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Forums > C64 Coding > Simple bilinear interpolation in assembler
2018-05-08 16:24
ws

Registered: Apr 2012
Posts: 251
Simple bilinear interpolation in assembler

Hello,

for some reason, with increasing age, i am no longer interested in spending much time on re-inventing the wheel.

Therefore, i'd like to ask if any of you wizards perhaps know of a close solution to this problem:

Lets say you have a "heatmap" in a matrix of 20x10 cells.

Does anyone perhaps already have a fast and simple routine for interpolating all the values within these cells, so that when you have some cells with very high values and some cells with very low values, that more or less smooth transitions (image blur) can be achieved in very few rasterlines?

Google just spat out hardcore math for me, which i feel unable to wrap my head around, when attempted to translate to a c64 assembler solution. (I code in assembly, directly, no c++ or the like, pretty please).

best regards
WS
2018-05-08 16:34
ChristopherJam

Registered: Aug 2004
Posts: 1409
Are you looking to interpolate between the values, to get higher resolution?

Or are you wanting to smooth the data without changing the number of cells?

Either way, a useful building block is to calculate a mean with
  clc
  lda value1
  adc value2   ; computes a 9 bit sum in [carry, acc7..acc0]
  lsr          ; divides result by two, leaving 8 bit value in A
  sta result

Unroll.
2018-05-08 16:43
ws

Registered: Apr 2012
Posts: 251
I want to smooth the values - without changing the number of cells-, preferably using a lookup table (thats what is always the simplest solution i have in my head) but it must be 2-dimensional - and that is actually what gives me some sort of headache..

do i first process all lines horizontally and then vertically? is that the way to go?

because from what i saw it looks like "they" (the math people) are using a 4 point sampling grid (or something like that).

EDIT: and i dont only want to have a result like this:

0000F00000F = 00028200028
but
01248421248

(for example)
2018-05-08 17:14
ws

Registered: Apr 2012
Posts: 251
i made a graphical example of what i want to achieve.

http://www.wertstahl.de/example.jpg

maybe this clears up things alot, please excuse that i find no other way to express what i am trying to do.
2018-05-08 17:18
ChristopherJam

Registered: Aug 2004
Posts: 1409
Quoting wertstahl
do i first process all lines horizontally and then vertically? is that the way to go?

Yes.
2018-05-08 18:21
ChristopherJam

Registered: Aug 2004
Posts: 1409
If you want nice long tails without summing multiple elements per output value, you might need to use an infinite impulse response filter, and probably run it left to right then right to left to make it symmetric.

Maybe something like this? (untested)
.for i in 0,39
  adc screen+i
  lsr
  tax
  lda times_3_over_2,x
  sta screen+i
  lda times_1_over_2,x
.endfor


(basically moves a quarter of the contents of each cell into the next one along, so any peaks get smeared over the next several cells, getting weaker as it goes along)
2018-05-08 19:11
ws

Registered: Apr 2012
Posts: 251
Thank you so much for the immediate responses!

I have been discussing and chewing on it a little bit and in addition with your thoughts (which all in all is interpolation of thoughts, right?) i'll be playing around with some code soon and i'll post my results here.
2018-05-09 07:59
Oswald

Registered: Apr 2002
Posts: 5094
Quote: i made a graphical example of what i want to achieve.

http://www.wertstahl.de/example.jpg

maybe this clears up things alot, please excuse that i find no other way to express what i am trying to do.


by the looks of this you need rather blur routine. Simply average 4 neighbour cells for each cell, or fire effect in other words.

The question is what you have in mind, how does that differ from blur ?

there have been "plasmas" out there wich work by averaging (interpolating if you like) out between a few hotspots, but they do look ugly.
2018-05-09 15:50
chatGPZ

Registered: Dec 2001
Posts: 11386
depending on what you are doing, you can also try randomly tweaking your own filters, perhaps throw some dithering into the mix, vary the number of taps you are using. (eg using 3 values only, with different factors). you can perhaps also speed it up a lot by limiting the range of the source values (again depends on what you are doing) so you can use table lookups for everything.
2018-05-09 15:53
soci

Registered: Sep 2003
Posts: 480
Quote: Are you looking to interpolate between the values, to get higher resolution?

