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#include <ftl/render/splat_render.hpp>
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#include <ftl/utility/matrix_conversion.hpp>
#include "splatter_cuda.hpp"
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#include <ftl/cuda/points.hpp>
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#include <ftl/cuda/normals.hpp>
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#include <opencv2/core/cuda_stream_accessor.hpp>
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using ftl::render::Splatter;
using ftl::rgbd::Channel;
using ftl::rgbd::Channels;
using ftl::rgbd::Format;
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using cv::cuda::GpuMat;
static Eigen::Affine3d create_rotation_matrix(float ax, float ay, float az) {
  Eigen::Affine3d rx =
      Eigen::Affine3d(Eigen::AngleAxisd(ax, Eigen::Vector3d(1, 0, 0)));
  Eigen::Affine3d ry =
      Eigen::Affine3d(Eigen::AngleAxisd(ay, Eigen::Vector3d(0, 1, 0)));
  Eigen::Affine3d rz =
      Eigen::Affine3d(Eigen::AngleAxisd(az, Eigen::Vector3d(0, 0, 1)));
  return rz * rx * ry;
}
Splatter::Splatter(nlohmann::json &config, ftl::rgbd::FrameSet *fs) : ftl::render::Renderer(config), scene_(fs) {
	if (config["clipping"].is_object()) {
		auto &c = config["clipping"];
		float rx = c.value("pitch", 0.0f);
		float ry = c.value("yaw", 0.0f);
		float rz = c.value("roll", 0.0f);
		float x = c.value("x", 0.0f);
		float y = c.value("y", 0.0f);
		float z = c.value("z", 0.0f);
		float width = c.value("width", 1.0f);
		float height = c.value("height", 1.0f);
		float depth = c.value("depth", 1.0f);

		Eigen::Affine3f r = create_rotation_matrix(rx, ry, rz).cast<float>();
		Eigen::Translation3f trans(Eigen::Vector3f(x,y,z));
		Eigen::Affine3f t(trans);

		clip_.origin = MatrixConversion::toCUDA(r.matrix() * t.matrix());
		clip_.size = make_float3(width, height, depth);
		clipping_ = value("clipping_enabled", true);
	} else {
		clipping_ = false;
	}

	on("clipping_enabled", [this](const ftl::config::Event &e) {
		clipping_ = value("clipping_enabled", true);
	});

	norm_filter_ = value("normal_filter", -1.0f);
	on("normal_filter", [this](const ftl::config::Event &e) {
		norm_filter_ = value("normal_filter", -1.0f);
	});

	backcull_ = value("back_cull", true);
	on("back_cull", [this](const ftl::config::Event &e) {
		backcull_ = value("back_cull", true);
	});
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}

Splatter::~Splatter() {

}

void Splatter::renderChannel(
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					ftl::render::SplatParams &params, ftl::rgbd::Frame &out,
					const Channel &channel, cudaStream_t stream)
{
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	if (channel == Channel::None) return;
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	cv::cuda::Stream cvstream = cv::cuda::StreamAccessor::wrapStream(stream);
	temp_.get<GpuMat>(Channel::Depth).setTo(cv::Scalar(0x7FFFFFFF), cvstream);
	temp_.get<GpuMat>(Channel::Depth2).setTo(cv::Scalar(0x7FFFFFFF), cvstream);
	temp_.get<GpuMat>(Channel::Colour).setTo(cv::Scalar(0.0f,0.0f,0.0f,0.0f), cvstream);
	temp_.get<GpuMat>(Channel::Contribution).setTo(cv::Scalar(0.0f), cvstream);
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	if (scene_->frames.size() < 1) return;
	bool is_float = scene_->frames[0].get<GpuMat>(channel).type() == CV_32F; //ftl::rgbd::isFloatChannel(channel);
	bool is_4chan = scene_->frames[0].get<GpuMat>(channel).type() == CV_32FC4;
	// Render each camera into virtual view
	// TODO: Move out of renderChannel, this is a common step to all channels
	for (size_t i=0; i < scene_->frames.size(); ++i) {
		auto &f = scene_->frames[i];
		auto *s = scene_->sources[i];

		if (f.empty(Channel::Depth + Channel::Colour)) {
			LOG(ERROR) << "Missing required channel";
			continue;
		}

		ftl::cuda::dibr_merge(
			f.createTexture<float4>(Channel::Points),
			f.createTexture<float4>(Channel::Normals),
			temp_.getTexture<int>(Channel::Depth),
			params, backcull_, stream
		);

