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| | sidebar_label: IoU3D |
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| | # Intersection Over Union of Oriented 3D Boxes: A New Algorithm |
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| | Author: Georgia Gkioxari |
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| | Implementation: Georgia Gkioxari and Nikhila Ravi |
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| | ## Description |
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| | Intersection over union (IoU) of boxes is widely used as an evaluation metric in object detection ([1][pascalvoc], [2][coco]). |
| | In 2D, IoU is commonly applied to axis-aligned boxes, namely boxes with edges parallel to the image axis. |
| | In 3D, boxes are usually not axis aligned and can be oriented in any way in the world. |
| | We introduce a new algorithm which computes the *exact* IoU of two *oriented 3D boxes*. |
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| | Our algorithm is based on the simple observation that the intersection of two oriented 3D boxes, `box1` and `box2`, is a convex polyhedron (convex n-gon in 2D) with `n > 2` comprised of connected *planar units*. |
| | In 3D, these planar units are 3D triangular faces. |
| | In 2D, they are 2D edges. |
| | Each planar unit belongs strictly to either `box1` or `box2`. |
| | Our algorithm finds these units by iterating through the sides of each box. |
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| | 1. For each 3D triangular face `e` in `box1` we check wether `e` is *inside* `box2`. |
| | 2. If `e` is not *inside*, then we discard it. |
| | 3. If `e` is *inside* or *partially inside*, then the part of `e` *inside* `box2` is added to the units that comprise the final intersection shape. |
| | 4. We repeat for `box2`. |
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| | Below, we show a visualization of our algorithm for the case of 2D oriented boxes. |
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|
| | <p align="center"> |
| | <img src="assets/iou3d.gif" alt="drawing" width="400"/> |
| | </p> |
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| | Note that when a box's unit `e` is *partially inside* a `box` then `e` breaks into smaller units. In 2D, `e` is an edge and breaks into smaller edges. In 3D, `e` is a 3D triangular face and is clipped to more and smaller faces by the plane of the `box` it intersects with. |
| | This is the sole fundamental difference between the algorithms for 2D and 3D. |
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| | ## Comparison With Other Algorithms |
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| | Current algorithms for 3D box IoU rely on crude approximations or make box assumptions, for example they restrict the orientation of the 3D boxes. |
| | [Objectron][objectron] provides a nice discussion on the limitations of prior works. |
| | [Objectron][objectron] introduces a great algorithm for exact IoU computation of oriented 3D boxes. |
| | Objectron's algorithm computes the intersection points of two boxes using the [Sutherland-Hodgman algorithm][clipalgo]. |
| | The intersection shape is formed by the convex hull from the intersection points, using the [Qhull library][qhull]. |
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| | Our algorithm has several advantages over Objectron's: |
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| | * Our algorithm also computes the points of intersection, similar to Objectron, but in addition stores the *planar units* the points belong to. This eliminates the need for convex hull computation which is `O(nlogn)` and relies on a third party library which often crashes with nondescript error messages. |
| | * Objectron's implementation assumes that boxes are a rotation away from axis aligned. Our algorithm and implementation make no such assumption and work for any 3D boxes. |
| | * Our implementation supports batching, unlike Objectron which assumes single element inputs for `box1` and `box2`. |
| | * Our implementation is easily parallelizable and in fact we provide a custom C++/CUDA implementation which is **450 times faster than Objectron**. |
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| | Below we compare the performance for Objectron (in C++) and our algorithm, in C++ and CUDA. We benchmark for a common use case in object detection where `boxes1` hold M predictions and `boxes2` hold N ground truth 3D boxes in an image and compute the `MxN` IoU matrix. We report the time in ms for `M=N=16`. |
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|
| | <p align="center"> |
| | <img src="assets/iou3d_comp.png" alt="drawing" width="400"/> |
| | </p> |
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|
| | ## Usage and Code |
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|
| | ```python |
| | from pytorch3d.ops import box3d_overlap |
| | # Assume inputs: boxes1 (M, 8, 3) and boxes2 (N, 8, 3) |
| | intersection_vol, iou_3d = box3d_overlap(boxes1, boxes2) |
| | ``` |
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| | For more details, read [iou_box3d.py](https://github.com/facebookresearch/pytorch3d/blob/main/pytorch3d/ops/iou_box3d.py). |
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| | Note that our implementation is not differentiable as of now. We plan to add gradient support soon. |
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| | We also include have extensive [tests](https://github.com/facebookresearch/pytorch3d/blob/main/tests/test_iou_box3d.py) comparing our implementation with Objectron and MeshLab. |
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|
| | ## Cite |
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|
| | If you use our 3D IoU algorithm, please cite PyTorch3D |
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|
| | ```bibtex |
| | @article{ravi2020pytorch3d, |
| | author = {Nikhila Ravi and Jeremy Reizenstein and David Novotny and Taylor Gordon |
| | and Wan-Yen Lo and Justin Johnson and Georgia Gkioxari}, |
| | title = {Accelerating 3D Deep Learning with PyTorch3D}, |
| | journal = {arXiv:2007.08501}, |
| | year = {2020}, |
| | } |
| | ``` |
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| | [pascalvoc]: http://host.robots.ox.ac.uk/pascal/VOC/ |
| | [coco]: https://cocodataset.org/ |
| | [objectron]: https://arxiv.org/abs/2012.09988 |
| | [qhull]: http://www.qhull.org/ |
| | [clipalgo]: https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm |
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