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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) {
enabled_ = value("ilw_align", true);
iterations_ = value("iterations", 1);
motion_rate_ = value("motion_rate", 0.4f);
motion_window_ = value("motion_window", 3);
use_lab_ = value("use_Lab", false);
params_.colour_smooth = value("colour_smooth", 50.0f);
params_.spatial_smooth = value("spatial_smooth", 0.04f);
params_.cost_ratio = value("cost_ratio", 0.75f);
on("ilw_align", [this](const ftl::config::Event &e) {
enabled_ = value("ilw_align", true);
});
on("iterations", [this](const ftl::config::Event &e) {
iterations_ = value("iterations", 1);
});
on("motion_rate", [this](const ftl::config::Event &e) {
motion_rate_ = value("motion_rate", 0.4f);
});
on("motion_window", [this](const ftl::config::Event &e) {
motion_window_ = value("motion_window", 3);
});
on("use_Lab", [this](const ftl::config::Event &e) {
use_lab_ = value("use_Lab", false);
});
on("colour_smooth", [this](const ftl::config::Event &e) {
params_.colour_smooth = value("colour_smooth", 50.0f);
});
on("spatial_smooth", [this](const ftl::config::Event &e) {
params_.spatial_smooth = value("spatial_smooth", 0.04f);
});
on("cost_ratio", [this](const ftl::config::Event &e) {
params_.cost_ratio = value("cost_ratio", 75.0f);
});
params_.flags = 0;
if (value("ignore_bad", false)) params_.flags |= ftl::cuda::kILWFlag_IgnoreBad;
if (value("ignore_bad_colour", false)) params_.flags |= ftl::cuda::kILWFlag_SkipBadColour;
if (value("restrict_z", true)) params_.flags |= ftl::cuda::kILWFlag_RestrictZ;
on("ignore_bad", [this](const ftl::config::Event &e) {
if (value("ignore_bad", false)) params_.flags |= ftl::cuda::kILWFlag_IgnoreBad;
else params_.flags &= ~ftl::cuda::kILWFlag_IgnoreBad;
});
on("ignore_bad_colour", [this](const ftl::config::Event &e) {
if (value("ignore_bad_colour", false)) params_.flags |= ftl::cuda::kILWFlag_SkipBadColour;
else params_.flags &= ~ftl::cuda::kILWFlag_SkipBadColour;
});
on("restrict_z", [this](const ftl::config::Event &e) {
if (value("restrict_z", false)) params_.flags |= ftl::cuda::kILWFlag_RestrictZ;
else params_.flags &= ~ftl::cuda::kILWFlag_RestrictZ;
});
}
ILW::~ILW() {
}
bool ILW::process(ftl::rgbd::FrameSet &fs, cudaStream_t stream) {
if (!enabled_) return false;
_phase0(fs, stream);
for (int i=0; i<iterations_; ++i) {
int win;
switch (i) {
case 0: win = 17; break;
case 1: win = 9; break;
default: win = 5; break;
}
_phase1(fs, win, stream);
//for (int j=0; j<3; ++j) {
_phase2(fs, motion_rate_, stream);
//}
// 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) {
cv::cuda::Stream cvstream = cv::cuda::StreamAccessor::wrapStream(stream);
// Convert to 4 channel colour
auto &col = f.get<GpuMat>(Channel::Colour);
GpuMat tmp(col.size(), CV_8UC4);
cv::cuda::swap(col, tmp);
if (use_lab_) cv::cuda::cvtColor(tmp,tmp, cv::COLOR_BGR2Lab, 0, cvstream);
cv::cuda::cvtColor(tmp,col, cv::COLOR_BGR2BGRA, 0, cvstream);
}
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);
}
return true;
}
bool ILW::_phase1(ftl::rgbd::FrameSet &fs, int win, cudaStream_t stream) {
// Run correspondence kernel to create an energy vector
cv::cuda::Stream cvstream = cv::cuda::StreamAccessor::wrapStream(stream);
// For each camera combination
for (size_t i=0; i<fs.frames.size(); ++i) {
auto &f1 = fs.frames[i];
f1.get<GpuMat>(Channel::EnergyVector).setTo(cv::Scalar(0.0f,0.0f,0.0f,0.0f), cvstream);
f1.get<GpuMat>(Channel::Energy).setTo(cv::Scalar(0.0f), cvstream);
Eigen::Vector4d d1(0.0, 0.0, 1.0, 0.0);
d1 = fs.sources[i]->getPose() * d1;
for (size_t j=0; j<fs.frames.size(); ++j) {
if (i == j) continue;
//LOG(INFO) << "Running phase1";
auto &f2 = fs.frames[j];
auto s1 = fs.sources[i];
auto s2 = fs.sources[j];
// Are cameras facing similar enough direction?
Eigen::Vector4d d2(0.0, 0.0, 1.0, 0.0);
d2 = fs.sources[j]->getPose() * d2;
// No, so skip this combination
if (d1.dot(d2) <= 0.0) continue;
auto pose1 = MatrixConversion::toCUDA(s1->getPose().cast<float>().inverse());
auto pose2 = 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),
pose1,
pose2,
s2->parameters(),
params_,
win,
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, float rate, cudaStream_t stream) {
// 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.
for (size_t i=0; i<fs.frames.size(); ++i) {
auto &f = fs.frames[i];
ftl::cuda::move_points(
f.getTexture<float4>(Channel::Points),
f.getTexture<float4>(Channel::EnergyVector),
fs.sources[i]->parameters(),
rate,
motion_window_,
stream
);
}
return true;
}
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