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Nicolas Pope
ftl
Merge requests
!151
Implements
#216
triangle renderer
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Merged
Implements
#216
triangle renderer
feature/216/triangles
into
master
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0
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26
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2
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3
Merged
Nicolas Pope
requested to merge
feature/216/triangles
into
master
5 years ago
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297f0c06
Allow for point cloud mode
· 297f0c06
Nicolas Pope
authored
5 years ago
components/renderers/cpp/src/reprojection.cu
0 → 100644
+
274
−
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#include
<ftl/render/splat_params.hpp>
#include
"splatter_cuda.hpp"
#include
<ftl/rgbd/camera.hpp>
#include
<ftl/cuda_common.hpp>
#include
<ftl/cuda/weighting.hpp>
#include
<ftl/cuda/makers.hpp>
#define T_PER_BLOCK 8
#define ACCUM_DIAMETER 8
using
ftl
::
cuda
::
TextureObject
;
using
ftl
::
render
::
SplatParams
;
using
ftl
::
rgbd
::
Camera
;
/*template <typename T>
__device__ inline T generateInput(const T &in, const SplatParams ¶ms, const float4 &worldPos) {
return in;
}
template <>
__device__ inline uchar4 generateInput(const uchar4 &in, const SplatParams ¶ms, const float4 &worldPos) {
return (params.m_flags & ftl::render::kShowDisconMask && worldPos.w < 0.0f) ?
make_uchar4(0,0,255,255) : // Show discontinuity mask in red
in;
}*/
template
<
typename
A
,
typename
B
>
__device__
inline
B
weightInput
(
const
A
&
in
,
float
weight
)
{
return
in
*
weight
;
}
template
<
>
__device__
inline
float4
weightInput
(
const
uchar4
&
in
,
float
weight
)
{
return
make_float4
(
(
float
)
in
.
x
*
weight
,
(
float
)
in
.
y
*
weight
,
(
float
)
in
.
z
*
weight
,
(
float
)
in
.
w
*
weight
);
}
template
<
typename
T
>
__device__
inline
void
accumulateOutput
(
TextureObject
<
T
>
&
out
,
TextureObject
<
float
>
&
contrib
,
const
uint2
&
pos
,
const
T
&
in
,
float
w
)
{
atomicAdd
(
&
out
(
pos
.
x
,
pos
.
y
),
in
);
atomicAdd
(
&
contrib
(
pos
.
x
,
pos
.
y
),
w
);
}
template
<
>
__device__
inline
void
accumulateOutput
(
TextureObject
<
float4
>
&
out
,
TextureObject
<
float
>
&
contrib
,
const
uint2
&
pos
,
const
float4
&
in
,
float
w
)
{
atomicAdd
((
float
*
)
&
out
(
pos
.
x
,
pos
.
y
),
in
.
x
);
atomicAdd
(((
float
*
)
&
out
(
pos
.
x
,
pos
.
y
))
+
1
,
in
.
y
);
atomicAdd
(((
float
*
)
&
out
(
pos
.
x
,
pos
.
y
))
+
2
,
in
.
z
);
atomicAdd
(((
float
*
)
&
out
(
pos
.
x
,
pos
.
y
))
+
3
,
in
.
w
);
atomicAdd
(
&
contrib
(
pos
.
x
,
pos
.
y
),
w
);
}
/*
* Pass 2: Accumulate attribute contributions if the points pass a visibility test.
*/
template
<
typename
A
,
typename
B
>
__global__
void
reprojection_kernel
(
TextureObject
<
A
>
in
,
// Attribute input
TextureObject
<
float
>
depth_src
,
TextureObject
<
int
>
depth_in
,
// Virtual depth map
TextureObject
<
float4
>
normals
,
TextureObject
<
B
>
out
,
// Accumulated output
TextureObject
<
float
>
contrib
,
SplatParams
params
,
Camera
camera
,
float4x4
poseInv
)
{
const
int
x
=
(
blockIdx
.
x
*
blockDim
.
x
+
threadIdx
.
x
);
const
int
y
=
blockIdx
.
y
*
blockDim
.
y
+
threadIdx
.
y
;
const
float
d
=
(
float
)
depth_in
.
tex2D
((
int
)
x
,
(
int
)
y
)
/
1000.0
f
;
if
(
d
<
params
.
camera
.
minDepth
||
d
>
params
.
camera
.
maxDepth
)
return
;
const
float3
worldPos
=
params
.
m_viewMatrixInverse
*
params
.
camera
.
screenToCam
(
x
,
y
,
d
);
//if (worldPos.x == MINF || (!(params.m_flags & ftl::render::kShowDisconMask) && worldPos.w < 0.0f)) return;
const
float3
camPos
=
poseInv
*
worldPos
;
if
(
camPos
.
z
<
camera
.
minDepth
)
return
;
if
(
camPos
.
z
>
camera
.
maxDepth
)
return
;
const
uint2
screenPos
=
camera
.
camToScreen
<
uint2
>
(
camPos
);
// Not on screen so stop now...
if
(
screenPos
.
x
>=
depth_src
.
