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176 changes: 176 additions & 0 deletions IMPLEMENTATION_SUMMARY.md
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# Texture Filter Implementation Summary

## What Was Implemented

A new `GPUImageTextureFilter` for the GPUImage framework that replicates Adobe Lightroom's Texture effect.

## Technical Approach

### Band-Pass Filtering
The filter uses a frequency separation technique:

1. **Two Gaussian Blurs**:
- Small blur (1.0px radius) - captures high to mid frequencies
- Large blur (4.0px radius) - captures only low frequencies

2. **Band-Pass Extraction**:
```glsl
bandPass = smallBlur - largeBlur + 0.5
```
This isolates the mid-frequency details (textures)

3. **Enhancement/Smoothing**:
```glsl
detail = bandPass - 0.5 // Center at 0
result = original + detail * texture
```
Where `texture` ranges from -1.0 (smooth) to 1.0 (enhance)

## Files Created

1. **framework/Source/GPUImageTextureFilter.h** - Header file
2. **framework/Source/GPUImageTextureFilter.m** - Implementation file
3. **TextureFilter_README.md** - Complete usage documentation
4. **XCODE_INTEGRATION.md** - Xcode project integration guide
5. **IMPLEMENTATION_SUMMARY.md** - This file

## Files Modified

1. **framework/Source/GPUImage.h** - Added import for iOS
2. **framework/Source/Mac/GPUImage.h** - Added import for Mac
3. **examples/iOS/FilterShowcase/FilterShowcase/ShowcaseFilterViewController.h** - Added GPUIMAGE_TEXTURE enum
4. **examples/iOS/FilterShowcase/FilterShowcase/ShowcaseFilterViewController.m** - Added filter instantiation
5. **examples/iOS/FilterShowcase/FilterShowcase/ShowcaseFilterListController.m** - Added menu entry

## Filter Architecture

```
GPUImageTextureFilter (extends GPUImageFilterGroup)
├─ blurFilter1 (GPUImageGaussianBlurFilter, radius=1.0)
├─ blurFilter2 (GPUImageGaussianBlurFilter, radius=4.0)
├─ bandPassFilter (GPUImageTwoInputFilter with custom shader)
└─ combineFilter (GPUImageTwoInputFilter with custom shader)

Filter Chain:
Input Image ──┬─> blurFilter1 ─┬─> bandPassFilter ─┐
│ │ │
├─> blurFilter2 ──┘ ├─> combineFilter -> Output
│ │
└──────────────────────────────────────┘
```

## Shader Details

### Band-Pass Shader
```glsl
lowp vec4 smallBlur = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 largeBlur = texture2D(inputImageTexture2, textureCoordinate2);
gl_FragColor = vec4(smallBlur.rgb - largeBlur.rgb + vec3(0.5), smallBlur.a);
```

### Combine Shader
```glsl
lowp vec4 originalColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 bandPassDetail = texture2D(inputImageTexture2, textureCoordinate2);
lowp vec3 detail = bandPassDetail.rgb - vec3(0.5);
lowp vec3 result = originalColor.rgb + detail * texture;
gl_FragColor = vec4(result, originalColor.a);
```

## Properties

- **texture** (CGFloat): Enhancement intensity
- Range: -1.0 to 1.0
- Default: 0.0
- -1.0 = Maximum smoothing
- 0.0 = No effect
- +1.0 = Maximum enhancement

## Usage Example

```objc
#import "GPUImage.h"

// Create filter
GPUImageTextureFilter *textureFilter = [[GPUImageTextureFilter alloc] init];
textureFilter.texture = 0.5; // Enhance texture

// Setup pipeline
GPUImagePicture *imageSource = [[GPUImagePicture alloc] initWithImage:inputImage];
GPUImageView *imageView = [[GPUImageView alloc] initWithFrame:frame];

[imageSource addTarget:textureFilter];
[textureFilter addTarget:imageView];
[imageSource processImage];
```

## FilterShowcase Integration

The filter has been added to the FilterShowcase example app:
- Menu entry: "Texture"
- Slider range: -1.0 to 1.0
- Default value: 0.5
- Real-time preview with live camera

## Comparison with Similar Filters

| Filter | Frequency Target | Primary Use | Effect Strength |
|--------|-----------------|-------------|-----------------|
| **Texture** | Mid-frequency | Skin detail, surface texture | Subtle, natural |
| Sharpen | High-frequency | Edge enhancement | Can be harsh |
| Unsharp Mask | High-frequency | General sharpening | Medium |
| High Pass | Variable | Detail isolation | Adjustable |

