From c6cf61ffe7e301ecbeedf1ae80670a24f1a833f8 Mon Sep 17 00:00:00 2001 From: Nicolas Pope <nwpope@utu.fi> Date: Thu, 7 Nov 2019 17:33:47 +0200 Subject: [PATCH] Cross support MLS smoothing --- applications/reconstruct/src/main.cpp | 2 +- components/operators/src/mls.cu | 111 ++++++++++++++++++++ components/operators/src/segmentation.cpp | 4 +- components/operators/src/smoothing.cpp | 40 ++++--- components/operators/src/smoothing_cuda.hpp | 12 +++ 5 files changed, 154 insertions(+), 15 deletions(-) diff --git a/applications/reconstruct/src/main.cpp b/applications/reconstruct/src/main.cpp index d5f103387..9573ec7fa 100644 --- a/applications/reconstruct/src/main.cpp +++ b/applications/reconstruct/src/main.cpp @@ -303,8 +303,8 @@ static void run(ftl::Configurable *root) { pipeline1->append<ftl::operators::Normals>("normals"); // Estimate surface normals //pipeline1->append<ftl::operators::SmoothChannel>("smoothing"); // Generate a smoothing channel //pipeline1->append<ftl::operators::ScanFieldFill>("filling"); // Generate a smoothing channel - pipeline1->append<ftl::operators::ColourMLS>("mls"); // Perform MLS (using smoothing channel) pipeline1->append<ftl::operators::CrossSupport>("cross"); + pipeline1->append<ftl::operators::ColourMLS>("mls"); // Perform MLS (using smoothing channel) pipeline1->append<ftl::operators::VisCrossSupport>("viscross"); // Alignment diff --git a/components/operators/src/mls.cu b/components/operators/src/mls.cu index 9353734e6..e189bf0e5 100644 --- a/components/operators/src/mls.cu +++ b/components/operators/src/mls.cu @@ -212,6 +212,117 @@ void ftl::cuda::colour_mls_smooth( } +// ===== Colour MLS using cross support region ================================= + +/* + * Smooth depth map using Moving Least Squares. This version uses colour + * similarity weights to adjust the spatial smoothing factor. It is naive in + * that similar colours may exist on both sides of an edge and colours at the + * level of single pixels can be subject to noise. Colour noise should first + * be removed from the image. + */ + __global__ void colour_mls_smooth_csr_kernel( + TextureObject<uchar4> region, + TextureObject<float4> normals_in, + TextureObject<float4> normals_out, + TextureObject<float> depth_in, // Virtual depth map + TextureObject<float> depth_out, // Accumulated output + TextureObject<uchar4> colour_in, + float smoothing, + float colour_smoothing, + ftl::rgbd::Camera camera) { + + const int x = blockIdx.x*blockDim.x + threadIdx.x; + const int y = blockIdx.y*blockDim.y + threadIdx.y; + + if (x < 0 || y < 0 || x >= depth_in.width() || y >= depth_in.height()) return; + + float3 aX = make_float3(0.0f,0.0f,0.0f); + float3 nX = make_float3(0.0f,0.0f,0.0f); + float contrib = 0.0f; + + float d0 = depth_in.tex2D(x, y); + depth_out(x,y) = d0; + normals_out(x,y) = normals_in(x,y); + if (d0 < camera.minDepth || d0 > camera.maxDepth) return; + float3 X = camera.screenToCam((int)(x),(int)(y),d0); + + uchar4 c0 = colour_in.tex2D(x, y); + + // Neighbourhood + uchar4 base = region.tex2D(x,y); + + for (int v=-base.z; v<=base.w; ++v) { + uchar4 baseY = region.tex2D(x,y+v); + + for (int u=-baseY.x; u<=baseY.y; ++u) { + const float d = depth_in.tex2D(x+u, y+v); + if (d < camera.minDepth || d > camera.maxDepth) continue; + + // Point and normal of neighbour + const float3 Xi = camera.screenToCam((int)(x)+u,(int)(y)+v,d); + const float3 Ni = make_float3(normals_in.tex2D((int)(x)+u, (int)(y)+v)); + + if (Ni.x+Ni.y+Ni.z == 0.0f) continue; + + const uchar4 c = colour_in.tex2D(x+u, y+v); + const float cw = ftl::cuda::colourWeighting(c0,c,colour_smoothing); + + // Gauss approx weighting function using point distance + const float w = ftl::cuda::spatialWeighting(X,Xi,smoothing*cw); + + aX += Xi*w; + nX += Ni*w; + contrib += w; + } + } + + if (contrib == 0.0f) return; + + nX /= contrib; // Weighted average normal + aX /= contrib; // Weighted average point (centroid) + + // Signed-Distance Field function + float fX = nX.x * (X.x - aX.x) + nX.y * (X.y - aX.y) + nX.z * (X.z - aX.z); + + // Calculate new point using SDF function to adjust depth (and position) + X = X - nX * fX; + + //uint2 screen = camera.camToScreen<uint2>(X); + + //if (screen.x < depth_out.width() && screen.y < depth_out.height()) { + // depth_out(screen.x,screen.y) = X.z; + //} + depth_out(x,y) = X.z; + normals_out(x,y) = make_float4(nX / length(nX), 0.0f); +} + +void ftl::cuda::colour_mls_smooth_csr( + ftl::cuda::TextureObject<uchar4> ®ion, + ftl::cuda::TextureObject<float4> &normals_in, + ftl::cuda::TextureObject<float4> &normals_out, + ftl::cuda::TextureObject<float> &depth_in, + ftl::cuda::TextureObject<float> &depth_out, + ftl::cuda::TextureObject<uchar4> &colour_in, + float