Or are you wanting to smooth the data without changing the number of cells?

Either way, a useful building block is to calculate a mean with
  clc
  lda value1
  adc value2   ; computes a 9 bit sum in [carry, acc7..acc0]
  lsr          ; divides result by two, leaving 8 bit value in A
  sta result

Unroll.


It's ROR and not LSR, right? Otherwise the usable value range is half.
2018-05-09 19:02
ChristopherJam

Registered: Aug 2004
Posts: 1409
Quoting soci
It's ROR and not LSR, right? Otherwise the usable value range is half.


Argh! Yes, you're right of course. Same applies to my code in comment #6, I meant to use ROR there, too.

Thanks for catching that.
2018-05-09 19:06
ws

Registered: Apr 2012
Posts: 251
i am currently like half out of the door for xyz but this came to mind, it is just code, not tested.



datafield byte $f,$8,$0,$0, $0,$0,$5,$0
byte $0,$f,$0,$0, $2,$0,$0,$0
byte $f,$0,$0,$0
byte $0,$0,$0 ;simple headroom

gamma byte $0,$0,$0,$1, $1,$1,$1,$1
byte $2,$2,$3,$4, $5,$6,$7,$8
byte $f,$f,$f,$f, $f,$f,$f,$f
byte $f,$f,$f,$f, $f,$f,$f,$f ; peak clipping for demonstration

stor byte $0

;================

blur ldx #$00

do_blur ldy datafield,x
lda gamma,y ;get target value for base cell
sta datafield,x

;----------------
tay ;remember last shade of blur
lda gamma,y ;and blur again

clc
adc datafield+1,x ;combine values
tay
lda gamma,y ;and blur the combined value

sta datafield+1,x ;store

;----------------

tay ;remember last shade of blur
lda gamma,y ;and blur again

clc
adc datafield+2,x ;combine values
tay
lda gamma,y ;and blur the combined value

sta datafield+2,x ;store

;----------------

tay ;remember last shade of blur
lda gamma,y ;and blur again

clc
adc datafield+3,x ;combine values
tay
lda gamma,y ;and blur the combined value

sta datafield+3,x ;store

;----------------

inx
cpx #$14
bne do_blur

rts

;================

please excuse the fucked-up formatting.
2018-05-09 19:23
lft

Registered: Jul 2007
Posts: 369
Quoting ChristopherJam
Quoting soci
It's ROR and not LSR, right? Otherwise the usable value range is half.


Argh! Yes, you're right of course. Same applies to my code in comment #6, I meant to use ROR there, too.

Thanks for catching that.


Although, if half the value range is acceptable, then one could use ASR #$fe to clear carry in preparation for the next computation.
2018-05-09 19:25
ws

Registered: Apr 2012
Posts: 251
i'd rather have some sort of gamma curve that i can adjust via table. but thanks for clearing up rol vs asl and lsr
2018-05-09 21:35
ChristopherJam

Registered: Aug 2004
Posts: 1409
Nice approach :)

Small optimisation suggestion, which would also give you a little more control:

I notice you have snippets like
    tay
    lda gamma,y       ; decay
    sta datafield+2,x ; store
    tay
    lda gamma,y       ; decay more

May I suggest instead:
    tay
    lda gamma,y       ; decay
    sta datafield+2,x ; store
    lda gamma2,y      ; decay more

where gamma2=gamma[gamma[i]], or some refinement thereof.

