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Nicolas Pope
ftl
Commits
600c6f97
Commit
600c6f97
authored
5 years ago
by
Nicolas Pope
Browse files
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Merge branch 'exp/triangleperf' into 'master'
Minor refactor to meshing code See merge request nicolas.pope/ftl!243
parents
2610a193
1072ec45
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1 merge request
!243
Minor refactor to meshing code
Pipeline
#20072
passed
5 years ago
Stage: all
Stage: deploy
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1 changed file
components/renderers/cpp/src/triangle_render.cu
+63
-49
63 additions, 49 deletions
components/renderers/cpp/src/triangle_render.cu
with
63 additions
and
49 deletions
components/renderers/cpp/src/triangle_render.cu
+
63
−
49
View file @
600c6f97
...
...
@@ -102,62 +102,79 @@ float getZAtCoordinate(const float3 &barycentricCoord, const float (&tri)[3]) {
+
barycentricCoord
.
z
*
tri
[
2
]);
}
/*
* Convert source screen position to output screen coordinates.
/**
* Loop over rectangular region covering the triangle and test each pixel for
* being inside or outside (using bary centric coordinate method). If inside
* then atomically write to the depth map.
*/
template
<
int
A
,
int
B
>
__global__
void
triangle_render_1_kernel
(
TextureObject
<
float
>
depth_in
,
TextureObject
<
int
>
depth_out
,
TextureObject
<
short2
>
screen
,
SplatParams
params
)
{
const
int
x
=
blockIdx
.
x
*
blockDim
.
x
+
threadIdx
.
x
;
const
int
y
=
blockIdx
.
y
*
blockDim
.
y
+
threadIdx
.
y
;
__device__
void
drawTriangle
(
const
float
(
&
d
)[
3
],
const
short2
(
&
v
)[
3
],
const
SplatParams
&
params
,
TextureObject
<
int
>
&
depth_out
)
{
const
int
minX
=
min
(
v
[
0
].
x
,
min
(
v
[
1
].
x
,
v
[
2
].
x
));
const
int
minY
=
min
(
v
[
0
].
y
,
min
(
v
[
1
].
y
,
v
[
2
].
y
));
const
int
maxX
=
max
(
v
[
0
].
x
,
max
(
v
[
1
].
x
,
v
[
2
].
x
));
const
int
maxY
=
max
(
v
[
0
].
y
,
max
(
v
[
1
].
y
,
v
[
2
].
y
));
if
(
x
<
1
||
x
>=
depth_in
.
width
()
-
1
||
y
<
1
||
y
>=
depth_in
.
height
()
-
1
)
return
;
// Remove really large triangles
if
((
maxX
-
minX
)
*
(
maxY
-
minY
)
<=
params
.
triangle_limit
)
{
// TODO: Verify that < is correct, was <= before but < is faster.
for
(
int
sy
=
minY
;
sy
<
maxY
;
++
sy
)
{
for
(
int
sx
=
minX
;
sx
<
maxX
;
++
sx
)
{
//if () continue;
float3
baryCentricCoordinate
=
calculateBarycentricCoordinate
(
v
,
make_short2
(
sx
,
sy
));
if
(
sx
<
params
.
camera
.
width
&&
sx
>=
0
&&
sy
<
params
.
camera
.
height
&&
sy
>=
0
&&
isBarycentricCoordInBounds
(
baryCentricCoordinate
))
{
float
new_depth
=
getZAtCoordinate
(
baryCentricCoordinate
,
d
);
atomicMin
(
&
depth_out
(
sx
,
sy
),
int
(
new_depth
*
100000.0
f
));
}
}
}
}
}
float
d
[
3
];
d
[
0
]
=
depth_in
.
tex2D
(
x
,
y
);
/**
* Depth differences above threshold are used to determine a discontinuity and
* hence that a triangle should not be draw between said verticies.
* TODO: Use discontinuity mask or some better test here.
*/
__device__
inline
bool
isValidTriangle
(
const
float
(
&
d
)[
3
],
const
SplatParams
&
params
)
{
return
!
(
fabs
(
d
[
0
]
-
d
[
1
])
>
params
.
depthThreshold
||
fabs
(
d
[
0
]
-
d
[
2
])
>
params
.
depthThreshold
||
d
[
0
]
<
params
.
camera
.
minDepth
||
d
[
0
]
>
params
.
camera
.
maxDepth
);
}
/**
* Read the other two verticies into memory. The template parameters determine
* which verticies to load.
*/
template
<
int
A
,
int
B
>
__device__
bool
loadTriangle
(
int
x
,
int
y
,
float
(
&
d
)[
3
],
short2
(
&
v
)[
3
],
const
SplatParams
&
params
,
const
TextureObject
<
float
>
&
depth_in
,
const
TextureObject
<
short2
>
&
screen
)
{
d
[
1
]
=
depth_in
.
tex2D
(
x
+
A
,
y
);
d
[
2
]
=
depth_in
.
tex2D
(
x
,
y
+
B
);
// Is this triangle valid
if
(
fabs
(
d
[
0
]
-
d
[
1
])
>
params
.
depthThreshold
||
fabs
(
d
[
0
]
-
d
[
2
])
>
params
.
depthThreshold
)
return
;
if
(
d
[
0
]
<
params
.
camera
.
minDepth
||
d
[
0
]
>
params
.
camera
.
maxDepth
)
return
;
short2
v
[
3
];
v
[
0
]
=
screen
.
tex2D
(
x
,
y
);
v
[
1
]
=
screen
.
