Frank van Maarseveen schreef:
> On Sat, Nov 28, 2009 at 04:14:25PM +0100, Jos De Laender wrote:
>   
>> Frank van Maarseveen schreef:
>>     
>>> On Sat, Nov 28, 2009 at 01:41:04PM +0100, Jos De Laender wrote:
>>>       
> [...]
>
>   
>>> The human perception comes into play because the algorithm should
>>> do something which ultimately pleases the eye (or more precise: the
>>> human brain). For example, the implementation contains a sqrt() which
>>> I think is an approximation of a gamma compensation 
>>>       
>> My understanding is that the sqrt is introduced to denoise shadows and 
>> highlights +/- equally.
>>     
>
> Reading carefully, both explanations could be correct at the same time :-)
>   
Yes , you're probably right.  Including the reason why it is left out in 
the gimp (which is already gamma compensated).
Thanks for the insight.
> <snip>
>
> [...]
>   
>>> I've had a look at the hat transform function: two out of three loops are
>>> there for handling pixels close to the edge of the image. The function
>>> looks ok to me from a logical/programmer point of view. 
>>>       
>> No offence, but how can you say without knowing the underlying algorithm ?
>>     
>
> hat_transform() considers pixels to the "left" and "right". How it
> handles this close to the edge when either left or right side is not
> available must at least be symmetrical. It is a corner case which might
> not even be described in the original math. The middle loop is the
> real algorithm. The 'st' (step) multiplier is not really part of the
> algorithm but how to do code it once for >1 dimension.
>   
Yes , of course ... You made me see the light !
It is simply the implementation of the h = (0.25,0.5,0.25) linear 
Lagrange interpolation (as I thought), with some hocus-pocus at the edges.
So the complete algorithm is "A trous" algorithm with a linear 
interpolation filter.
Once more thanks for your insight Frank.
(and if you would know by any chance the math/algorithm behinde the 
noise array ...).

Jos



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