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Commit 6a88c2bb authored by Nicolas Pope's avatar Nicolas Pope
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Remove use of depth entirely

parent ad318846
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1 merge request!158Implements #228 adaptive MLS and smoothing channel
Pipeline #16138 passed
...@@ -24,7 +24,7 @@ __global__ void smooth_chan_kernel( ...@@ -24,7 +24,7 @@ __global__ void smooth_chan_kernel(
// A distance has already been found // A distance has already been found
if (smoothing_out(x,y) < 1.0f) return; if (smoothing_out(x,y) < 1.0f) return;
float mindist = 50.0f; float mindist = 100.0f;
const uchar4 c0 = colour_in.tex2D(ix, iy); const uchar4 c0 = colour_in.tex2D(ix, iy);
//const float d0 = depth_in.tex2D(ix, iy); //const float d0 = depth_in.tex2D(ix, iy);
...@@ -46,13 +46,13 @@ __global__ void smooth_chan_kernel( ...@@ -46,13 +46,13 @@ __global__ void smooth_chan_kernel(
} }
} }
smoothing_out(x,y) = min(mindist / 50.0f, 1.0f); smoothing_out(x,y) = min(mindist / 100.0f, 1.0f);
} }
} }
void ftl::cuda::smooth_channel( void ftl::cuda::smooth_channel(
ftl::cuda::TextureObject<uchar4> &colour_in, ftl::cuda::TextureObject<uchar4> &colour_in,
ftl::cuda::TextureObject<float> &depth_in, //ftl::cuda::TextureObject<float> &depth_in,
ftl::cuda::TextureObject<float> &smoothing_out, ftl::cuda::TextureObject<float> &smoothing_out,
const ftl::rgbd::Camera &camera, const ftl::rgbd::Camera &camera,
float alpha, float alpha,
......
...@@ -85,7 +85,7 @@ bool SmoothChannel::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, ftl::rgbd ...@@ -85,7 +85,7 @@ bool SmoothChannel::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, ftl::rgbd
// Reduce to nearest // Reduce to nearest
ftl::cuda::smooth_channel( ftl::cuda::smooth_channel(
in.createTexture<uchar4>(Channel::Colour), in.createTexture<uchar4>(Channel::Colour),
in.createTexture<float>(Channel::Depth), //in.createTexture<float>(Channel::Depth),
out.createTexture<float>(Channel::Smoothing), out.createTexture<float>(Channel::Smoothing),
s->parameters(), s->parameters(),
threshold, threshold,
...@@ -103,11 +103,11 @@ bool SmoothChannel::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, ftl::rgbd ...@@ -103,11 +103,11 @@ bool SmoothChannel::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, ftl::rgbd
// Downscale images for next pass // 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::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); //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( ftl::cuda::smooth_channel(
temp_[i].createTexture<uchar4>(Channel::Colour), temp_[i].createTexture<uchar4>(Channel::Colour),
temp_[i].createTexture<float>(Channel::Depth), //temp_[i].createTexture<float>(Channel::Depth),
out.getTexture<float>(Channel::Smoothing), out.getTexture<float>(Channel::Smoothing),
scaledCam, scaledCam,
threshold, threshold,
......
...@@ -31,7 +31,7 @@ void colour_mls_smooth( ...@@ -31,7 +31,7 @@ void colour_mls_smooth(
void smooth_channel( void smooth_channel(
ftl::cuda::TextureObject<uchar4> &colour_in, ftl::cuda::TextureObject<uchar4> &colour_in,
ftl::cuda::TextureObject<float> &depth_in, //ftl::cuda::TextureObject<float> &depth_in,
ftl::cuda::TextureObject<float> &smoothing_out, ftl::cuda::TextureObject<float> &smoothing_out,
const ftl::rgbd::Camera &camera, const ftl::rgbd::Camera &camera,
float alpha, float alpha,
......
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