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#ifndef _FTL_RECONSTRUCTION_SPLAT_CUDA_HPP_
#define _FTL_RECONSTRUCTION_SPLAT_CUDA_HPP_
void screen_coord(
ftl::cuda::TextureObject<float> &depth,
ftl::cuda::TextureObject<float> &depth_out,
ftl::cuda::TextureObject<short2> &screen_out,
const ftl::render::SplatParams ¶ms,
const float4x4 &pose,
const ftl::rgbd::Camera &camera,
cudaStream_t stream);
void triangle_render1(
ftl::cuda::TextureObject<float> &depth_in,
ftl::cuda::TextureObject<int> &depth_out,
ftl::cuda::TextureObject<short2> &screen,
const ftl::render::SplatParams ¶ms,
cudaStream_t stream);
void mesh_blender(
ftl::cuda::TextureObject<int> &depth_in,
ftl::cuda::TextureObject<int> &depth_out,
const ftl::rgbd::Camera &camera,
float alpha,
cudaStream_t stream);
void dibr_merge(
ftl::cuda::TextureObject<float4> &points,
ftl::cuda::TextureObject<float4> &normals,
ftl::cuda::TextureObject<int> &depth,
ftl::render::SplatParams params,
void dibr_merge(
ftl::cuda::TextureObject<float4> &points,
ftl::cuda::TextureObject<int> &depth,
ftl::render::SplatParams params,
cudaStream_t stream);
template <typename T>
void splat(
ftl::cuda::TextureObject<float4> &normals,
ftl::cuda::TextureObject<float> &density,
ftl::cuda::TextureObject<T> &colour_in,
ftl::cuda::TextureObject<int> &depth_in, // Virtual depth map
ftl::cuda::TextureObject<float> &depth_out,
ftl::cuda::TextureObject<T> &colour_out,
const ftl::render::SplatParams ¶ms, cudaStream_t stream);
template <typename A, typename B>
ftl::cuda::TextureObject<A> &in, // Original colour image
ftl::cuda::TextureObject<float4> &points, // Original 3D points
ftl::cuda::TextureObject<int> &depth_in, // Virtual depth map
ftl::cuda::TextureObject<B> &out, // Accumulated output
ftl::cuda::TextureObject<float> &contrib,
ftl::render::SplatParams ¶ms, cudaStream_t stream);
template <typename A, typename B>
void reproject(
ftl::cuda::TextureObject<A> &in, // Original colour image
ftl::cuda::TextureObject<float> &depth_src, // Original 3D points
ftl::cuda::TextureObject<int> &depth_in, // Virtual depth map
ftl::cuda::TextureObject<float4> &normals,
ftl::cuda::TextureObject<B> &out, // Accumulated output
ftl::cuda::TextureObject<float> &contrib,
const ftl::render::SplatParams ¶ms,
const ftl::rgbd::Camera &camera,
const float4x4 &poseInv, cudaStream_t stream);
template <typename A, typename B>
void reproject(
ftl::cuda::TextureObject<A> &in, // Original colour image
ftl::cuda::TextureObject<float> &depth_src, // Original 3D points
ftl::cuda::TextureObject<int> &depth_in, // Virtual depth map
ftl::cuda::TextureObject<B> &out, // Accumulated output
ftl::cuda::TextureObject<float> &contrib,
const ftl::render::SplatParams ¶ms,
const ftl::rgbd::Camera &camera,
const float4x4 &poseInv, cudaStream_t stream);
template <typename A, typename B>
void dibr_normalise(
ftl::cuda::TextureObject<A> &in,
ftl::cuda::TextureObject<B> &out,
ftl::cuda::TextureObject<float> &contribs,
cudaStream_t stream);
void show_mask(
ftl::cuda::TextureObject<uchar4> &colour,
ftl::cuda::TextureObject<int> &mask,
int id, uchar4 style, cudaStream_t stream);
}
}
#endif // _FTL_RECONSTRUCTION_SPLAT_CUDA_HPP_