		//LOG(INFO) << "DIBR DONE";
	}

	// TODO: Add the depth splatting step..

	temp_.createTexture<float4>(Channel::Colour);
	temp_.createTexture<float>(Channel::Contribution);

	// Accumulate attribute contributions for each pixel
	for (auto &f : scene_->frames) {
		// Convert colour from BGR to BGRA if needed
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		if (f.get<GpuMat>(channel).type() == CV_8UC3) {
			// Convert to 4 channel colour
			auto &col = f.get<GpuMat>(Channel::Colour);
			GpuMat tmp(col.size(), CV_8UC4);
			cv::cuda::swap(col, tmp);
			cv::cuda::cvtColor(tmp,col, cv::COLOR_BGR2BGRA);
		}
	
		if (is_float) {
			ftl::cuda::dibr_attribute(
				f.createTexture<float>(channel),
				f.createTexture<float4>(Channel::Points),
				temp_.getTexture<int>(Channel::Depth),
				temp_.getTexture<float4>(Channel::Colour),
				temp_.getTexture<float>(Channel::Contribution),
				params, stream
			);
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		} else if (is_4chan) {
			ftl::cuda::dibr_attribute(
				f.createTexture<float4>(channel),
				f.createTexture<float4>(Channel::Points),
				temp_.getTexture<int>(Channel::Depth),
				temp_.getTexture<float4>(Channel::Colour),
				temp_.getTexture<float>(Channel::Contribution),
				params, stream
			);
		} else if (channel == Channel::Colour || channel == Channel::Right) {
			ftl::cuda::dibr_attribute(
				f.createTexture<uchar4>(Channel::Colour),
				f.createTexture<float4>(Channel::Points),
				temp_.getTexture<int>(Channel::Depth),
				temp_.getTexture<float4>(Channel::Colour),
				temp_.getTexture<float>(Channel::Contribution),
				params, stream
			);
		} else {
			ftl::cuda::dibr_attribute(
				f.createTexture<uchar4>(channel),
				f.createTexture<float4>(Channel::Points),
				temp_.getTexture<int>(Channel::Depth),
				temp_.getTexture<float4>(Channel::Colour),
				temp_.getTexture<float>(Channel::Contribution),
				params, stream
			);
		}
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	if (is_4chan) {
		// Normalise attribute contributions
		ftl::cuda::dibr_normalise(
			temp_.createTexture<float4>(Channel::Colour),
			out.createTexture<float4>(channel),
			temp_.createTexture<float>(Channel::Contribution),
			stream
		);
	} else if (is_float) {
		// Normalise attribute contributions
		ftl::cuda::dibr_normalise(
			temp_.createTexture<float4>(Channel::Colour),
			out.createTexture<float>(channel),
			temp_.createTexture<float>(Channel::Contribution),
			stream
		);
	} else {
		// Normalise attribute contributions
		ftl::cuda::dibr_normalise(
			temp_.createTexture<float4>(Channel::Colour),
			out.createTexture<uchar4>(channel),
			temp_.createTexture<float>(Channel::Contribution),
			stream
		);
	}
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bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out, cudaStream_t stream) {
	SHARED_LOCK(scene_->mtx, lk);
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	if (!src->isReady()) return false;
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	const auto &camera = src->parameters();

