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Nicolas Pope
ftl
Commits
85443e8d
Commit
85443e8d
authored
5 years ago
by
Nicolas Pope
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Barycentric approach
parent
a4425d76
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1 merge request
!151
Implements #216 triangle renderer
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components/renderers/cpp/src/triangle_render.cu
+134
-7
134 additions, 7 deletions
components/renderers/cpp/src/triangle_render.cu
with
134 additions
and
7 deletions
components/renderers/cpp/src/triangle_render.cu
+
134
−
7
View file @
85443e8d
...
...
@@ -11,6 +11,85 @@ using ftl::render::SplatParams;
__device__
inline
float
length2
(
int
dx
,
int
dy
)
{
return
dx
*
dx
+
dy
*
dy
;
}
__device__
inline
float
cross
(
const
float2
&
a
,
const
float2
&
b
)
{
return
a
.
x
*
b
.
y
-
a
.
y
*
b
.
x
;
}
__device__
inline
bool
within
(
float
x
)
{
return
0.0
f
<=
x
<=
1.0
f
;
}
__device__
inline
bool
operator
==
(
const
float2
&
a
,
const
float2
&
b
)
{
return
a
.
x
==
b
.
x
&&
a
.
y
==
b
.
y
;
}
__device__
inline
bool
insideTriangle
(
const
float2
&
a
,
const
float2
&
b
,
const
float2
&
c
,
const
float2
&
p
)
{
float
det
=
(
b
.
y
-
c
.
y
)
*
(
a
.
x
-
c
.
x
)
+
(
c
.
x
-
b
.
x
)
*
(
a
.
y
-
c
.
y
);
float
factor_alpha
=
(
b
.
y
-
c
.
y
)
*
(
p
.
x
-
c
.
x
)
+
(
c
.
x
-
b
.
x
)
*
(
p
.
y
-
c
.
y
);
float
factor_beta
=
(
c
.
y
-
a
.
y
)
*
(
p
.
x
-
c
.
x
)
+
(
a
.
x
-
c
.
x
)
*
(
p
.
y
-
c
.
y
);
float
alpha
=
factor_alpha
/
det
;
float
beta
=
factor_beta
/
det
;
float
gamma
=
1.0
-
alpha
-
beta
;
return
p
==
a
||
p
==
b
||
p
==
c
||
(
within
(
alpha
)
&&
within
(
beta
)
&&
within
(
gamma
));
}
__device__
inline
void
swap
(
short2
&
a
,
short2
&
b
)
{
short2
t
=
a
;
a
=
b
;
b
=
t
;
}
__device__
void
drawLine
(
TextureObject
<
int
>
&
depth_out
,
int
y
,
int
x1
,
int
x2
,
float
d
)
{
for
(
int
x
=
x1
;
x
<=
x2
;
++
x
)
{
if
(
x
<
0
)
continue
;
if
(
x
>=
depth_out
.
width
())
return
;
atomicMin
(
&
depth_out
(
x
,
y
),
int
(
d
*
1000.0
f
));
}
}
/**
* Calculate the signed area of a given triangle.
*/
__device__
static
inline
float
calculateSignedArea
(
const
short2
&
a
,
const
short2
&
b
,
const
short2
&
c
)
{
return
0.5
f
*
(
float
(
c
.
x
-
a
.
x
)
*
float
(
b
.
y
-
a
.
y
)
-
float
(
b
.
x
-
a
.
x
)
*
float
(
c
.
y
-
a
.
y
));
}
// CHECKITOUT
/**
* Helper function for calculating barycentric coordinates.
*/
__device__
static
inline
float
calculateBarycentricCoordinateValue
(
const
short2
&
a
,
const
short2
&
b
,
const
short2
&
c
,
const
short2
(
&
tri
)[
3
])
{
return
calculateSignedArea
(
a
,
b
,
c
)
/
calculateSignedArea
(
tri
[
0
],
tri
[
1
],
tri
[
2
]);
}
// CHECKITOUT
/**
* Calculate barycentric coordinates.
* TODO: Update to handle triangles coming in and not the array
*/
__device__
static
float3
calculateBarycentricCoordinate
(
const
short2
(
&
tri
)[
3
],
const
short2
&
point
)
{
float
beta
=
calculateBarycentricCoordinateValue
(
tri
[
0
],
point
,
tri
[
2
],
tri
);
float
gamma
=
calculateBarycentricCoordinateValue
(
tri
[
0
],
tri
[
1
],
point
,
tri
);
float
alpha
=
1.0
-
beta
-
gamma
;
return
make_float3
(
alpha
,
beta
,
gamma
);
}
// CHECKITOUT
/**
* Check if a barycentric coordinate is within the boundaries of a triangle.
*/
__host__
__device__
static
bool
isBarycentricCoordInBounds
(
const
float3
&
barycentricCoord
)
{
return
barycentricCoord
.
x
>=
0.0
&&
barycentricCoord
.
x
<=
1.0
&&
barycentricCoord
.
y
>=
0.0
&&
barycentricCoord
.
y
<=
1.0
&&
barycentricCoord
.
z
>=
0.0
&&
barycentricCoord
.
z
<=
1.0
;
}
/*
* Convert source screen position to output screen coordinates.
