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// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// * Neither the name of ETH Zurich and UNC Chapel Hill nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Author: Johannes L. Schoenberger (jsch-at-demuc-dot-de)
#define _USE_MATH_DEFINES
#include "mvs/patch_match_cuda.h"
#include <algorithm>
#include <cfloat>
#include <cmath>
#include <cstdint>
#include <sstream>
#include "util/cuda.h"
#include "util/cudacc.h"
#include "util/logging.h"
// The number of threads per Cuda thread. Warning: Do not change this value,
// since the templated window sizes rely on this value.
#define THREADS_PER_BLOCK 32
// We must not include "util/math.h" to avoid any Eigen includes here,
// since Visual Studio cannot compile some of the Eigen/Boost expressions.
#ifndef DEG2RAD
#define DEG2RAD(deg) deg * 0.0174532925199432
#endif
namespace colmap {
namespace mvs {
texture<uint8_t, cudaTextureType2D, cudaReadModeNormalizedFloat>
ref_image_texture;
texture<uint8_t, cudaTextureType2DLayered, cudaReadModeNormalizedFloat>
src_images_texture;
texture<float, cudaTextureType2DLayered, cudaReadModeElementType>
src_depth_maps_texture;
texture<float, cudaTextureType2D, cudaReadModeElementType> poses_texture;
// Calibration of reference image as {fx, cx, fy, cy}.
__constant__ float ref_K[4];
// Calibration of reference image as {1/fx, -cx/fx, 1/fy, -cy/fy}.
__constant__ float ref_inv_K[4];
__device__ inline void Mat33DotVec3(const float mat[9], const float vec[3],
float result[3]) {
result[0] = mat[0] * vec[0] + mat[1] * vec[1] + mat[2] * vec[2];
result[1] = mat[3] * vec[0] + mat[4] * vec[1] + mat[5] * vec[2];
result[2] = mat[6] * vec[0] + mat[7] * vec[1] + mat[8] * vec[2];
}
__device__ inline void Mat33DotVec3Homogeneous(const float mat[9],
const float vec[2],
float result[2]) {
const float inv_z = 1.0f / (mat[6] * vec[0] + mat[7] * vec[1] + mat[8]);
result[0] = inv_z * (mat[0] * vec[0] + mat[1] * vec[1] + mat[2]);
result[1] = inv_z * (mat[3] * vec[0] + mat[4] * vec[1] + mat[5]);
}
__device__ inline float DotProduct3(const float vec1[3], const float vec2[3]) {
return vec1[0] * vec2[0] + vec1[1] * vec2[1] + vec1[2] * vec2[2];
}
__device__ inline float GenerateRandomDepth(const float depth_min,
const float depth_max,
curandState* rand_state) {
return curand_uniform(rand_state) * (depth_max - depth_min) + depth_min;
}
__device__ inline void GenerateRandomNormal(const int row, const int col,
curandState* rand_state,
float normal[3]) {
// Unbiased sampling of normal, according to George Marsaglia, "Choosing a
// Point from the Surface of a Sphere", 1972.
float v1 = 0.0f;
float v2 = 0.0f;
float s = 2.0f;
while (s >= 1.0f) {
v1 = 2.0f * curand_uniform(rand_state) - 1.0f;
v2 = 2.0f * curand_uniform(rand_state) - 1.0f;
s = v1 * v1 + v2 * v2;
}
const float s_norm = sqrt(1.0f - s);
normal[0] = 2.0f * v1 * s_norm;
normal[1] = 2.0f * v2 * s_norm;
normal[2] = 1.0f - 2.0f * s;
// Make sure normal is looking away from camera.
const float view_ray[3] = {ref_inv_K[0] * col + ref_inv_K[1],
ref_inv_K[2] * row + ref_inv_K[3], 1.0f};
if (DotProduct3(normal, view_ray) > 0) {
normal[0] = -normal[0];
normal[1] = -normal[1];
normal[2] = -normal[2];
}
}
__device__ inline float PerturbDepth(const float perturbation,
const float depth,
curandState* rand_state) {
const float depth_min = (1.0f - perturbation) * depth;
const float depth_max = (1.0f + perturbation) * depth;
return GenerateRandomDepth(depth_min, depth_max, rand_state);
}
__device__ inline void PerturbNormal(const int row, const int col,
const float perturbation,
const float normal[3],
curandState* rand_state,
float perturbed_normal[3],
const int num_trials = 0) {
// Perturbation rotation angles.