You can also drop all but the first CLC if your gamma/gamma2 values are all under 128.
2018-05-09 22:58
ws

Registered: Apr 2012
Posts: 251
that is actually a very nice hint, using stairs of tables.

but i just implemented my first attempt and obviously it just dampens all the values instead of mixing them, so as a conclusion:

after the first load of a cell, it cannot just be destructively set to a fixed translation value without being compared to its neighbours.
the reduction value must be related to the neighbouring cells.

example
f000 --> destructive --> 8421 - ok
f200 --> destructive --> 8531 - not ok, must be A531
(just arbitrary example values)

workin on that.


[update]
by the way, this totally out of the blue, super far fetched noise generator which i utilize for creating data to be blurred, works surprisingly well (IN VICE!):

drawdom ldx #$00
paintle
lda $dc01
eor $d800
sta $db00
eor $db00

eor $0400,x
adc $d800,x

sta $0400,x

inx
bne paintle

rts
2018-05-09 23:19
ws

Registered: Apr 2012
Posts: 251
[update 2 on noise generator: works surprisingly well on a real c64, too. actually best performance i had with bus noise to this day. duh. (it needs to run twice for good entropy.)
2018-05-11 00:05
chatGPZ

Registered: Dec 2001
Posts: 11386
i strongly advice against using open i/o space for "noise". it is _not_ noise in the first place (what you are reading is what was left on the bus by the previous vic fetch) and on some C64s you will see just zeros or $ff.
2018-05-11 11:15
ws

Registered: Apr 2012
Posts: 251
Youre probably right, i'd also confirm that a mechanism like this should not be used without prior testing on several "chipsets", i must admit that i am quite obsessed with that method, though :-) I only use it for testing purposes, because i am too lazy to setup the SID noise method (if i remember correctly that that was possible).
2018-05-18 23:19
ws

Registered: Apr 2012
Posts: 251
okay. this really seems to be the fastest way:
do_blur clc
lda datafield,x
adc datafield+1,x
ror
sta datafield,x

inx
cpx #$00
bne do_blur

demo: http://dl.dataelephant.net/blur.zip (press space to...)

this is a 2 iterations blur, only thing i am going to add is looking back n pixels plus avoiding backshift.

and yes, i must really learn to think less wishful. took me quite some time to grasp the simpleness of the problem. too many images in my head.

ps: if anyone hints me towards formatting source code nicely in this csdb thing, i will happily comply.
2018-05-18 23:51
ws

Registered: Apr 2012
Posts: 251
i am pretty satisfied already:

http://dl.dataelephant.net/blur_it4.zip

4 iterations simple 1 cell blur. i am impressed how easy this stuff is, compared to trying to imagine it.

(prg+src inside zip)
2018-05-19 08:03
ChristopherJam

Registered: Aug 2004
Posts: 1409
Quoting wertstahl
ps: if anyone hints me towards formatting source code nicely in this csdb thing, i will happily comply.

Just follow the Read more link on the comment entry form.

But in short, wrap your code segments in [ code]/[ /code] (only without the spaces after the "["s)
2018-06-09 00:39
ws

Registered: Apr 2012
Posts: 251

;-------------------------------------------------

linenums    = #$05
linecount   byte $05 ;(+1)

blur        lda  linenums  ;---
            sta  linecount ;---

            ldx #$00

do_blurX    ldy #$26

x_blurX     lda $0400+1,x
            lsr
            lsr
            lsr
            sta pot

            lda $0400-1,x
            lsr
            lsr
            lsr
            clc
            adc pot
            sta pot

            lda $0400,x
            lsr
            clc
            adc pot
            bcc noclip
            lda #$ff
noclip      sta $0400,x

            inx

            dey
            bne x_blurX

            inx ;---
            inx ;--- these and this mechanism is 
                ;--- just there to provide a visual gap
                ;--- ofcourse the scanning could be seamless 

            dec linecount ;---
            bne do_blurX  ;---

            rts

            ;================

pot         byte $0



needs deeper thought, but it works, horizontally, though.
2018-06-09 11:04
Digger

Registered: Mar 2005
Posts: 437
.prg would be good :)
2018-06-09 11:12
Rastah Bar
Account closed

Registered: Oct 2012
Posts: 336
I can see some optimizations. For example, you can get rid of 2 LSRs by first adding ($0401,x)/2 and ($3ff,x)/2 and dividing the result by 4.


lda $401,x
lsr
sta pot
lda $03ff,x
lsr
clc
adc pot
lsr
lsr
sta pot

Also, does it ever clip? ($400,x)/2 <= 128 and ($3ff,x)/8+($401,x)/8 <= 64, so their sum will not exceed 192.