*/
...
...
@@ -30,15 +109,63 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; }
d
[
2
]
=
depth_in
.
tex2D
(
x
+
A
,
y
+
(
1
-
B
));
// Is this triangle valid
if
(
fabs
(
d
[
0
]
-
d
[
1
])
>
0.04
f
||
fabs
(
d
[
0
]
-
d
[
2
])
>
0.04
f
)
return
;
if
(
fabs
(
d
[
0
]
-
d
[
1
])
>
0.04
f
||
fabs
(
d
[
0
]
-
d
[
2
])
>
0.04
f
||
fabs
(
d
[
1
]
-
d
[
2
])
>
0.04
f
)
return
;
if
(
d
[
0
]
<
params
.
camera
.
minDepth
||
d
[
0
]
>
params
.
camera
.
maxDepth
)
return
;
short2
s
[
3
];
s
[
0
]
=
screen
.
tex2D
(
x
+
A
,
y
+
B
);
s
[
1
]
=
screen
.
tex2D
(
x
+
(
1
-
A
),
y
+
B
);
s
[
2
]
=
screen
.
tex2D
(
x
+
A
,
y
+
(
1
-
B
));
short2
v
[
3
];
v
[
0
]
=
screen
.
tex2D
(
x
+
A
,
y
+
B
);
v
[
1
]
=
screen
.
tex2D
(
x
+
(
1
-
A
),
y
+
B
);
v
[
2
]
=
screen
.
tex2D
(
x
+
A
,
y
+
(
1
-
B
));
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 ((maxX - minX) * (maxY - minY) > 200) return;
int
incx
=
((
maxX
-
minX
)
/
20
)
+
1
;
int
incy
=
((
maxY
-
minY
)
/
20
)
+
1
;
float2
vs0
=
make_float2
(
v
[
0
].
x
,
v
[
0
].
y
);
float2
vs1
=
make_float2
(
v
[
1
].
x
,
v
[
1
].
y
);
float2
vs2
=
make_float2
(
v
[
2
].
x
,
v
[
2
].
y
);
for
(
int
sy
=
minY
;
sy
<=
maxY
;
sy
+=
incy
)
{
for
(
int
sx
=
minX
;
sx
<=
maxX
;
sx
+=
incx
)
{
if
(
sx
>=
params
.
camera
.
width
||
sx
<
0
||
sy
>=
params
.
camera
.
height
||
sy
<
0
)
continue
;
//float2 q = make_float2(sx, sy);
//float s = det(q - vs0, vs1) / det(vs0, vs1); //cross(q, vs2) / cross(vs1, vs2);
//float t = det(vs0, q - vs1) / det(vs0, vs1); //cross(vs1, q) / cross(vs1, vs2);
float3
baryCentricCoordinate
=
calculateBarycentricCoordinate
(
v
,
make_short2
(
sx
,
sy
));
if
(
isBarycentricCoordInBounds
(
baryCentricCoordinate
))
{
//if (s >= 0 && t >= 0 && ss+t <= 1) {
//if (insideTriangle(vs0,vs1,vs2, make_float2(sx,sy))) {
/*float dist1 = length2(sx - s[0].x, sy - s[0].y);
float dist2 = length2(sx - s[1].x, sy - s[1].y);
float dist3 = length2(sx - s[2].x, sy - s[2].y);
float maxlen = max(dist1, max(dist2, dist3));
if (maxlen > 0.0f) {
dist1 = 1.0f - dist1 / maxlen;
dist2 = 1.0f - dist2 / maxlen;
dist3 = 1.0f - dist3 / maxlen;
}
float new_depth = (maxlen == 0.0f) ? d[0] : (d[0]*dist1 + d[1]*dist2 + d[2]*dist3) / (dist1+dist2+dist3);
//if (new_depth < params.camera.minDepth || new_depth > params.camera.maxDepth) continue;*/
float
new_depth
=
d
[
0
];
atomicMin
(
&
depth_out
(
sx
,
sy
),
int
(
new_depth
*
1000.0
f
));
}
}
}
// OLD
const
int
dx
=
(
A
)
?
-
1
:
1
;
/*
const int dx = (A) ? -1 : 1;
const int dy = (B) ? -1 : 1;
s[1].x = (A) ? s[0].x - s[1].x : s[1].x - s[0].x;
...
...
@@ -65,7 +192,7 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; }
atomicMin(&depth_out(dx*sx+s[0].x,dy*sy+s[0].y), int(new_depth*1000.0f));
}
}
}
*/
}
void
ftl
::
cuda
::
triangle_render1
(
TextureObject
<
float
>
&
depth_in
,
TextureObject
<
int
>
&
depth_out
,
TextureObject
<
short2
>
&
screen
,
const
SplatParams
&
params
,
cudaStream_t
stream
)
{
...
...
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