Tweaks to improve reconstruct
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- Nicolas Pope authored
@@ -131,7 +131,7 @@ using ftl::cuda::warpSum;
@@ -131,7 +131,7 @@ using ftl::cuda::warpSum;
if (d > params.camera.minDepth && d < params.camera.maxDepth && cx < depth.width() && cy < depth.height()) {
@@ -155,7 +155,7 @@ void ftl::cuda::dibr_merge(TextureObject<float4> &points, TextureObject<int> &de
@@ -155,7 +155,7 @@ void ftl::cuda::dibr_merge(TextureObject<float4> &points, TextureObject<int> &de
void ftl::cuda::dibr_merge(TextureObject<float> &depth, TextureObject<int> &depth_out, const float4x4 &transform, const ftl::rgbd::Camera &cam, SplatParams params, cudaStream_t stream) {
const dim3 gridSize((depth.width() + T_PER_BLOCK - 1)/T_PER_BLOCK, (depth.height() + T_PER_BLOCK - 1)/T_PER_BLOCK);