Lucas-Kanade Optical Flow in HLSL
An optical flow algorithm estimates the motion between frames. Optical flow is essential in object detection, object recognition, motion estimation, video compression, and video effects.
This post covers an HLSL implementation of Lucas-Kanade optical flow.
Algorithm
The pyramid LK algorithm consists of the following steps.
Build the current frame’s mipmap pyramid
Encode the image into chromaticity with
GetSphericalRG()
Filter the current frame with a Gaussian blur
Set the initial motion vector to
<0.0, 0.0>
Compute optical flow from the smallest to largest pyramid level
Propagate the optical flow at each level
Filter the optical flow with a Gaussian blur
Store the current frame for use in the next frame
Note
The code contains generic functions, so you may need to change some parts of the code so it is compatible with your setup.
Source Code
/*
This code is based on the algorithm described in the following paper:
Author(s): Joost van de Weijer, T. Gevers
Title: "Robust optical flow from photometric invariants"
Year: 2004
DOI: 10.1109/ICIP.2004.1421433
Link: https://www.researchgate.net/publication/4138051_Robust_optical_flow_from_photometric_invariants
*/
float2 GetSphericalRG(float3 Color)
{
const float HalfPi = 1.0 / acos(0.0);
// Precalculate (x*x + y*y)^0.5 and (x*x + y*y + z*z)^0.5
float L1 = length(Color.rg);
float L2 = length(Color.rgb);
float2 Angles = 0.0;
Angles[0] = (L1 == 0.0) ? 1.0 / sqrt(2.0) : Color.g / L1;
Angles[1] = (L2 == 0.0) ? 1.0 / sqrt(3.0) : L1 / L2;
return saturate(asin(abs(Angles)) * HalfPi);
}
float CMath_GetHalfMax()
{
// Get the Half format distribution of bits
// Sign Exponent Significand
// 0 00000 000000000
const int SignBit = 0;
const int ExponentBits = 5;
const int SignificandBits = 10;
const int Bias = -15;
const int Exponent = exp2(ExponentBits);
const int Significand = exp2(SignificandBits);
const float MaxExponent = ((float)Exponent - (float)exp2(1)) + (float)Bias;
const float MaxSignificand = 1.0 + (((float)Significand - 1.0) / (float)Significand);
return (float)pow(-1, SignBit) * (float)exp2(MaxExponent) * MaxSignificand;
}
// [-HalfMax, HalfMax) -> [-1.0, 1.0)
float2 CMath_HalfToNorm(float2 Half2)
{
return clamp(Half2 / CMath_GetHalfMax(), -1.0, 1.0);
}
// [-1.0, 1.0) -> [-HalfMax, HalfMax)
float2 CMath_NormToHalf(float2 Half2)
{
return Half2 * CMath_GetHalfMax();
}
// [-1.0, 1.0] -> [Width, Height]
float2 CMotionEstimation_UnnormalizeMV(float2 Vectors, float2 ImageSize)
{
return Vectors / abs(ImageSize);
}
// [Width, Height] -> [-1.0, 1.0]
float2 CMotionEstimation_NormalizeMV(float2 Vectors, float2 ImageSize)
{
return clamp(Vectors * abs(ImageSize), -1.0, 1.0);
}
/*
Lucas-Kanade optical flow with bilinear fetches
---
Calculate Lucas-Kanade optical flow by solving (A^-1 * B)
[A11 A12]^-1 [-B1] -> [ A11/D -A12/D] [-B1]
[A21 A22]^-1 [-B2] -> [-A21/D A22/D] [-B2]
---
[ Ix^2/D -IxIy/D] [-IxIt]
[-IxIy/D Iy^2/D] [-IyIt]
*/
float2 CMotionEstimation_GetPixelPyLK
(
float2 MainTex, // Texture coordinates in the [0.0, 1.0) range
