coastguard Worker int bl_index3 = bl_index2 + 1;
70*fb1b10abSAndroid Build Coastguard Worker // Don't detect skin on the boundary.
71*fb1b10abSAndroid Build Coastguard Worker if (i == 0 || j == 0) continue;
72*fb1b10abSAndroid Build Coastguard Worker if (bsize == BLOCK_8X8)
73*fb1b10abSAndroid Build Coastguard Worker consec_zeromv = cpi->consec_zero_mv[bl_index];
74*fb1b10abSAndroid Build Coastguard Worker else
75*fb1b10abSAndroid Build Coastguard Worker consec_zeromv = VPXMIN(cpi->consec_zero_mv[bl_index],
76*fb1b10abSAndroid Build Coastguard Worker VPXMIN(cpi->consec_zero_mv[bl_index1],
77*fb1b10abSAndroid Build Coastguard Worker VPXMIN(cpi->consec_zero_mv[bl_index2],
78*fb1b10abSAndroid Build Coastguard Worker cpi->consec_zero_mv[bl_index3])));
79*fb1b10abSAndroid Build Coastguard Worker cpi->skin_map[bl_index] =
80*fb1b10abSAndroid Build Coastguard Worker vp9_compute_skin_block(src_y, src_u, src_v, src_ystride, src_uvstride,
81*fb1b10abSAndroid Build Coastguard Worker bsize, consec_zeromv, 0);
82*fb1b10abSAndroid Build Coastguard Worker num_bl++;
83*fb1b10abSAndroid Build Coastguard Worker src_y += y_bsize;
84*fb1b10abSAndroid Build Coastguard Worker src_u += uv_bsize;
85*fb1b10abSAndroid Build Coastguard Worker src_v += uv_bsize;
86*fb1b10abSAndroid Build Coastguard Worker }
87*fb1b10abSAndroid Build Coastguard Worker src_y += (src_ystride << shy) - (num_bl << shy);
88*fb1b10abSAndroid Build Coastguard Worker src_u += (src_uvstride << shuv) - (num_bl << shuv);
89*fb1b10abSAndroid Build Coastguard Worker src_v += (src_uvstride << shuv) - (num_bl << shuv);
90*fb1b10abSAndroid Build Coastguard Worker }
91*fb1b10abSAndroid Build Coastguard Worker
92*fb1b10abSAndroid Build Coastguard Worker // Remove isolated skin blocks (none of its neighbors are skin) and isolated
93*fb1b10abSAndroid Build Coastguard Worker // non-skin blocks (all of its neighbors are skin).
94*fb1b10abSAndroid Build Coastguard Worker // Skip 4 corner blocks which have only 3 neighbors to remove isolated skin
95*fb1b10abSAndroid Build Coastguard Worker // blocks. Skip superblock borders to remove isolated non-skin blocks.
96*fb1b10abSAndroid Build Coastguard Worker for (i = mi_row; i < mi_row_limit; i += fac) {
97*fb1b10abSAndroid Build Coastguard Worker for (j = mi_col; j < mi_col_limit; j += fac) {
98*fb1b10abSAndroid Build Coastguard Worker int bl_index = i * cm->mi_cols + j;
99*fb1b10abSAndroid Build Coastguard Worker int num_neighbor = 0;
100*fb1b10abSAndroid Build Coastguard Worker int mi, mj;
101*fb1b10abSAndroid Build Coastguard Worker int non_skin_threshold = 8;
102*fb1b10abSAndroid Build Coastguard Worker // Skip 4 corners.
103*fb1b10abSAndroid Build Coastguard Worker if ((i == mi_row && (j == mi_col || j == mi_col_limit - fac)) ||
104*fb1b10abSAndroid Build Coastguard Worker (i == mi_row_limit - fac && (j == mi_col || j == mi_col_limit - fac)))
105*fb1b10abSAndroid Build Coastguard Worker continue;
106*fb1b10abSAndroid Build Coastguard Worker // There are only 5 neighbors for non-skin blocks on the border.
107*fb1b10abSAndroid Build Coastguard Worker if (i == mi_row || i == mi_row_limit - fac || j == mi_col ||
108*fb1b10abSAndroid Build Coastguard Worker j == mi_col_limit - fac)
109*fb1b10abSAndroid Build Coastguard Worker non_skin_threshold = 5;
110*fb1b10abSAndroid Build Coastguard Worker
111*fb1b10abSAndroid Build Coastguard Worker for (mi = -fac; mi <= fac; mi += fac) {
112*fb1b10abSAndroid Build Coastguard Worker for (mj = -fac; mj <= fac; mj += fac) {
113*fb1b10abSAndroid Build Coastguard Worker if (i + mi >= mi_row && i + mi < mi_row_limit && j + mj >= mi_col &&
114*fb1b10abSAndroid Build Coastguard Worker j + mj < mi_col_limit) {
115*fb1b10abSAndroid Build Coastguard Worker int bl_neighbor_index = (i + mi) * cm->mi_cols + j + mj;
116*fb1b10abSAndroid Build Coastguard Worker if (cpi->skin_map[bl_neighbor_index]) num_neighbor++;
117*fb1b10abSAndroid Build Coastguard Worker }
118*fb1b10abSAndroid Build Coastguard Worker }
119*fb1b10abSAndroid Build Coastguard Worker }
120*fb1b10abSAndroid Build Coastguard Worker
121*fb1b10abSAndroid Build Coastguard Worker if (cpi->skin_map[bl_index] && num_neighbor < 2)
122*fb1b10abSAndroid Build Coastguard Worker cpi->skin_map[bl_index] = 0;
123*fb1b10abSAndroid Build Coastguard Worker if (!cpi->skin_map[bl_index] && num_neighbor == non_skin_threshold)
124*fb1b10abSAndroid Build Coastguard Worker cpi->skin_map[bl_index] = 1;
125*fb1b10abSAndroid Build Coastguard Worker }
126*fb1b10abSAndroid Build Coastguard Worker }
127*fb1b10abSAndroid Build Coastguard Worker }
128*fb1b10abSAndroid Build Coastguard Worker
129*fb1b10abSAndroid Build Coastguard Worker #ifdef OUTPUT_YUV_SKINMAP
130*fb1b10abSAndroid Build Coastguard Worker // For viewing skin map on input source.
