hey @vux - thx for jumping in - and spreading some light!
the pyramidal levels is indeed an issue. I havent tried to do something like that myself, because i also dont know how to create several pyramids and blur them and then propagate them again
also from my simple understanding the execution time must tremendously increase with each pyramid - for blur , lookups and the propagation - please correct me if im wrong.
My other problem is way simpler - i now ported the simple example with one iteration - but i dont even know how to check if the frame updates.
Hence the optical flow is often executing on frames which are the same - which makes the result flicker on and off.
The current solution in DX.11 has the same issue.
Does anyone know an equivalent of "change-> sample and hold" for textures?