float2 Vectors, // Vectors in the [-HalfMax, HalfMax) range
sampler2D SampleI0,
sampler2D SampleI1
)
{
// Initialize variables
float4 WarpTex;
float IxIx = 0.0;
float IyIy = 0.0;
float IxIy = 0.0;
float IxIt = 0.0;
float IyIt = 0.0;
float SSD = 0.0;
// Initiate main & warped texture coordinates
WarpTex = MainTex.xyxy;
// Calculate warped texture coordinates
WarpTex.zw -= 0.5; // Pull into [-0.5, 0.5) range
WarpTex.zw = CMath_NormToHalf(WarpTex.zw) + Vectors; // Warp in [-HalfMax, HalfMax) range
WarpTex.zw = CMath_HalfToNorm(WarpTex.zw) + 0.5; // Push into [0.0, 1.0) range
WarpTex.zw = saturate(WarpTex.zw); // Clamp into [0.0, 1.0) range
// Get gradient information
float4 TexIx = ddx(WarpTex);
float4 TexIy = ddy(WarpTex);
float2 PixelSize = abs(TexIx.xy) + abs(TexIy.xy);
float2x2 Rotation = CMath_GetRotationMatrix(45.0);
// Get required data to calculate main window data
const int WindowSize = 3;
const int WindowHalf = trunc(WindowSize / 2);
[loop] for (int i = 0; i < (WindowSize * WindowSize); i++)
{
float2 AngleShift = -WindowHalf + float2(i % WindowSize, trunc(i / WindowSize));
AngleShift = mul(Rotation, AngleShift);
// Get temporal gradient
float4 TexIT = WarpTex.xyzw + (AngleShift.xyxy * PixelSize.xyxy);
float2 I0 = tex2Dgrad(SampleI0, TexIT.xy, TexIx.xy, TexIy.xy).rg;
float2 I1 = tex2Dgrad(SampleI1, TexIT.zw, TexIx.zw, TexIy.zw).rg;
float2 IT = I0 - I1;
// Get spatial gradient
float4 OffsetNS = AngleShift.xyxy + float4(0.0, -1.0, 0.0, 1.0);
float4 OffsetEW = AngleShift.xyxy + float4(-1.0, 0.0, 1.0, 0.0);
float4 NS = WarpTex.xyxy + (OffsetNS * PixelSize.xyxy);
float4 EW = WarpTex.xyxy + (OffsetEW * PixelSize.xyxy);
float2 N = tex2Dgrad(SampleI0, NS.xy, TexIx.xy, TexIy.xy).rg;
float2 S = tex2Dgrad(SampleI0, NS.zw, TexIx.xy, TexIy.xy).rg;
float2 E = tex2Dgrad(SampleI0, EW.xy, TexIx.xy, TexIy.xy).rg;
float2 W = tex2Dgrad(SampleI0, EW.zw, TexIx.xy, TexIy.xy).rg;
float2 Ix = E - W;
float2 Iy = N - S;
// IxIx = A11; IyIy = A22; IxIy = A12/A22
IxIx += dot(Ix, Ix);
IyIy += dot(Iy, Iy);
IxIy += dot(Ix, Iy);
// IxIt = B1; IyIt = B2
IxIt += dot(Ix, IT);
IyIt += dot(Iy, IT);
SSD += dot(IT, IT);
}
/*
Calculate Lucas-Kanade matrix
---
[ Ix^2/D -IxIy/D] [-IxIt]
[-IxIy/D Iy^2/D] [-IyIt]
*/
/*
Create a normalized SSD-based mask.
https://www.cs.huji.ac.il/~peleg/papers/HUJI-CSE-LTR-2006-39-LK-Plus.pdf
*/
float M = (SSD / (IxIx + IyIy)) > 0.1;
IxIx *= M;
IyIy *= M;
IxIy *= M;
IxIt *= M;
IyIt *= M;
// Calculate A^-1 and B
float D = determinant(float2x2(IxIx, IxIy, IxIy, IyIy));
float2x2 A = float2x2(IyIy, -IxIy, -IxIy, IxIx) / D;
float2 B = float2(-IxIt, -IyIt);
// Calculate A^T*B
float2 Flow = (D > 0.0) ? mul(B, A) : 0.0;
// Convert motion vectors from Half -> Norm
Vectors = CMath_HalfToNorm(Vectors);
// Propagate normalized motion vectors in Norm Range
Vectors += CMotionEstimation_NormalizeMV(Flow, PixelSize);
// Clamp motion vectors to restrict range to valid lengths
Vectors = clamp(Vectors, -1.0, 1.0);
// Pack motion vectors to Half format
return CMath_NormToHalf(Vectors);
}