smoothing, + float colour_smoothing, + const ftl::rgbd::Camera &camera, + cudaStream_t stream) { + + const dim3 gridSize((depth_out.width() + T_PER_BLOCK - 1)/T_PER_BLOCK, (depth_out.height() + T_PER_BLOCK - 1)/T_PER_BLOCK); + const dim3 blockSize(T_PER_BLOCK, T_PER_BLOCK); + + colour_mls_smooth_csr_kernel<<<gridSize, blockSize, 0, stream>>>(region, normals_in, normals_out, depth_in, depth_out, colour_in, smoothing, colour_smoothing, camera); + + cudaSafeCall( cudaGetLastError() ); + + + #ifdef _DEBUG + cudaSafeCall(cudaDeviceSynchronize()); + #endif +} + + // ===== Adaptive MLS Smooth ===================================================== /* diff --git a/components/operators/src/segmentation.cpp b/components/operators/src/segmentation.cpp index 1ca3d6907..24405005a 100644 --- a/components/operators/src/segmentation.cpp +++ b/components/operators/src/segmentation.cpp @@ -18,8 +18,8 @@ bool CrossSupport::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, ftl::rgbd: in.createTexture<uchar4>(Channel::Colour), out.createTexture<uchar4>(Channel::Colour2, ftl::rgbd::Format<uchar4>(in.get<cv::cuda::GpuMat>(Channel::Colour).size())), config()->value("tau", 5), - config()->value("v_max", 10), - config()->value("h_max", 10), 0 + config()->value("v_max", 5), + config()->value("h_max", 5), 0 ); return true; diff --git a/components/operators/src/smoothing.cpp b/components/operators/src/smoothing.cpp index 8561e7a11..c23ba0c5f 100644 --- a/components/operators/src/smoothing.cpp +++ b/components/operators/src/smoothing.cpp @@ -183,6 +183,7 @@ bool ColourMLS::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, ftl::rgbd::So float col_smooth = config()->value("mls_colour_smoothing", 30.0f); int iters = config()->value("mls_iterations", 10); int radius = config()->value("mls_radius",3); + bool crosssup = config()->value("cross_support", false); if (!in.hasChannel(Channel::Normals)) { LOG(ERROR) << "Required normals channel missing for MLS"; @@ -191,18 +192,33 @@ bool ColourMLS::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, ftl::rgbd::So // FIXME: Assume in and out are the same frame. for (int i=0; i<iters; ++i) { - ftl::cuda::colour_mls_smooth( - in.createTexture<float4>(Channel::Normals), - in.createTexture<float4>(Channel::Points, ftl::rgbd::Format<float4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())), - in.createTexture<float>(Channel::Depth), - in.createTexture<float>(Channel::Depth2, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())), - in.createTexture<uchar4>(Channel::Colour), - thresh, - col_smooth, - radius, - s->parameters(), - 0 - ); + if (!crosssup) { + ftl::cuda::colour_mls_smooth( + in.createTexture<float4>(Channel::Normals), + in.createTexture<float4>(Channel::Points, ftl::rgbd::Format<float4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())), + in.createTexture<float>(Channel::Depth), + in.createTexture<float>(Channel::Depth2, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())), + in.createTexture<uchar4>(Channel::Colour), + thresh, + col_smooth, + radius, + s->parameters(), + 0 + ); + } else { + ftl::cuda::colour_mls_smooth_csr( + in.createTexture<uchar4>(Channel::Colour2), + in.createTexture<float4>(Channel::Normals), + in.createTexture<float4>(Channel::Points, ftl::rgbd::Format<float4>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())), + in.createTexture<float>(Channel::Depth), + in.createTexture<float>(Channel::Depth2, ftl::rgbd::Format<float>(in.get<cv::cuda::GpuMat>(Channel::Depth).size())), + in.createTexture<uchar4>(Channel::Colour), + thresh, + col_smooth, + s->parameters(), + 0 + ); + } in.swapChannels(Channel::Depth, Channel::Depth2); in.swapChannels(Channel::Normals, Channel::Points); diff --git a/components/operators/src/smoothing_cuda.hpp b/components/operators/src/smoothing_cuda.hpp index 53e8cf898..729c96221 100644 --- a/components/operators/src/smoothing_cuda.hpp +++ b/components/operators/src/smoothing_cuda.hpp @@ -29,6 +29,18 @@ void colour_mls_smooth( const ftl::rgbd::Camera &camera, cudaStream_t stream); +void colour_mls_smooth_csr( + ftl::cuda::TextureObject<uchar4> ®ion, + ftl::cuda::TextureObject<float4> &normals_in, + ftl::cuda::TextureObject<float4> &normals_out, + ftl::cuda::TextureObject<float> &depth_in, + ftl::cuda::TextureObject<float> &depth_out, + ftl::cuda::TextureObject<uchar4> &colour_in, + float smoothing, + float colour_smoothing, + const ftl::rgbd::Camera &camera, + cudaStream_t stream); + void adaptive_mls_smooth( ftl::cuda::TextureObject<float4> &normals_in, ftl::cuda::TextureObject<float4> &normals_out, -- GitLab