vp9_output_skin_map(VP9_COMP * const cpi,FILE * yuv_skinmap_file)131*fb1b10abSAndroid Build Coastguard Worker void vp9_output_skin_map(VP9_COMP *const cpi, FILE *yuv_skinmap_file) {
132*fb1b10abSAndroid Build Coastguard Worker int i, j, mi_row, mi_col, num_bl;
133*fb1b10abSAndroid Build Coastguard Worker VP9_COMMON *const cm = &cpi->common;
134*fb1b10abSAndroid Build Coastguard Worker uint8_t *y;
135*fb1b10abSAndroid Build Coastguard Worker const uint8_t *src_y = cpi->Source->y_buffer;
136*fb1b10abSAndroid Build Coastguard Worker const int src_ystride = cpi->Source->y_stride;
137*fb1b10abSAndroid Build Coastguard Worker const int y_bsize = 16; // Use 8x8 or 16x16.
138*fb1b10abSAndroid Build Coastguard Worker const int shy = (y_bsize == 8) ? 3 : 4;
139*fb1b10abSAndroid Build Coastguard Worker const int fac = y_bsize / 8;
140*fb1b10abSAndroid Build Coastguard Worker
141*fb1b10abSAndroid Build Coastguard Worker YV12_BUFFER_CONFIG skinmap;
142*fb1b10abSAndroid Build Coastguard Worker memset(&skinmap, 0, sizeof(YV12_BUFFER_CONFIG));
143*fb1b10abSAndroid Build Coastguard Worker if (vpx_alloc_frame_buffer(&skinmap, cm->width, cm->height, cm->subsampling_x,
144*fb1b10abSAndroid Build Coastguard Worker cm->subsampling_y, VP9_ENC_BORDER_IN_PIXELS,
145*fb1b10abSAndroid Build Coastguard Worker cm->byte_alignment)) {
146*fb1b10abSAndroid Build Coastguard Worker vpx_free_frame_buffer(&skinmap);
147*fb1b10abSAndroid Build Coastguard Worker return;
148*fb1b10abSAndroid Build Coastguard Worker }
149*fb1b10abSAndroid Build Coastguard Worker memset(skinmap.buffer_alloc, 128, skinmap.frame_size);
150*fb1b10abSAndroid Build Coastguard Worker y = skinmap.y_buffer;
151*fb1b10abSAndroid Build Coastguard Worker // Loop through blocks and set skin map based on center pixel of block.
152*fb1b10abSAndroid Build Coastguard Worker // Set y to white for skin block, otherwise set to source with gray scale.
153*fb1b10abSAndroid Build Coastguard Worker // Ignore rightmost/bottom boundary blocks.
154*fb1b10abSAndroid Build Coastguard Worker for (mi_row = 0; mi_row < cm->mi_rows - 1; mi_row += fac) {
155*fb1b10abSAndroid Build Coastguard Worker num_bl = 0;
156*fb1b10abSAndroid Build Coastguard Worker for (mi_col = 0; mi_col < cm->mi_cols - 1; mi_col += fac) {
157*fb1b10abSAndroid Build Coastguard Worker const int block_index = mi_row * cm->mi_cols + mi_col;
158*fb1b10abSAndroid Build Coastguard Worker const int is_skin = cpi->skin_map[block_index];
159*fb1b10abSAndroid Build Coastguard Worker for (i = 0; i < y_bsize; i++) {
160*fb1b10abSAndroid Build Coastguard Worker for (j = 0; j < y_bsize; j++) {
161*fb1b10abSAndroid Build Coastguard Worker y[i * src_ystride + j] = is_skin ? 255 : src_y[i * src_ystride + j];
162*fb1b10abSAndroid Build Coastguard Worker }
163*fb1b10abSAndroid Build Coastguard Worker }
164*fb1b10abSAndroid Build Coastguard Worker num_bl++;
165*fb1b10abSAndroid Build Coastguard Worker y += y_bsize;
166*fb1b10abSAndroid Build Coastguard Worker src_y += y_bsize;
167*fb1b10abSAndroid Build Coastguard Worker }
168*fb1b10abSAndroid Build Coastguard Worker y += (src_ystride << shy) - (num_bl << shy);
169*fb1b10abSAndroid Build Coastguard Worker src_y += (src_ystride << shy) - (num_bl << shy);
170*fb1b10abSAndroid Build Coastguard Worker }
171*fb1b10abSAndroid Build Coastguard Worker vpx_write_yuv_frame(yuv_skinmap_file, &skinmap);
172*fb1b10abSAndroid Build Coastguard Worker vpx_free_frame_buffer(&skinmap);
173*fb1b10abSAndroid Build Coastguard Worker }
174*fb1b10abSAndroid Build Coastguard Worker #endif
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