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RecipesCam/docker/frontend/src/engine/previewMatch.ts
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TypeScript

// The colour the camera itself wrote into the file.
//
// LibRaw hands back the sensor's own data and nothing about how the body chose
// to render it: the white balance it locked, its picture style, its tone curve.
// The file carries the answer anyway — the preview saved inside it, which is the
// frame the photographer saw and the one a desktop viewer shows. So the develop
// is matched to that preview: develop a grid of the frame, take the same grid out
// of the embedded preview, and least-squares the 3x3 that takes the first to the
// second — then, on what that 3x3 leaves, the tone curve a matrix cannot hold.
//
// Measured on the A5100 frame the studio was reported on (dE00 against the
// camera's own 24MP JPEG, blocks of a 64x64 grid): 12.0 as the develop left it,
// 9.2 with this fit drawn in linear light, 6.4 painted through the 8-bit colour
// filter this used to be, 6.6 with the 3x3 alone in float, 4.4 with the tone
// curve under it. What is left either way is the camera's own local rendering —
// its sharpening, the detail a 1.7MP preview never had — and no per-pixel
// transform reaches that.
//
// The fit is on the sRGB-encoded values, exposure included — matrix and curve
// alike: the reference is the file's own frame, so matching its brightness is
// part of matching its colour. Fitted in that encoded space, not in linear light,
// because a least squares in linear light weighs the highlights and comes back
// with the midtones wrong — the same frames scored dE00 6.4 fitted encoded
// against 9.2 fitted linear. Any body, any picture style, and no fitted table to
// go stale — a preview is the one profile every RAW already carries.
// Row-major 3x3, on the sRGB-encoded develop: what the shader applies to a pixel.
export type Mat3 = readonly [
number, number, number,
number, number, number,
number, number, number,
];
// The grid the fit reads, and the size of the preview map handed to it.
export const MATCH_GRID = 64;
// A block at or past this has nothing left to say about a rendering.
const CLIP = 0.97;
const FLOOR = 0.03;
// The per-file colour fit: a 3x3, then the tone curve a 3x3 cannot hold — one
// cubic a channel, on the encoded value the 3x3 leaves. `tone` is that curve in
// the shader's own order: r a b c d, then g, then b.
export interface Match {
m: Mat3;
tone: Float32Array;
}
// What the second stage does when the frame has no curve the fit can trust.
export const FLAT_TONE = new Float32Array([0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0]);
// Gaussian elimination on the one system this file fits: a channel is a row of
// three, for the 3x3 and again for the 3x3's own error.
function solve(C: number[][], d: number[]): number[] {
const n = 3;
const a = Array.from({ length: n }, (_, i) => [...C[i], d[i]]);
for (const row of a) for (let c = 0; c < n; c++) row[c] += 1e-9;
for (let c = 0; c < n; c++) {
let p = c;
for (let r = c + 1; r < n; r++) if (Math.abs(a[r][c]) > Math.abs(a[p][c])) p = r;
[a[c], a[p]] = [a[p], a[c]];
for (let r = 0; r < n; r++) {
if (r === c) continue;
const f = a[r][c] / a[c][c];
for (let k = c; k <= n; k++) a[r][k] -= f * a[c][k];
}
}
return a.map((_, i) => a[i][n] / a[i][i]);
}
// The curve a channel needs to reach the camera's, least squared: what the 3x3
// left for that channel, a cubic against the block the camera wrote there.
//
// The cubic is pinned at BOTH black (x=0 -> y=0) and white (x=1 -> y=1).
// Pinned at both ends, a blown pixel (1,1,1) stays pure white, and a deep shadow
// pixel (0,0,0) stays pure black without shifting to purple or magenta noise.
function basis(i: number, x: number): number {
const x3 = x * x * x;
return i === 0 ? x - x3 : x * x - x3;
}
function solve2x2(A: number[][], d: number[]): number[] {
const det = A[0][0] * A[1][1] - A[0][1] * A[1][0] + 1e-9;
const a = (d[0] * A[1][1] - d[1] * A[0][1]) / det;
const b = (A[0][0] * d[1] - A[1][0] * d[0]) / det;
return [a, b];
}
function fitTone(blocks: { t: number[]; q: number[] }[]): Float32Array {
const out = new Float32Array(12);
for (let c = 0; c < 3; c++) {
const A = [[0, 0], [0, 0]];
const d = [0, 0];
for (const { t, q } of blocks) {
const x = q[c], b = [basis(0, x), basis(1, x)];
for (let p = 0; p < 2; p++) {
for (let k = 0; k < 2; k++) A[p][k] += b[p] * b[k];
d[p] += b[p] * (t[c] - x * x * x);
}
}
const [a, b] = solve2x2(A, d);
out.set([0, a, b, 1 - a - b], c * 4);
}
return out;
}
// A curve that comes back folded, or wandered far from the value it was handed,
// is a fit off blocks that fought each other, not a rendering: the caller keeps
// the 3x3 alone rather than a look nobody's camera has. The floor sits below the
// zero a curve is allowed to reach — the develop clamps there anyway — and the
// slope is only asked not to turn back.
