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> &region,
+		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> &region,
+		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,
-- 
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