## Advantages of This Implementation

1. **GPU Accelerated**: All processing done on GPU via OpenGL ES
2. **Real-time**: Suitable for video processing
3. **Natural Results**: Targets mid-frequencies only
4. **Bidirectional**: Can both enhance (+) and smooth (-)
5. **Simple API**: Single parameter control
6. **Composable**: Works in filter chains

## Performance Characteristics

- **2 Gaussian blur passes** (internally uses separable convolution)
- **2 Two-input blend operations**
- Similar performance to GPUImageUnsharpMaskFilter
- Suitable for real-time video on modern iOS devices

## Next Steps for Users

1. Add files to Xcode project using Xcode IDE or manual pbxproj editing
2. Build the framework
3. Test with the FilterShowcase app
4. Integrate into your own projects

## Testing Recommendations

Good test cases:
- Portrait photos (test skin smoothing with negative values)
- Landscape photos (test detail enhancement with positive values)
- Textures like fabric, bark, rocks
- Comparison with Lightroom's Texture slider results

## Known Limitations

1. Files must be manually added to Xcode project
2. No adaptive radius (fixed at 1.0 and 4.0 pixels)
3. No separate luminance/chroma processing
4. Processing happens in RGB space (not LAB like Lightroom)

## Future Enhancements (Optional)

1. Add adjustable blur radii as properties
2. Implement luminance-only processing option
3. Add edge-aware filtering for better quality
4. Create presets for common use cases (portrait, landscape, etc.)

## Credits

Implementation based on:
- Adobe Lightroom Texture effect research
- Frequency separation techniques in professional photo editing
- GPUImage framework architecture patterns
- OpenGL ES shader programming best practices
75 changes: 75 additions & 0 deletions README_TEXTURE_FILTER.md
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# Texture Filter - Quick Start Guide

## What is This?

A new `GPUImageTextureFilter` has been added to the GPUImage framework that replicates Adobe Lightroom's Texture effect. This filter enhances or smooths mid-frequency texture details in images.

## Quick Usage

```objc
#import "GPUImage.h"

GPUImageTextureFilter *filter = [[GPUImageTextureFilter alloc] init];
filter.texture = 0.5; // Range: -1.0 (smooth) to +1.0 (enhance)

[imageSource addTarget:filter];
[filter addTarget:output];
```

## Documentation Files

📖 **New to this filter?** Start here:
- **[VISUAL_GUIDE.md](VISUAL_GUIDE.md)** - Diagrams and visual examples

📚 **Ready to use it?** Read this:
- **[TextureFilter_README.md](TextureFilter_README.md)** - Complete API reference and examples

🔧 **Want to build it?** Follow this:
- **[XCODE_INTEGRATION.md](XCODE_INTEGRATION.md)** - Add files to Xcode project

🏗 **Technical details?** Check this:
- **[IMPLEMENTATION_SUMMARY.md](IMPLEMENTATION_SUMMARY.md)** - Architecture and implementation

## Quick Parameter Guide

| Value | Effect | Best For |
|-------|--------|----------|
| -0.3 | Subtle smoothing | Portrait skin |
| 0.0 | No effect | Neutral |
| +0.5 | Moderate enhancement | Landscapes, textures |

## Files Added

**Core Implementation:**
- `framework/Source/GPUImageTextureFilter.h`
- `framework/Source/GPUImageTextureFilter.m`

**Documentation:**
- `TextureFilter_README.md`
- `VISUAL_GUIDE.md`
- `IMPLEMENTATION_SUMMARY.md`
- `XCODE_INTEGRATION.md`

**Modified:**
- `framework/Source/GPUImage.h` (added import)
- `framework/Source/Mac/GPUImage.h` (added import)
- FilterShowcase example (added demo)

## Next Steps

1. **Add to Xcode Project**: See [XCODE_INTEGRATION.md](XCODE_INTEGRATION.md)
2. **Build Framework**: `xcodebuild -project framework/GPUImage.xcodeproj`
3. **Test**: Run FilterShowcase app and select "Texture" filter
4. **Use**: Import in your project and use as shown above

## Try It Now

The FilterShowcase example already includes the Texture filter:
1. Open `examples/iOS/FilterShowcase/FilterShowcase.xcodeproj`
2. Build and run
3. Select "Texture" from the filter list
4. Adjust the slider to see real-time effects

## Support

For detailed information, see the documentation files listed above.
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