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Searched refs:noise (Results 1 – 20 of 20) sorted by relevance

/frameworks/av/media/libeffects/preprocessing/tests/
DEffectTestHelper.h36 double noise{}; in computeSnr()
42 noise += diff * diff; in computeSnr()
47 if (signal > 0.0f && noise > 0.0f) { in computeSnr()
48 snr = 10.f * log(signal / noise); in computeSnr()
/frameworks/rs/tests/java_api/Refocus/src/com/android/rs/test/
DImageCompare.java64 double noise = 0; in psnr() local
72 noise += (Y1 - Y2) * (Y1 - Y2); in psnr()
77 final double mse = noise / numPixels; in psnr()
/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/
Dsimplex2d.agsl61 // 2D Simplex noise with dynamic gradient vectors. Return value [-1, 1].
63 // This method produces similar visuals to Simplex noise 3D, but at a lower computational cost.
64 // The snapshot of the noise is the same as a regular Simplex noise. However, when animated, it
69 // 2) The noise is moving quickly.
70 // 3) The noise is tiled.
73 // noise. It is especially useful for simulating fire, clouds, and fog, which all have advection.
104 // 2D Simplex noise
Dsnow_effect.agsl20 uniform shader noise;
88 // Load noise texture to give "fluffy-ness" to the snow. Displace the sampling of the noise.
89 vec3 cloudsNoise = noise.eval(uvAdjusted * 7000 + vec2(fragCoord.y, -fragCoord.x)).rgb;
93 // Get the accumulated snow buffer. r contains its mask, g contains some random noise.
100 float accSnowTexture = smoothstep(0.2, 0.7, /* noise= */ accSnow.g) * 0.7;
Dsimplex3d.agsl64 // Unskewed coordinate that is relative to p, to compute the noise contribution
71 // four vertices (c0..3) when computing noise contribution.
105 // Kernel summation: dot(max(0, r^2-d^2))^4, noise contribution)
129 // Add all the noise contributions.
Dfog_effect.agsl68 // Dither to be applied to background noise.
92 // Adds distosions based on noise.
100 // Adds distosions based on noise.
Dutils.agsl50 float noise = mix(a, b, u.x) +
54 return noise / 3.;
Drain_glass_layer.agsl29 // 0. Add a bit of noise so that the droplets are not perfect circles.
/frameworks/av/media/libeffects/lvm/tests/
Dsnr.cpp30 A noise{}; in getSignalNoise() local
40 return {signal, noise}; in getSignalNoise()
46 noise += diff * diff; in getSignalNoise()
/frameworks/av/media/libeffects/tests/common/
DEffectTestHelper.h39 double noise{}; in computeSnr()
45 noise += diff * diff; in computeSnr()
50 if (signal > 0.0f && noise > 0.0f) { in computeSnr()
51 snr = 10.f * log(signal / noise); in computeSnr()
/frameworks/proto_logging/stats/enums/stats/sysui/
Dnotification_enums.proto27 IMPORTANCE_DEFAULT = 3; // Shows everywhere, makes noise, no heads-up.
28 IMPORTANCE_HIGH = 4; // Shows everywhere, makes noise, heads-up, may full-screen.
/frameworks/base/tests/graphics/SilkFX/src/com/android/test/silkfx/materials/
DGlassView.kt50 private var noise = BitmapFactory.decodeResource(resources, R.drawable.noise) variable
171 noisePaint.shader = BitmapShader(noise, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)
/frameworks/av/media/module/codecs/amrwb/enc/inc/
Dlag_wind.tab20 | noise floor = 1.0001 = (0.9999 on r[1] ..r[16]) |
Dqisf_ns.tab22 * Quantization tables for split by 5 VQ of ISFs for a background noise database
/frameworks/proto_logging/stats/atoms/telephony/qns/
Dqns_extension_atoms.proto88 // Cellular network signal noise ratio {e.g. SSSINR in NR, RSSNR in LTE}
130 // Cellular network signal noise ratio {e.g. SSSINR in NR, RSSNR in LTE}
/frameworks/base/services/core/java/com/android/server/
DEventLogTags.logtags89 # a notification emited noise, vibration, or light
/frameworks/proto_logging/stats/enums/stats/dnsresolver/
Ddns_resolver.proto67 // Without the enum definition, that would be noise for our dashboard.
/frameworks/base/cmds/uinput/
DREADME.md103 | `fuzz` | integer | fuzz value for noise filter|
/frameworks/base/packages/SystemUI/docs/
Dfalsing.md202 as it simply creates noise in the logs. Generally, a middle value between the
/frameworks/opt/telephony/proto/src/
Dtelephony.proto2214 // signal to noise ratio for LTE signal strength