	//cudaSafeCall(cudaSetDevice(scene_->getCUDADevice()));
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	// Create all the required channels
	out.create<GpuMat>(Channel::Depth, Format<float>(camera.width, camera.height));
	out.create<GpuMat>(Channel::Colour, Format<uchar4>(camera.width, camera.height));
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	// FIXME: Use source resolutions, not virtual resolution
	temp_.create<GpuMat>(Channel::Colour, Format<float4>(camera.width, camera.height));
	temp_.create<GpuMat>(Channel::Colour2, Format<uchar4>(camera.width, camera.height));
	temp_.create<GpuMat>(Channel::Contribution, Format<float>(camera.width, camera.height));
	temp_.create<GpuMat>(Channel::Depth, Format<int>(camera.width, camera.height));
	temp_.create<GpuMat>(Channel::Depth2, Format<int>(camera.width, camera.height));
	temp_.create<GpuMat>(Channel::Normals, Format<float4>(camera.width, camera.height));

	cv::cuda::Stream cvstream = cv::cuda::StreamAccessor::wrapStream(stream);

	// Create buffers if they don't exist
	/*if ((unsigned int)depth1_.width() != camera.width || (unsigned int)depth1_.height() != camera.height) {
		depth1_ = ftl::cuda::TextureObject<int>(camera.width, camera.height);
	if ((unsigned int)depth3_.width() != camera.width || (unsigned int)depth3_.height() != camera.height) {
		depth3_ = ftl::cuda::TextureObject<int>(camera.width, camera.height);
	}
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	if ((unsigned int)colour1_.width() != camera.width || (unsigned int)colour1_.height() != camera.height) {
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		colour1_ = ftl::cuda::TextureObject<uchar4>(camera.width, camera.height);
	}
	if ((unsigned int)colour_tmp_.width() != camera.width || (unsigned int)colour_tmp_.height() != camera.height) {
		colour_tmp_ = ftl::cuda::TextureObject<float4>(camera.width, camera.height);
	}
	if ((unsigned int)normal1_.width() != camera.width || (unsigned int)normal1_.height() != camera.height) {
		normal1_ = ftl::cuda::TextureObject<float4>(camera.width, camera.height);
	}
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	if ((unsigned int)depth2_.width() != camera.width || (unsigned int)depth2_.height() != camera.height) {
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		depth2_ = ftl::cuda::TextureObject<float>(camera.width, camera.height);
	}
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	if ((unsigned int)colour2_.width() != camera.width || (unsigned int)colour2_.height() != camera.height) {
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		colour2_ = ftl::cuda::TextureObject<uchar4>(camera.width, camera.height);
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	// Parameters object to pass to CUDA describing the camera
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	SplatParams params;
	params.m_flags = 0;
	if (src->value("show_discontinuity_mask", false)) params.m_flags |= ftl::render::kShowDisconMask;
	//if (src->value("splatting", true) == false) params.m_flags |= ftl::render::kNoSplatting;
	//if (src->value("upsampling", true) == false) params.m_flags |= ftl::render::kNoUpsampling;
	//if (src->value("texturing", true) == false) params.m_flags |= ftl::render::kNoTexturing;
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	params.m_viewMatrix = MatrixConversion::toCUDA(src->getPose().cast<float>().inverse());
	params.m_viewMatrixInverse = MatrixConversion::toCUDA(src->getPose().cast<float>());
	params.camera = camera;
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	// Clear all channels to 0 or max depth
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	out.get<GpuMat>(Channel::Depth).setTo(cv::Scalar(1000.0f), cvstream);
	out.get<GpuMat>(Channel::Colour).setTo(cv::Scalar(76,76,76), cvstream);
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	//LOG(INFO) << "Render ready: " << camera.width << "," << camera.height;
	temp_.createTexture<int>(Channel::Depth);

	// First make sure each input has normals
	temp_.createTexture<float4>(Channel::Normals);
	for (int i=0; i<scene_->frames.size(); ++i) {
		auto &f = scene_->frames[i];
		auto s = scene_->sources[i];