tex2D
(
x
+
A
,
y
);
v
[
2
]
=
screen
.
tex2D
(
x
,
y
+
B
);
return
isValidTriangle
(
d
,
params
);
}
// Attempt to back face cull, but not great
//if ((v[1].x - v[0].x) * A < 0 || (v[2].y - v[0].y) * B < 0) return;
const
int
minX
=
min
(
v
[
0
].
x
,
min
(
v
[
1
].
x
,
v
[
2
].
x
));
const
int
minY
=
min
(
v
[
0
].
y
,
min
(
v
[
1
].
y
,
v
[
2
].
y
));
const
int
maxX
=
max
(
v
[
0
].
x
,
max
(
v
[
1
].
x
,
v
[
2
].
x
));
const
int
maxY
=
max
(
v
[
0
].
y
,
max
(
v
[
1
].
y
,
v
[
2
].
y
));
// Ensure the points themselves are drawn
//atomicMin(&depth_out(v[0].x,v[0].y), int(d[0]*100000.0f));
//atomicMin(&depth_out(v[1].x,v[1].y), int(d[1]*100000.0f));
//atomicMin(&depth_out(v[2].x,v[2].y), int(d[2]*100000.0f));
// Remove really large triangles
if
((
maxX
-
minX
)
*
(
maxY
-
minY
)
>
params
.
triangle_limit
)
return
;
/*
* Convert source screen position to output screen coordinates.
*/
__global__
void
triangle_render_kernel
(
TextureObject
<
float
>
depth_in
,
TextureObject
<
int
>
depth_out
,
TextureObject
<
short2
>
screen
,
SplatParams
params
)
{
const
int
x
=
blockIdx
.
x
*
blockDim
.
x
+
threadIdx
.
x
;
const
int
y
=
blockIdx
.
y
*
blockDim
.
y
+
threadIdx
.
y
;
// TODO: Verify that < is correct, was <= before but < is faster.
for
(
int
sy
=
minY
;
sy
<
maxY
;
++
sy
)
{
for
(
int
sx
=
minX
;
sx
<
maxX
;
++
sx
)
{
if
(
sx
>=
params
.
camera
.
width
||
sx
<
0
||
sy
>=
params
.
camera
.
height
||
sy
<
0
)
continue
;
if
(
x
>=
1
&&
x
<
depth_in
.
width
()
-
1
&&
y
>=
1
&&
y
<
depth_in
.
height
()
-
1
)
{
float
d
[
3
];
d
[
0
]
=
depth_in
.
tex2D
(
x
,
y
);
float3
baryCentricCoordinate
=
calculateBarycentricCoordinate
(
v
,
make_short2
(
sx
,
sy
));
short2
v
[
3
];
v
[
0
]
=
screen
.
tex2D
(
x
,
y
);
if
(
isBarycentricCoordInBounds
(
baryCentricCoordinate
))
{
float
new_depth
=
getZAtCoordinate
(
baryCentricCoordinate
,
d
);
atomicMin
(
&
depth_out
(
sx
,
sy
),
int
(
new_depth
*
100000.0
f
));
//depth_out(sx,sy) = int(new_depth*100000.0f);
}
}
// Draw (optionally) 4 triangles as a diamond pattern around the central point.
if
(
loadTriangle
<
1
,
1
>
(
x
,
y
,
d
,
v
,
params
,
depth_in
,
screen
))
drawTriangle
(
d
,
v
,
params
,
depth_out
);
if
(
loadTriangle
<
1
,
-
1
>
(
x
,
y
,
d
,
v
,
params
,
depth_in
,
screen
))
drawTriangle
(
d
,
v
,
params
,
depth_out
);
if
(
loadTriangle
<-
1
,
1
>
(
x
,
y
,
d
,
v
,
params
,
depth_in
,
screen
))
drawTriangle
(
d
,
v
,
params
,
depth_out
);
if
(
loadTriangle
<-
1
,
-
1
>
(
x
,
y
,
d
,
v
,
params
,
depth_in
,
screen
))
drawTriangle
(
d
,
v
,
params
,
depth_out
);
}
}
...
...
@@ -165,10 +182,7 @@ void ftl::cuda::triangle_render1(TextureObject<float> &depth_in, TextureObject<i
const
dim3
gridSize
((
depth_in
.
width
()
+
T_PER_BLOCK
-
1
)
/
T_PER_BLOCK
,
(
depth_in
.
height
()
+
T_PER_BLOCK
-
1
)
/
T_PER_BLOCK
);
const
dim3
blockSize
(
T_PER_BLOCK
,
T_PER_BLOCK
);
triangle_render_1_kernel
<
1
,
1
><<<
gridSize
,
blockSize
,
0
,
stream
>>>
(
depth_in
,
depth_out
,
screen
,
params
);
triangle_render_1_kernel
<
1
,
-
1
><<<
gridSize
,
blockSize
,
0
,
stream
>>>
(
depth_in
,
depth_out
,
screen
,
params
);
triangle_render_1_kernel
<-
1
,
1
><<<
gridSize
,
blockSize
,
0
,
stream
>>>
(
depth_in
,
depth_out
,
screen
,
params
);
triangle_render_1_kernel
<-
1
,
-
1
><<<
gridSize
,
blockSize
,
0
,
stream
>>>
(
depth_in
,
depth_out
,
screen
,
params
);
triangle_render_kernel
<<<
gridSize
,
blockSize
,
0
,
stream
>>>
(
depth_in
,
depth_out
,
screen
,
params
);
cudaSafeCall
(
cudaGetLastError
()
);
}
...
...
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