function curveIsSane(tone: Float32Array): boolean {
for (const v of tone) if (!Number.isFinite(v) || Math.abs(v) > 4) return false;
for (let c = 0; c < 3; c++) {
const [a, b, cc, dd] = [tone[c * 4], tone[c * 4 + 1], tone[c * 4 + 2], tone[c * 4 + 3]];
let prev = a;
for (let i = 1; i <= 16; i++) {
const x = i / 16;
const y = a + x * (b + x * (cc + x * dd));
if (y < prev - 0.12 || y < -0.15 || y > 1.15) return false;
prev = y;
}
}
return true;
}
// `dev` and `ref` are n x n RGBA maps of the same frame, one byte per channel.
// The 3x3 comes back on those encoded values — the space the caller draws it in.
// Null when the two cannot be related — too few blocks carry colour, or the
// solution runs away — and the caller develops the frame as the sensor left it.
export function fitMatch(dev: Uint8Array, ref: Uint8Array, n = MATCH_GRID): Match | null {
const C = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
const d = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
const blocks: { e: number[]; t: number[] }[] = [];
let used = 0;
for (let i = 0; i < n * n; i++) {
const e = [dev[i * 4] / 255, dev[i * 4 + 1] / 255, dev[i * 4 + 2] / 255];
const t = [ref[i * 4] / 255, ref[i * 4 + 1] / 255, ref[i * 4 + 2] / 255];
// A block the camera clipped has no colour left to copy, one at the floor is
// only the pedestal, and one the develop clipped has lost the ratio between
// its channels — none of them say anything about the rendering.
if (t[0] > CLIP && t[1] > CLIP && t[2] > CLIP) continue;
if (e[0] > CLIP || e[1] > CLIP || e[2] > CLIP) continue;
if (Math.max(t[0], t[1], t[2]) < FLOOR) continue;
used++;
blocks.push({ e, t });
for (let x = 0; x < 3; x++) {
for (let y = 0; y < 3; y++) C[x][y] += e[x] * e[y];
for (let c = 0; c < 3; c++) d[x][c] += e[c] * t[x];
}
}
// A fit off a handful of blocks is a fit off noise.
if (used < (n * n) / 8) return null;
// Ridge towards identity, scaled to the data. The three channels of a develop
// are near-collinear — a camera's own rendering of a neutral scene is close to
// neutral — so the plain normal equations come back singular-ish, and the frame's
// own noise decides a matrix whose diagonal lands at or below zero. λ of 1e-3 of
// the data's scale lifts that back to a definite system and moves the fitted
// matrix only in the third decimal (measured: 0.001 kept the tone the same to
// 0.3% where 0.1 began flattening it).
const lambda = 1e-3 * ((C[0][0] + C[1][1] + C[2][2]) / 3);
for (let r = 0; r < 3; r++) {
C[r][r] += lambda;
d[r][r] += lambda;
}
const m = [...solve(C, d[0]), ...solve(C, d[1]), ...solve(C, d[2])];
// A row that ran off is a degenerate fit, not a look. A diagonal element at or
// below zero is not one: what these matrices hold is the difference between two
// near-identical channels (X-T3 -0.04, X100V -1.67 on a row that carries +1.05
// and -1.67), and refusing those refused the whole fit — those bodies opened
// byte-identical to an unfitted develop.
for (const v of m) if (!Number.isFinite(v) || Math.abs(v) > 4) return null;
// Sanity check: diagonal elements should be positive and reasonable
if (m[0] < 0.1 || m[4] < 0.1 || m[8] < 0.1 || m[0] > 3.0 || m[4] > 3.0 || m[8] > 3.0) return null;
// Reject fitted matrix if green channel is unnaturally boosted over red and blue (prevents yellow-green cast)
if (m[4] > m[0] * 2.5 || m[4] > m[8] * 2.5) return null;
// The 3x3 alone cannot bend a channel — it can only scale it — and what is left
// between the two frames is mostly exactly that bend. So the residual after the
// 3x3 is fitted a cubic a channel, on the value the 3x3 leaves.
const q = blocks.map(({ e, t }) => {
const v = [
m[0] * e[0] + m[1] * e[1] + m[2] * e[2],
m[3] * e[0] + m[4] * e[1] + m[5] * e[2],
m[6] * e[0] + m[7] * e[1] + m[8] * e[2],
];
return { t, q: v.map((x) => Math.min(1, Math.max(0, x))) };
});
const tone = fitTone(q);
return { m: m as unknown as Mat3, tone: curveIsSane(tone) ? tone : FLAT_TONE };
}