Scene for Bloom effect and some variable adjustments
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parent
9b07411ebd
commit
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6 changed files with 91 additions and 47 deletions
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@ -78,6 +78,9 @@ endif()
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add_executable(fancy1 fancy1.cpp)
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add_executable(fancy1 fancy1.cpp)
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target_link_libraries(fancy1 tracey)
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target_link_libraries(fancy1 tracey)
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add_executable(bloom bloom.cpp)
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target_link_libraries(bloom tracey)
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add_executable(DOFScene DOFScene.cpp)
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add_executable(DOFScene DOFScene.cpp)
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target_link_libraries(DOFScene tracey)
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target_link_libraries(DOFScene tracey)
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@ -90,10 +90,10 @@ int main() {
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// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
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// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
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// focalLength = the area which is in focus
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// focalLength = the area which is in focus
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DOFRenderer renderer(0.2, 100, 10.0f);
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DOFRenderer renderer(0.2, 50, 10.0f);
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// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
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// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
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int width = 1920;
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int width = 600;
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Texture image = renderer.renderImage(scene, camera, width, width / 16 * 9);
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Texture image = renderer.renderImage(scene, camera, width, width / 16 * 9);
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// Use post-processing Bloom effect
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// Use post-processing Bloom effect
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60
bloom.cpp
Normal file
60
bloom.cpp
Normal file
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@ -0,0 +1,60 @@
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#include <iostream>
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#include <string>
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#include <post_processing/bloom.h>
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#include <shader/phongshader.h>
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#include <shader/simpleshadowshader.h>
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#include <light/pointlight.h>
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#include "camera/perspectivecamera.h"
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#include "renderer/simplerenderer.h"
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#include "scene/simplescene.h"
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#include "primitive/box.h"
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#include "primitive/infiniteplane.h"
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#include "primitive/sphere.h"
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#include "primitive/triangle.h"
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int main() {
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SimpleScene scene;
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scene.setBackgroundColor(Color(0, 0, 0));
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// Add shaders
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auto red = std::make_shared<SimpleShadowShader>(Color(1.0f, 0.3f, 0.2f));
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auto gray = std::make_shared<SimpleShadowShader>(Color(0.78f, 0.78f, 0.78f));
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auto blue = std::make_shared<SimpleShadowShader>(Color(0.2f, 0.3f, 1.0f));
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auto orange = std::make_shared<PhongShader>(Color(1.0f, 0.64f, 0.0f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
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scene.add(std::make_shared<Box>(Vector3d(5.0f, -5.0f, 0.0f), Vector3d(4.0f, 4.0f, 4.0f), red));
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scene.add(std::make_shared<Box>(Vector3d(-5.0f, -3.0f, 1.0f), Vector3d(1.0f, 6.0f, 1.0f), blue));
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scene.add(std::make_shared<Box>(Vector3d(-3.5f, 4.0f, -2.0f), Vector3d(2.0f, 2.0f, 2.0f), orange));
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scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 4.0f, 0.0f), 1.0f, orange));
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scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 0.0f, -11.0f), 100.0f));
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// Set up the camera
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PerspectiveCamera camera;
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camera.setFovAngle(90.0f);
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camera.setPosition(Vector3d(0.0f, 0.0f, -10.0f));
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camera.setForwardDirection(Vector3d(0.0f, 0.0f, 1.0f));
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camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
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// Render the scene
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SimpleRenderer renderer;
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Texture img = renderer.renderImage(scene, camera, 512, 512);
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img.save("beforeBloom.png");
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Bloom bloom = Bloom(img.getImage(), 0.88f, img);
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img.setTexture(bloom.bloom(100, 300.0f, 1.5f));
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img.save("afterBloom.png");
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return 0;
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}
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@ -86,14 +86,10 @@ int main() {
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// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
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// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
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Texture image = renderer.renderImage(scene, camera, 1024, 1024);
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Texture image = renderer.renderImage(scene, camera, 1024, 1024);
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// Use post-processing Bloom effect
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Bloom bloomEffect = Bloom(image.getImage());
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Texture imageWithBloom = image;
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imageWithBloom.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
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// save images
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// save images
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image.save("result.png");
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image.save("result.png");
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image.save("resultWithBloom");
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return 0;
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return 0;