width
()
||
screenPos
.
y
>=
depth_src
.
height
())
return
;
// Calculate the dot product of surface normal and camera ray
const
float3
n
=
poseInv
.
getFloat3x3
()
*
make_float3
(
normals
.
tex2D
((
int
)
x
,
(
int
)
y
));
float3
ray
=
camera
.
screenToCam
(
screenPos
.
x
,
screenPos
.
y
,
1.0
f
);
ray
=
ray
/
length
(
ray
);
const
float
dotproduct
=
max
(
dot
(
ray
,
n
),
0.0
f
);
const
float
d2
=
depth_src
.
tex2D
((
int
)
screenPos
.
x
,
(
int
)
screenPos
.
y
);
const
A
input
=
in
.
tex2D
((
int
)
screenPos
.
x
,
(
int
)
screenPos
.
y
);
//generateInput(in.tex2D((int)screenPos.x, (int)screenPos.y), params, worldPos);
float
weight
=
ftl
::
cuda
::
weighting
(
fabs
(
camPos
.
z
-
d2
),
0.02
f
);
/* Buehler C. et al. 2001. Unstructured Lumigraph Rendering. */
/* Orts-Escolano S. et al. 2016. Holoportation: Virtual 3D teleportation in real-time. */
// This is the simple naive colour weighting. It might be good
// enough for our purposes if the alignment step prevents ghosting
// TODO: Use depth and perhaps the neighbourhood consistency in:
// Kuster C. et al. 2011. FreeCam: A hybrid camera system for interactive free-viewpoint video
if
(
params
.
m_flags
&
ftl
::
render
::
kNormalWeightColours
)
weight
*=
dotproduct
;
const
B
weighted
=
make
<
B
>
(
input
)
*
weight
;
//weightInput(input, weight);
if
(
weight
>
0.0
f
)
{
accumulateOutput
(
out
,
contrib
,
make_uint2
(
x
,
y
),
weighted
,
weight
);
//out(screenPos.x, screenPos.y) = input;
}
}
template
<
typename
A
,
typename
B
>
void
ftl
::
cuda
::
reproject
(
TextureObject
<
A
>
&
in
,
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
TextureObject
<
float4
>
&
normals
,
TextureObject
<
B
>
&
out
,
// Accumulated output
TextureObject
<
float
>
&
contrib
,
const
SplatParams
&
params
,
const
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
)
{
const
dim3
gridSize
((
out
.
width
()
+
T_PER_BLOCK
-
1
)
/
T_PER_BLOCK
,
(
out
.
height
()
+
T_PER_BLOCK
-
1
)
/
T_PER_BLOCK
);
const
dim3
blockSize
(
T_PER_BLOCK
,
T_PER_BLOCK
);
reprojection_kernel
<<<
gridSize
,
blockSize
,
0
,
stream
>>>
(
in
,
depth_src
,
depth_in
,
normals
,
out
,
contrib
,
params
,
camera
,
poseInv
);
cudaSafeCall
(
cudaGetLastError
()
);
}
template
void
ftl
::
cuda
::
reproject
(
ftl
::
cuda
::
TextureObject
<
uchar4
>
&
in
,
// Original colour image
ftl
::
cuda
::
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
ftl
::
cuda
::
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
ftl
::
cuda
::
TextureObject
<
float4
>
&
normals
,
ftl
::
cuda
::
TextureObject
<
float4
>
&
out
,
// Accumulated output
ftl
::
cuda
::
TextureObject
<
float
>
&
contrib
,
const
ftl
::
render
::
SplatParams
&
params
,
const
ftl
::
rgbd
::
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
);
template
void
ftl
::
cuda
::
reproject
(
ftl
::
cuda
::
TextureObject
<
float
>
&
in
,
// Original colour image
ftl
::
cuda
::
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
ftl
::
cuda
::
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
ftl
::
cuda
::
TextureObject
<
float4
>
&
normals
,
ftl
::
cuda
::
TextureObject
<
float
>
&
out
,
// Accumulated output
ftl
::
cuda
::
TextureObject
<
float
>
&
contrib
,
const
ftl
::
render
::
SplatParams
&
params
,
const
ftl
::
rgbd
::
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
);
template
void
ftl
::
cuda
::
reproject
(
ftl
::
cuda
::
TextureObject
<
float4
>
&
in
,
// Original colour image
ftl
::
cuda
::
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
ftl
::
cuda
::
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
ftl
::
cuda
::
TextureObject
<
float4
>
&
normals
,
ftl
::
cuda
::
TextureObject
<
float4
>
&
out
,
// Accumulated output
ftl
::
cuda
::
TextureObject
<
float
>
&
contrib
,
const
ftl
::
render
::
SplatParams
&
params
,
const
ftl
::
rgbd
::
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
);
//==============================================================================
// Without normals
//==============================================================================
/*
* Pass 2: Accumulate attribute contributions if the points pass a visibility test.
