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Ongoing #133 improvements

Merged Nicolas Pope requested to merge feature/133/ilw into master
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#include "ilw.hpp"
#include <ftl/utility/matrix_conversion.hpp>
#include <ftl/rgbd/source.hpp>
#include <ftl/cuda/points.hpp>
#include <loguru.hpp>
#include "ilw_cuda.hpp"
using ftl::ILW;
using ftl::detail::ILWData;
using ftl::rgbd::Channel;
using ftl::rgbd::Channels;
using ftl::rgbd::Format;
using cv::cuda::GpuMat;
ILW::ILW(nlohmann::json &config) : ftl::Configurable(config) {
}
ILW::~ILW() {
}
bool ILW::process(ftl::rgbd::FrameSet &fs, cudaStream_t stream) {
_phase0(fs, stream);
//for (int i=0; i<2; ++i) {
_phase1(fs, stream);
//for (int j=0; j<3; ++j) {
// _phase2(fs);
//}
// TODO: Break if no time left
//}
return true;
}
bool ILW::_phase0(ftl::rgbd::FrameSet &fs, cudaStream_t stream) {
// Make points channel...
for (size_t i=0; i<fs.frames.size(); ++i) {
auto &f = fs.frames[i];
auto *s = fs.sources[i];
if (f.empty(Channel::Depth + Channel::Colour)) {
LOG(ERROR) << "Missing required channel";
continue;
}
auto &t = f.createTexture<float4>(Channel::Points, Format<float4>(f.get<GpuMat>(Channel::Colour).size()));
auto pose = MatrixConversion::toCUDA(s->getPose().cast<float>()); //.inverse());
ftl::cuda::point_cloud(t, f.createTexture<float>(Channel::Depth), s->parameters(), pose, stream);
// TODO: Create energy vector texture and clear it
// Create energy and clear it
// Convert colour from BGR to BGRA if needed
if (f.get<GpuMat>(Channel::Colour).type() == CV_8UC3) {
// Convert to 4 channel colour
auto &col = f.get<GpuMat>(Channel::Colour);
GpuMat tmp(col.size(), CV_8UC4);
cv::cuda::swap(col, tmp);
cv::cuda::cvtColor(tmp,col, cv::COLOR_BGR2BGRA);
}
f.createTexture<float4>(Channel::EnergyVector, Format<float4>(f.get<GpuMat>(Channel::Colour).size()));
f.createTexture<float>(Channel::Energy, Format<float>(f.get<GpuMat>(Channel::Colour).size()));
f.createTexture<uchar4>(Channel::Colour);
cv::cuda::Stream cvstream = cv::cuda::StreamAccessor::wrapStream(stream);
f.get<GpuMat>(Channel::EnergyVector).setTo(cv::Scalar(0.0f,0.0f,0.0f,0.0f), cvstream);
f.get<GpuMat>(Channel::Energy).setTo(cv::Scalar(0.0f), cvstream);
}
return true;
}
bool ILW::_phase1(ftl::rgbd::FrameSet &fs, cudaStream_t stream) {
// Run correspondence kernel to create an energy vector
// For each camera combination
for (size_t i=0; i<fs.frames.size(); ++i) {
for (size_t j=0; j<fs.frames.size(); ++j) {
if (i == j) continue;
LOG(INFO) << "Running phase1";
auto &f1 = fs.frames[i];
auto &f2 = fs.frames[j];
//auto s1 = fs.frames[i];
auto s2 = fs.sources[j];
auto pose = MatrixConversion::toCUDA(s2->getPose().cast<float>().inverse());
try {
//Calculate energy vector to best correspondence
ftl::cuda::correspondence_energy_vector(
f1.getTexture<float4>(Channel::Points),
f2.getTexture<float4>(Channel::Points),
f1.getTexture<uchar4>(Channel::Colour),
f2.getTexture<uchar4>(Channel::Colour),
// TODO: Add normals and other things...
f1.getTexture<float4>(Channel::EnergyVector),
f1.getTexture<float>(Channel::Energy),
pose,
s2->parameters(),
stream
);
} catch (ftl::exception &e) {
LOG(ERROR) << "Exception in correspondence: " << e.what();
}
LOG(INFO) << "Correspondences done... " << i;
}
}
return true;
}
bool ILW::_phase2(ftl::rgbd::FrameSet &fs) {
// Run energies and motion kernel
// Smooth vectors across a window and iteratively
// strongly disagreeing vectors should cancel out
// A weak vector is overriden by a stronger one.
return true;
}
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