And I would use a ZP address for pot.
2018-06-09 15:38
Sparta

Registered: Feb 2017
Posts: 49
(clc)
lda 03ff,x
adc 0401,x
ror
adc 0400,x
ror
sta 0400,x
adc 0402,x
ror
adc 0401,x
ror
sta 0401,x


Ps. Check out my fire effect in Tunnel Vision.
Edit. If unrolled, you can omit ,x indexing.
2018-06-09 16:39
ws

Registered: Apr 2012
Posts: 251
sparta, that looks very sleek. i was afraid that something like that, which i do not fully understand, might work. how did you come up with this solution?
2018-06-09 16:54
Sparta

Registered: Feb 2017
Posts: 49
Many many years of code optimization. :))

(JK, I am just a hobby coder)

Actually, I used something similar in my fire effect in Tunnel Vision. Except, I did not have enough memory to fully unroll the loop and I also modified the result using a cosine tab. In the fire effect, the 3rd addition comes from the char line below. Something like this:

0400=(((03ff+0401)/2)+0428)/2

When you add to 8-bit numbers, the result will be a 9-bit number with 1-8th bits in AR and the 9th bit in C. ROR will divide this 9-bit number by 2, rolling the C in AR. This will also modify C again, however, CLC can be safely omitted in most of the cases, because the difference in your result is <=1, and the next ROR will half that, too.
2018-06-09 16:54
ws

Registered: Apr 2012
Posts: 251


although the rol solution (above) also has this effect of smearing things into one direction, which i am currently trying to suppress so i can do everything in one go, using lookup tables: (having some brightness trouble currently, though)



way less easy than i thought.

(both images show a 4x3 cross and a 3x3 square blurred)


Oh! Thank you for your explanation Sparta! Much appreciated!
2018-06-09 16:59
Sparta

Registered: Feb 2017
Posts: 49
Double buffering will avoid the skew as you will not overwrite your original values.

Also, keep in mind the above solution is not a true average of the 3 values:

b=(a+2b+c)/4
2018-06-09 17:00
ws

Registered: Apr 2012
Posts: 251
And, because i didnt yet say what this is for: it is for a battle tactics ki precalculation. Now i said it.
2018-06-09 17:02
ws

Registered: Apr 2012
Posts: 251
Ah! I had a double buffering version before but for some reason fell back to single frame! Thanks alot for the hint! That should do the trick!
2018-06-09 17:13
Sparta

Registered: Feb 2017
Posts: 49
lda buffer1-1
adc buffer1+1
ror
adc buffer1
ror
sta buffer2

lda buffer1
adc buffer1+2
ror
adc buffer1+1
ror
sta buffer2+1


Put it in a loop if you want. Good luck!
2018-06-09 17:19
Sparta

Registered: Feb 2017
Posts: 49
If speed is not an issue, you may also want to try something like this to get an even better average of 4 neighboring values:

lda buffer1-1
adc buffer1+1
ror
sta ZP
lda buffer-$28
adc buffer+$28
ror
adc ZP
ror
sta buffer2
2018-06-09 17:47
ws

Registered: Apr 2012
Posts: 251
Oh man! This is so beautiful! Thank you!!!



http://dl.dataelephant.net/spartablur.prg

(press space to move)

http://dl.dataelephant.net/spartablur.rar
(requires cbmprgstudio to compile:
http:http://www.ajordison.co.uk/download.html )
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