*/
template
<
typename
A
,
typename
B
>
__global__
void
reprojection_kernel
(
TextureObject
<
A
>
in
,
// Attribute input
TextureObject
<
float
>
depth_src
,
TextureObject
<
int
>
depth_in
,
// Virtual depth map
TextureObject
<
B
>
out
,
// Accumulated output
TextureObject
<
float
>
contrib
,
SplatParams
params
,
Camera
camera
,
float4x4
poseInv
)
{
const
int
x
=
(
blockIdx
.
x
*
blockDim
.
x
+
threadIdx
.
x
);
const
int
y
=
blockIdx
.
y
*
blockDim
.
y
+
threadIdx
.
y
;
const
float
d
=
(
float
)
depth_in
.
tex2D
((
int
)
x
,
(
int
)
y
)
/
1000.0
f
;
if
(
d
<
params
.
camera
.
minDepth
||
d
>
params
.
camera
.
maxDepth
)
return
;
const
float3
worldPos
=
params
.
m_viewMatrixInverse
*
params
.
camera
.
screenToCam
(
x
,
y
,
d
);
//if (worldPos.x == MINF || (!(params.m_flags & ftl::render::kShowDisconMask) && worldPos.w < 0.0f)) return;
const
float3
camPos
=
poseInv
*
worldPos
;
if
(
camPos
.
z
<
camera
.
minDepth
)
return
;
if
(
camPos
.
z
>
camera
.
maxDepth
)
return
;
const
uint2
screenPos
=
camera
.
camToScreen
<
uint2
>
(
camPos
);
// Not on screen so stop now...
if
(
screenPos
.
x
>=
depth_src
.
width
()
||
screenPos
.
y
>=
depth_src
.
height
())
return
;
const
float
d2
=
depth_src
.
tex2D
((
int
)
screenPos
.
x
,
(
int
)
screenPos
.
y
);
const
A
input
=
in
.
tex2D
((
int
)
screenPos
.
x
,
(
int
)
screenPos
.
y
);
//generateInput(in.tex2D((int)screenPos.x, (int)screenPos.y), params, worldPos);
float
weight
=
ftl
::
cuda
::
weighting
(
fabs
(
camPos
.
z
-
d2
),
0.02
f
);
const
B
weighted
=
make
<
B
>
(
input
)
*
weight
;
if
(
weight
>
0.0
f
)
{
accumulateOutput
(
out
,
contrib
,
make_uint2
(
x
,
y
),
weighted
,
weight
);
//out(screenPos.x, screenPos.y) = input;
}
}
template
<
typename
A
,
typename
B
>
void
ftl
::
cuda
::
reproject
(
TextureObject
<
A
>
&
in
,
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
TextureObject
<
B
>
&
out
,
// Accumulated output
TextureObject
<
float
>
&
contrib
,
const
SplatParams
&
params
,
const
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
)
{
const
dim3
gridSize
((
out
.
width
()
+
T_PER_BLOCK
-
1
)
/
T_PER_BLOCK
,
(
out
.
height
()
+
T_PER_BLOCK
-
1
)
/
T_PER_BLOCK
);
const
dim3
blockSize
(
T_PER_BLOCK
,
T_PER_BLOCK
);
reprojection_kernel
<<<
gridSize
,
blockSize
,
0
,
stream
>>>
(
in
,
depth_src
,
depth_in
,
out
,
contrib
,
params
,
camera
,
poseInv
);
cudaSafeCall
(
cudaGetLastError
()
);
}
template
void
ftl
::
cuda
::
reproject
(
ftl
::
cuda
::
TextureObject
<
uchar4
>
&
in
,
// Original colour image
ftl
::
cuda
::
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
ftl
::
cuda
::
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
ftl
::
cuda
::
TextureObject
<
float4
>
&
out
,
// Accumulated output
ftl
::
cuda
::
TextureObject
<
float
>
&
contrib
,
const
ftl
::
render
::
SplatParams
&
params
,
const
ftl
::
rgbd
::
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
);
template
void
ftl
::
cuda
::
reproject
(
ftl
::
cuda
::
TextureObject
<
float
>
&
in
,
// Original colour image
ftl
::
cuda
::
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
ftl
::
cuda
::
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
ftl
::
cuda
::
TextureObject
<
float
>
&
out
,
// Accumulated output
ftl
::
cuda
::
TextureObject
<
float
>
&
contrib
,
const
ftl
::
render
::
SplatParams
&
params
,
const
ftl
::
rgbd
::
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
);
template
void
ftl
::
cuda
::
reproject
(
ftl
::
cuda
::
TextureObject
<
float4
>
&
in
,
// Original colour image
ftl
::
cuda
::
TextureObject
<
float
>
&
depth_src
,
// Original 3D points
ftl
::
cuda
::
TextureObject
<
int
>
&
depth_in
,
// Virtual depth map
ftl
::
cuda
::
TextureObject
<
float4
>
&
out
,
// Accumulated output
ftl
::
cuda
::
TextureObject
<
float
>
&
contrib
,
const
ftl
::
render
::
SplatParams
&
params
,
const
ftl
::
rgbd
::
Camera
&
camera
,
const
float4x4
&
poseInv
,
cudaStream_t
stream
);
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