I think convolution, even the ordinary linear kind, is potentially an underappreciated abstraction for computer systems architecture. A well-chosen abstraction is a sort of “bowtie knot” in the dependency graph: the services it provides can, on one hand, be implemented in many different ways, and on the other, can be used for many different applications. This allows the indiscriminate and highly productive combination of any of N different implementations with any of M different applications. Successful large-scale examples include the Internet Protocol, the C programming language, the SQL query language, the i386 instruction set, the POSIX API, and more narrowly the filesystem interface.
This note focuses on underappreciated applications of convolution, but there are also underappreciated implementations of convolution. It doesn’t touch on generalizations of convolution such as morphological operations or convolutional neural networks.
(See also the convolution section of More thoughts on powerful primitives for simplified computer systems architecture, the
notes about mathematical morphology in Some notes on morphology, including improvements on Urbach and Wilkinson’s erosion/dilation algorithm, and
notes on efficient algorithms in Real-time bokeh algorithms, and other convolution tricks and file
mcgraw-convolution
.)
Convolution is of course widely used in computer music for things like reverb and frequency selection, but even broader applications are imaginable, especially once we consider time–frequency representations.
Consider synthesizing a xylophone melody. The score is a time-frequency representation of the music: at certain moments, there begins a note of a certain pitch with a certain amplitude. This is a scalar function of two independent variables, time and pitch. An instrument patch representing the xylophone can also be thought of as a scalar function of the same two independent variables, with the time in this case being the time since the beginning of the note and the independent variable being the PCM sample — say, the instantaneous air pressure. And if we reverse the instrument patch in time and frequency, its convolution with the score produces a new function from time and pitch to PCM samples. A timewise slice through that result at pitch=0 gives us the synthesized melody; timewise slices at other pitches, if we use equal temperament and the typical logarithmic scale measured in semitones, give us the melody synthesized in other keys.
There are some other dimensions to consider. If the notes in the “score” are not perfect impulses, but rather have some variation in their frequency content, they will simulate striking the xylophone keys differently; for example, impulses bandlimited to low frequencies will simulate striking them with a softer hammer; using a sharpening kernel instead of an impulse will drop out the lower frequencies from that note. Of course, you can consider convolving the one-dimensional output slice with a reverberation, but this convolution can also be applied to individual notes in the “score” to add reverberation or softness (or especial sharpness) to particular notes.
But suppose we add a third dimension to the score, such as the note’s position in its measure. Then we can convolve the score with a function that applies such color systematically to notes in particular positions in their measures before summing along the measure axis.
Consider also the problem of synthesizing a string sound, such as a violin. Karplus-Strong string synthesis traditionally works by feeding white noise into a digital delay line, which is an all-pole IIR filter with high-Q resonances, which amounts to convolving the (potentially very long) impulse response of the delay line with the input noise. If the noise is continuous and low-amplitude, this sounds a lot like a violin; the process of stimulating the violin string with the random roughness on the bow is somewhat similar, although there’s some nonlinear amplification involved. But of course, modulo nonlinear effects like dispersion (e.g. from piano string stiffness), this is just convolving the input noise with the impulse response of the IIR filter.
If you take a “mother wavelet” that is a windowed sample of a continuous sound and convolve it with white noise in this way, the result will have the frequency content of the original continuous sound, frequency-broadened by the time restriction of the window, multiplied by white noise, which has little effect. This should allow you to provide arbitrary amplitude envelopes to an arbitrary continuous sound, within the limits set by the bandwidth-responsiveness tradeoff. Variations of this effect are widely used in music under the name of “vocoders”, though usually they don’t literally use a windowed sample of a continuous sound. (If your window is about 64 ms, your frequencies will be uncertain by around 15 Hz, and the sharpness of time-domain variation in the “carrier” sound will be diminished by about 64 ms.)
Convolution is also widely used in graphics, but largely to apply visual effects like blurring and sharpening.
Consider rendering text on a screen. You can treat this as the convolution of a “window codepoints signal” and a “font signal”, each three-dimensional. The “window codepoints signal” has an impulse at (x, y, c) precisely when the character with codepoint c should appear at (x, y); the “font signal” has the color at (x, y, -c) of pixel (x, y) for the glyph of codepoint c. Convolving these two signals produces a three-dimensional signal whose (x, y, 0) plane is the desired text display.
If the signal representing the original font is instead two-dimensional, you can merely space the glyphs farther apart than the width of the window; the convolution output is then a very large two-dimensional surface containing the text of the window and also a large number of scrambled copies of the text of the window. The original window codepoints signal is then a very sparse signal that is almost equally large, with an impulse at each coordinate where it is desired to select a character.
Putting the glyph index instead into a third dimension avoids the need for the font encoding to depend on a maximum window size and instead produces the desired window as one spacewise slice across a glyph-index axis, with scrambled versions of the window in other spacewise slices.
You could imagine adding a fourth dimension of font style, which could be continuous.
This convolution approach to font glyph rendering can handle overstrikes, hinted glyph rendering, accents, blurring, and even coloring, but it falls down on rotation, multiple font sizes (including zooming), and even, surprisingly, text drop shadows. The drop-shadow problem is that where the solid letter is present, you would like it to opaquely obscure the shadow, not linearly add to it. You need some kind of opacity.
So suppose that, instead of directly producing the two-dimensional image, the convolution generates a three-dimensional opacity field, and we use perspective volume rendering techniques to render it into a 2-D image. Drop shadows can be physically behind the glyphs, and larger letters can simply be closer to the camera (with their X and Y coordinates scaled accordingly, of course).
With the addition of this final nonlinear stage of opacity and perspective, convolution becomes much more powerful: not only can it produce drop shadows and multiple font sizes, but it can also take over much of the work of rendering the glyph outlines. You can convolve stroke fonts such as Hershey fonts with a sphere or circle, for example, or more interestingly, with an ellipse at the traditional calligraphic 45° angle, or even a spiky ball to produce a shape with surface striations following the pen. You can represent a serif-font letterform as a sparse three-dimensional signal in (x, y, feature) space, then convolve it with a library of features such as serifs, stems, and bowls in order to generate overlapping three-dimensional forms that comprise the glyph; and you can modify this library to modify the font. Cursive pen-strokes might be signals in an (x, y, pressure) space, allowing you to vary the stroke width, opacity, or ink color by convolving with the appropriate pen. (And of course you can convolve with a small sphere or horizontal ellipsoid to thicken the outlines of outline fonts.)
There’s an existing body of knowledge in rendering convolutional surfaces, that is, implicit surfaces defined by level sets of the convolution of some fixed “kernel function” with a skeleton of a 3-D model. This involves an additional level of nonlinearity between the convolutional operation and the image you see: rather than smoothly varying between opaque and transparent, with the nonlinearity imposed by the tendency of nearby objects to nonlinearly obscure faraway ones.
This can perhaps be applied to the text-rendering problem.