diff --git a/apps/bgu/bgu_generator.cpp b/apps/bgu/bgu_generator.cpp index 653e5ed87c5a..e375241c56d4 100644 --- a/apps/bgu/bgu_generator.cpp +++ b/apps/bgu/bgu_generator.cpp @@ -395,39 +395,20 @@ class BGU : public Generator { b(2, 2) = blurx(x, y, z, 20); b(3, 2) = blurx(x, y, z, 21); - // Regularize by pushing the solution towards the average gain - // in this cell = (average output luma + eps) / (average input luma + eps). - const float lambda = 1e-6f; - const float epsilon = 1e-6f; - - // The bottom right entry of A is a count of the number of - // constraints affecting this cell. - Expr N = A(3, 3); - - // The last row of each matrix is the sum of input and output - // RGB values for the pixels affecting this cell. Instead of - // dividing them by N+1 to get averages, we'll multiply - // epsilon by N+1. This saves two divisions. - Expr output_luma = b(3, 0) + 2 * b(3, 1) + b(3, 2) + epsilon * (N + 1); - Expr input_luma = A(3, 0) + 2 * A(3, 1) + A(3, 2) + epsilon * (N + 1); - Expr gain = output_luma / input_luma; - - // Add lambda and lambda*gain to the diagonal of the - // matrices. The matrices are sums/moments rather than - // means/covariances, so just like above we need to multiply - // lambda by N+1 so that it's equivalent to adding a constant - // to the diagonal of a covariance matrix. Otherwise it does - // nothing in cells with lots of linearly-dependent - // constraints. - Expr weighted_lambda = lambda * (N + 1); - A(0, 0) += weighted_lambda; - A(1, 1) += weighted_lambda; - A(2, 2) += weighted_lambda; - A(3, 3) += weighted_lambda; - - b(0, 0) += weighted_lambda * gain; - b(1, 1) += weighted_lambda * gain; - b(2, 2) += weighted_lambda * gain; + // Regularize it with 1/10th of a sample that pulls the result towards the identity function. + // Regions in the grid that are well populated will have way more than 1/10th of a sample. + // The original paper on BGU had a more complex regularization scheme, but the regularization + // logic was backwards: when a cell has fewer samples, it got less regularization; and when + // the cell has a lot of samples, it got regularized a lot. + const float lambda = 1e-1f; + A(0, 0) += lambda; + A(1, 1) += lambda; + A(2, 2) += lambda; + A(3, 3) += lambda; + + b(0, 0) += lambda; + b(1, 1) += lambda; + b(2, 2) += lambda; // Now solve Ax = b Matrix<3, 4> result = transpose(solve_symmetric(A, b, line, x, using_autoscheduler(), get_target()));