		// Needs to create points channel first?
		if (!f.hasChannel(Channel::Points)) {
			//LOG(INFO) << "Creating points... " << s->parameters().width;
			
			auto &t = f.createTexture<float4>(Channel::Points, Format<float4>(f.get<GpuMat>(Channel::Colour).size()));
			auto pose = MatrixConversion::toCUDA(s->getPose().cast<float>()); //.inverse());
			ftl::cuda::point_cloud(t, f.createTexture<float>(Channel::Depth), s->parameters(), pose, 0, stream);

			//LOG(INFO) << "POINTS Added";
		}

		// Clip first?
		if (clipping_) {
			ftl::cuda::clipping(f.createTexture<float4>(Channel::Points), clip_, stream);
		}

		if (!f.hasChannel(Channel::Normals)) {
			auto &g = f.get<GpuMat>(Channel::Colour);
			ftl::cuda::normals(f.createTexture<float4>(Channel::Normals, Format<float4>(g.cols, g.rows)),
				temp_.getTexture<float4>(Channel::Normals),  // FIXME: Uses assumption of vcam res same as input res
				f.getTexture<float4>(Channel::Points), stream);

			if (norm_filter_ > -0.1f) {
				Eigen::Matrix4f matrix =  s->getPose().cast<float>();
				auto pose = MatrixConversion::toCUDA(matrix);
				ftl::cuda::normal_filter(f.getTexture<float4>(Channel::Normals), f.getTexture<float4>(Channel::Points), s->parameters(), pose, norm_filter_, stream);
			}
		}
	}

	renderChannel(params, out, Channel::Colour, stream);
	Channel chan = src->getChannel();
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	if (chan == Channel::Depth)
	{
		temp_.get<GpuMat>(Channel::Depth).convertTo(out.get<GpuMat>(Channel::Depth), CV_32F, 1.0f / 1000.0f, cvstream);
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	} else if (chan == Channel::Normals) {
		out.create<GpuMat>(Channel::Normals, Format<float4>(camera.width, camera.height));

		// Render normal attribute
		renderChannel(params, out, Channel::Normals, stream);

		// Convert normal to single float value
		ftl::cuda::normal_visualise(out.getTexture<float4>(Channel::Normals), temp_.getTexture<float>(Channel::Contribution), camera, params.m_viewMatrixInverse, stream);
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		// Put in output as single float
		cv::cuda::swap(temp_.get<GpuMat>(Channel::Contribution), out.create<GpuMat>(Channel::Normals));
		out.resetTexture(Channel::Normals);
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	}
	else if (chan == Channel::Contribution)
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	{
		cv::cuda::swap(temp_.get<GpuMat>(Channel::Contribution), out.create<GpuMat>(Channel::Contribution));
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	}
	else if (chan == Channel::Right)
	{
		Eigen::Affine3f transform(Eigen::Translation3f(camera.baseline,0.0f,0.0f));
		Eigen::Matrix4f matrix =  src->getPose().cast<float>() * transform.matrix();
		params.m_viewMatrix = MatrixConversion::toCUDA(matrix.inverse());
		params.m_viewMatrixInverse = MatrixConversion::toCUDA(matrix);
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		out.create<GpuMat>(Channel::Right, Format<uchar4>(camera.width, camera.height));
		out.get<GpuMat>(Channel::Right).setTo(cv::Scalar(76,76,76), cvstream);
		renderChannel(params, out, Channel::Right, stream);
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	} else if (chan != Channel::None) {
		if (ftl::rgbd::isFloatChannel(chan)) {
			out.create<GpuMat>(chan, Format<float>(camera.width, camera.height));
			out.get<GpuMat>(chan).setTo(cv::Scalar(0.0f), cvstream);
		} else {
			out.create<GpuMat>(chan, Format<uchar4>(camera.width, camera.height));
			out.get<GpuMat>(chan).setTo(cv::Scalar(76,76,76,255), cvstream);
		}
		renderChannel(params, out, chan, stream);
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//void Splatter::setOutputDevice(int device) {
//	device_ = device;
//}