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#include <ftl/operators/smoothing.hpp>
#include "smoothing_cuda.hpp"
#define LOGURU_REPLACE_GLOG 1
#include <loguru.hpp>
#include <ftl/cuda/normals.hpp>
using ftl::operators::HFSmoother;
using ftl::operators::SimpleMLS;
using ftl::operators::ColourMLS;
using ftl::operators::AdaptiveMLS;
using ftl::operators::SmoothChannel;
using ftl::codecs::Channel;
using ftl::rgbd::Format;
using cv::cuda::GpuMat;
HFSmoother::HFSmoother(ftl::Configurable *cfg) : ftl::operators::Operator(cfg) {
}
HFSmoother::~HFSmoother() {
}
bool HFSmoother::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, cudaStream_t stream) {
float var_thresh = config()->value("variance_threshold", 0.0002f);
//int levels = max(0, min(config()->value("levels",0), 4));
int iters = config()->value("iterations",5);
if (!in.hasChannel(Channel::Depth)) return false;
// FIXME: in and out are assumed to be the same
for (int i=0; i<iters; ++i) {
ftl::cuda::smoothing_factor(
in.createTexture<float>(Channel::Depth),
in.createTexture<float>(Channel::Energy, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Smoothing, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
var_thresh,
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);
}
//LOG(INFO) << "PARAMS DEPTHS " << s->parameters().minDepth << "," << s->parameters().maxDepth;
/*for (int i=0; i<levels; ++i) {
var_thresh *= 2.0f;
auto &dmat = f.get<GpuMat>(Channel::Depth);
cv::cuda::resize(dmat, frames_[i].create<GpuMat>(Channel::Depth), cv::Size(dmat.cols / (2*(i+1)), dmat.rows / (2*(i+1))), 0.0, 0.0, cv::INTER_NEAREST);
ftl::cuda::smoothing_factor(
frames_[i].createTexture<float>(Channel::Depth),
frames_[i].createTexture<float>(Channel::Energy, ftl::rgbd::Format<float>(frames_[i].get<GpuMat>(Channel::Depth).size())),
frames_[i].createTexture<float>(Channel::Smoothing, ftl::rgbd::Format<float>(frames_[i].get<GpuMat>(Channel::Depth).size())),
var_thresh,
s->parameters(), 0
);
cv::cuda::resize(frames_[i].get<GpuMat>(Channel::Smoothing), temp_, f.get<cv::cuda::GpuMat>(Channel::Depth).size(), 0.0, 0.0, cv::INTER_LINEAR);
cv::cuda::add(temp_, f.get<GpuMat>(Channel::Smoothing), f.get<GpuMat>(Channel::Smoothing));
}*/
//cv::cuda::subtract(f.get<GpuMat>(Channel::Depth), f.get<GpuMat>(Channel::Smoothing), f.get<GpuMat>(Channel::Depth));
return true;
}
// ====== Smoothing Channel ====================================================
SmoothChannel::SmoothChannel(ftl::Configurable *cfg) : ftl::operators::Operator(cfg) {
}
SmoothChannel::~SmoothChannel() {
}
bool SmoothChannel::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, cudaStream_t stream) {
int radius = config()->value("radius", 3);
float threshold = config()->value("threshold", 30.0f);
int iters = max(0, min(6, config()->value("levels", 4)));
int width = in.getLeftCamera().width;
int height = in.getLeftCamera().height;
float scale = 1.0f;
// Clear to max smoothing
out.create<GpuMat>(Channel::Smoothing, Format<float>(width, height)).setTo(cv::Scalar(1.0f));
// Reduce to nearest
ftl::cuda::smooth_channel(
in.createTexture<uchar4>(Channel::Colour),
//in.createTexture<float>(Channel::Depth),
out.createTexture<float>(Channel::Smoothing),
threshold,
scale,
radius,
stream
);
for (int i=0; i<iters; ++i) {
width /= 2;
height /= 2;
scale *= 2.0f;
ftl::rgbd::Camera scaledCam = in.getLeftCamera().scaled(width, height);
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// Downscale images for next pass
cv::cuda::resize(in.get<GpuMat>(Channel::Colour), temp_[i].create<GpuMat>(Channel::Colour), cv::Size(width, height), 0.0, 0.0, cv::INTER_LINEAR);
//cv::cuda::resize(in.get<GpuMat>(Channel::Depth), temp_[i].create<GpuMat>(Channel::Depth), cv::Size(width, height), 0.0, 0.0, cv::INTER_NEAREST);
ftl::cuda::smooth_channel(
temp_[i].createTexture<uchar4>(Channel::Colour),
//temp_[i].createTexture<float>(Channel::Depth),
out.getTexture<float>(Channel::Smoothing),
scaledCam,
threshold,
scale,
radius,
stream
);
}
return true;
}
// ===== MLS ===================================================================
SimpleMLS::SimpleMLS(ftl::Configurable *cfg) : ftl::operators::Operator(cfg) {
}
SimpleMLS::~SimpleMLS() {
}
bool SimpleMLS::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, cudaStream_t stream) {
float thresh = config()->value("mls_threshold", 0.04f);
int iters = config()->value("mls_iterations", 1);
int radius = config()->value("mls_radius",2);
if (!in.hasChannel(Channel::Normals)) {
/*ftl::cuda::normals(
in.createTexture<float4>(Channel::Normals, ftl::rgbd::Format<float4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Depth),
s->parameters(), 0
);*/
LOG(ERROR) << "Required normals channel missing for MLS";
return false;
}
// FIXME: Assume in and out are the same frame.