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}
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}
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@ -2,36 +2,27 @@
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#include <iostream>
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#include <iostream>
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#include "bloom.h"
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#include "bloom.h"
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Bloom::Bloom(CImg<float> image) : image(image) {}
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Bloom::Bloom(CImg<float> &image, float threshold, Texture& thresholdImg) : image(image), threshold(threshold) {}
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CImg<float> Bloom::bloom(float threshold, int kernelSize, float sigma, float intensity) {
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CImg<float> Bloom::bloom(int kernelSize, float sigma, float intensity) {
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// Apply threshold to image
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//CImg<float> brightPixels = image_.get_threshold(threshold);
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CImg<float> brightPixels = image.get_threshold(threshold);
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//brightPixels.save("brightpixels.png");
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// Apply gaussian blur to bright pixels
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// Apply gaussian blur to bright pixels
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CImg<float> kernel = computeGaussianKernel(kernelSize, sigma);
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CImg<float> kernel = computeGaussianKernel(kernelSize, sigma);
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CImg<float> blurred = convolution(image, kernel);
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CImg<float> blurred = convolution(image, kernel);
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for(int i = 0; i < 3; i++){
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kernel = computeGaussianKernel(kernelSize, sigma);
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blurred = convolution(image, kernel);
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blurred *= intensity;
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blurred *= intensity;
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}
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// Add blurred image back to original image
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// Add blurred image back to original image
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cimg_forXYC(image, x, y, c) {
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cimg_forXYC(image, x, y, c) {
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float value = image(x,y,0,c) + blurred(x,y,0,c);
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float value = image(x, y, 0, c) + blurred(x, y, 0, c);
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image(x,y,0,c) = (value > 1.0f) ? 1.0f : value;
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image(x, y, 0, c) = (value > 1.0f) ? 1.0f : value;
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}
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}
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return image;
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return image;
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}
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}
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void Bloom::gaussianBlur(int kernelSize, float sigma) {
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CImg<float> kernel = computeGaussianKernel(kernelSize, sigma);
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image = convolution(image, kernel);
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}
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// Function to compute Gaussian kernel
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// Function to compute Gaussian kernel
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CImg<float> Bloom::computeGaussianKernel(int kernelSize, float sigma) {
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CImg<float> Bloom::computeGaussianKernel(int kernelSize, float sigma) {
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@ -72,7 +63,7 @@ CImg<float> Bloom::convolution(CImg<float> &img, CImg<float> &kernel) {
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cimg_forX(kernel, n) {
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cimg_forX(kernel, n) {
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int x = i + n - kernelRadius;
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int x = i + n - kernelRadius;
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int y = j + m - kernelRadius;
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int y = j + m - kernelRadius;
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if(x >= 0 && x < imgCols && y >= 0 && y < imgRows){
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if (x >= 0 && x < imgCols && y >= 0 && y < imgRows) {
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sum += img(x, y, 0, c) * kernel(n, m);
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sum += img(x, y, 0, c) * kernel(n, m);
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}
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}
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@ -82,7 +73,3 @@ CImg<float> Bloom::convolution(CImg<float> &img, CImg<float> &kernel) {
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}
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}
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return result;
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return result;
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}
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}
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void Bloom::scaleBrightness(float scale) {
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image *= scale;
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}
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@ -8,19 +8,17 @@
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class Bloom {
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class Bloom {
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public:
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public:
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Bloom(CImg<float> image);
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Bloom(CImg<float>& image, float threshold, Texture& thresholdImg);
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CImg<float> bloom(float threshold, int kernelSize, float sigma, float intensity);
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CImg<float> bloom(int kernelSize, float sigma, float intensity);
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private:
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private:
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void scaleBrightness(float scale);
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void gaussianBlur(int kernelSize, float sigma);
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CImg<float> convolution(CImg<float> &img, CImg<float> &kernel);
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CImg<float> convolution(CImg<float> &img, CImg<float> &kernel);
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CImg<float> computeGaussianKernel(int kernelSize, float sigma);
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CImg<float> computeGaussianKernel(int kernelSize, float sigma);
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CImg<float> image;
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CImg<float> image;
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float threshold;
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};
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};
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