for (int i=0; i<iters; ++i) {
ftl::cuda::mls_smooth(
in.createTexture<half4>(Channel::Normals),
temp_.createTexture<half4>(Channel::Normals, ftl::rgbd::Format<half4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Depth),
temp_.createTexture<float>(Channel::Depth, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
//in.swapChannels(Channel::Depth, Channel::Depth2);
//in.swapChannels(Channel::Normals, Channel::Points);
temp_.swapChannels(Channel::Normals + Channel::Depth, in);
}
return true;
}
ColourMLS::ColourMLS(ftl::Configurable *cfg) : ftl::operators::Operator(cfg) {
}
ColourMLS::~ColourMLS() {
}
bool ColourMLS::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, cudaStream_t stream) {
float col_smooth = config()->value("mls_colour_smoothing", 30.0f);
int radius = config()->value("mls_radius",3);
bool crosssup = config()->value("cross_support", true);
if (!in.hasChannel(Channel::Normals)) {
LOG(ERROR) << "Required normals channel missing for MLS";
return false;
}
// FIXME: Assume in and out are the same frame.
for (int i=0; i<iters; ++i) {
if (!crosssup) {
ftl::cuda::colour_mls_smooth(
in.createTexture<half4>(Channel::Normals),
temp_.createTexture<half4>(Channel::Normals, ftl::rgbd::Format<half4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Depth),
temp_.createTexture<float>(Channel::Depth, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<uchar4>(Channel::Colour),
thresh,
col_smooth,
radius,
);
} else {
ftl::cuda::colour_mls_smooth_csr(
in.createTexture<half4>(Channel::Normals),
temp_.createTexture<half4>(Channel::Normals, ftl::rgbd::Format<half4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Depth),
temp_.createTexture<float>(Channel::Depth, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<uchar4>(Channel::Colour),
thresh,
col_smooth,
//in.swapChannels(Channel::Depth, Channel::Depth2);
//in.swapChannels(Channel::Normals, Channel::Points);
temp_.swapChannels(Channel::Normals + Channel::Depth, in);
}
return true;
}
// ====== Aggregating MLS ======================================================
AggreMLS::AggreMLS(ftl::Configurable *cfg) : ftl::operators::Operator(cfg) {
}
AggreMLS::~AggreMLS() {
}
bool AggreMLS::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, cudaStream_t stream) {
float thresh = config()->value("mls_threshold", 0.4f);
float col_smooth = config()->value("mls_colour_smoothing", 30.0f);
int iters = config()->value("mls_iterations", 3);
int radius = config()->value("mls_radius",5);
bool aggre = config()->value("aggregation", true);
if (!in.hasChannel(Channel::Normals)) {
LOG(ERROR) << "Required normals channel missing for MLS";
return false;
}
if (!in.hasChannel(Channel::Support1)) {
LOG(ERROR) << "Required support channel missing for MLS";
return false;
}
auto size = in.get<GpuMat>(Channel::Depth).size();
centroid_horiz_.create(size.height, size.width);
normals_horiz_.create(size.height, size.width);
centroid_vert_.create(size.width, size.height);
// FIXME: Assume in and out are the same frame.
for (int i=0; i<iters; ++i) {
if (aggre) {
ftl::cuda::mls_aggr_horiz(
in.createTexture<uchar4>(Channel::Support1),
in.createTexture<half4>(Channel::Normals),
normals_horiz_,
in.createTexture<float>(Channel::Depth),
centroid_horiz_,
in.createTexture<uchar4>(Channel::Colour),
thresh,
col_smooth,
radius,
stream
);
ftl::cuda::mls_aggr_vert(
in.createTexture<uchar4>(Channel::Support1),
normals_horiz_,
in.createTexture<half4>(Channel::Normals),
centroid_horiz_,
centroid_vert_,
thresh,
col_smooth,
radius,
stream
);
ftl::cuda::mls_adjust_depth(
in.createTexture<half4>(Channel::Normals),
temp_.createTexture<float>(Channel::Depth, ftl::rgbd::Format<float>(size)),
//in.swapChannels(Channel::Depth, Channel::Depth2);
//in.swapChannels(Channel::Normals, Channel::Points);
temp_.swapChannels(ftl::codecs::Channels<0>(Channel::Depth), in);
} else {
ftl::cuda::colour_mls_smooth_csr(
in.createTexture<uchar4>(Channel::Support1),
in.createTexture<half4>(Channel::Normals),
temp_.createTexture<half4>(Channel::Normals, ftl::rgbd::Format<half4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Depth),
temp_.createTexture<float>(Channel::Depth, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<uchar4>(Channel::Colour),
thresh,
col_smooth,
false,
temp_.swapChannels(Channel::Normals + Channel::Depth, in);
}
}
return true;
}
// ====== Adaptive MLS =========================================================
AdaptiveMLS::AdaptiveMLS(ftl::Configurable *cfg) : ftl::operators::Operator(cfg) {
}
AdaptiveMLS::~AdaptiveMLS() {
}
bool AdaptiveMLS::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, cudaStream_t stream) {
int iters = config()->value("mls_iterations", 1);
int radius = config()->value("mls_radius",2);
if (!in.hasChannel(Channel::Normals)) {
LOG(ERROR) << "Required normals channel missing for MLS";
return false;
}
// FIXME: Assume in and out are the same frame.
for (int i=0; i<iters; ++i) {
ftl::cuda::adaptive_mls_smooth(
in.createTexture<half4>(Channel::Normals),
temp_.createTexture<half4>(Channel::Normals, ftl::rgbd::Format<half4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Depth),
temp_.createTexture<float>(Channel::Depth, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())),
in.createTexture<float>(Channel::Smoothing),
radius,
temp_.swapChannels(Channel::Normals + Channel::Depth, in);
}
return true;
}