const float a1 = (curand_uniform(rand_state) - 0.5f) * perturbation;
const float a2 = (curand_uniform(rand_state) - 0.5f) * perturbation;
const float a3 = (curand_uniform(rand_state) - 0.5f) * perturbation;
const float sin_a1 = sin(a1);
const float sin_a2 = sin(a2);
const float sin_a3 = sin(a3);
const float cos_a1 = cos(a1);
const float cos_a2 = cos(a2);
const float cos_a3 = cos(a3);
// R = Rx * Ry * Rz
float R[9];
R[0] = cos_a2 * cos_a3;
R[1] = -cos_a2 * sin_a3;
R[2] = sin_a2;
R[3] = cos_a1 * sin_a3 + cos_a3 * sin_a1 * sin_a2;
R[4] = cos_a1 * cos_a3 - sin_a1 * sin_a2 * sin_a3;
R[5] = -cos_a2 * sin_a1;
R[6] = sin_a1 * sin_a3 - cos_a1 * cos_a3 * sin_a2;
R[7] = cos_a3 * sin_a1 + cos_a1 * sin_a2 * sin_a3;
R[8] = cos_a1 * cos_a2;
// Perturb the normal vector.
Mat33DotVec3(R, normal, perturbed_normal);
// Make sure the perturbed normal is still looking in the same direction as
// the viewing direction, otherwise try again but with smaller perturbation.
const float view_ray[3] = {ref_inv_K[0] * col + ref_inv_K[1],
ref_inv_K[2] * row + ref_inv_K[3], 1.0f};
if (DotProduct3(perturbed_normal, view_ray) >= 0.0f) {
const int kMaxNumTrials = 3;
if (num_trials < kMaxNumTrials) {
PerturbNormal(row, col, 0.5f * perturbation, normal, rand_state,
perturbed_normal, num_trials + 1);
return;
} else {
perturbed_normal[0] = normal[0];
perturbed_normal[1] = normal[1];
perturbed_normal[2] = normal[2];
return;
}
}
// Make sure normal has unit norm.
const float inv_norm = rsqrt(DotProduct3(perturbed_normal, perturbed_normal));
perturbed_normal[0] *= inv_norm;
perturbed_normal[1] *= inv_norm;
perturbed_normal[2] *= inv_norm;
}
__device__ inline void ComputePointAtDepth(const float row, const float col,
const float depth, float point[3]) {
point[0] = depth * (ref_inv_K[0] * col + ref_inv_K[1]);
point[1] = depth * (ref_inv_K[2] * row + ref_inv_K[3]);
point[2] = depth;
}
// Transfer depth on plane from viewing ray at row1 to row2. The returned
// depth is the intersection of the viewing ray through row2 with the plane
// at row1 defined by the given depth and normal.
__device__ inline float PropagateDepth(const float depth1,
const float normal1[3], const float row1,
const float row2) {
// Point along first viewing ray.
const float x1 = depth1 * (ref_inv_K[2] * row1 + ref_inv_K[3]);
const float y1 = depth1;
// Point on plane defined by point along first viewing ray and plane normal1.
const float x2 = x1 + normal1[2];
const float y2 = y1 - normal1[1];
// Origin of second viewing ray.
// const float x3 = 0.0f;
// const float y3 = 0.0f;
// Point on second viewing ray.
const float x4 = ref_inv_K[2] * row2 + ref_inv_K[3];
// const float y4 = 1.0f;
// Intersection of the lines ((x1, y1), (x2, y2)) and ((x3, y3), (x4, y4)).
const float denom = x2 - x1 + x4 * (y1 - y2);
constexpr float kEps = 1e-5f;
if (abs(denom) < kEps) {
return depth1;
}
const float nom = y1 * x2 - x1 * y2;
return nom / denom;
}
// First, compute triangulation angle between reference and source image for 3D
// point. Second, compute incident angle between viewing direction of source
// image and normal direction of 3D point. Both angles are cosine distances.
__device__ inline void ComputeViewingAngles(const float point[3],
const float normal[3],
const int image_idx,
float* cos_triangulation_angle,
float* cos_incident_angle) {
*cos_triangulation_angle = 0.0f;
*cos_incident_angle = 0.0f;
// Projection center of source image.
float C[3];
for (int i = 0; i < 3; ++i) {
C[i] = tex2D(poses_texture, i + 16, image_idx);
}
// Ray from point to camera.
const float SX[3] = {C[0] - point[0], C[1] - point[1], C[2] - point[2]};
// Length of ray from reference image to point.
const float RX_inv_norm = rsqrt(DotProduct3(point, point));
// Length of ray from source image to point.
const float SX_inv_norm = rsqrt(DotProduct3(SX, SX));
*cos_incident_angle = DotProduct3(SX, normal) * SX_inv_norm;
*cos_triangulation_angle = DotProduct3(SX, point) * RX_inv_norm * SX_inv_norm;
}
__device__ inline void ComposeHomography(const int image_idx, const int row,
const int col, const float depth,
const float normal[3], float H[9]) {
// Calibration of source image.
float K[4];
for (int i = 0; i < 4; ++i) {
K[i] = tex2D(poses_texture, i, image_idx);
}
// Relative rotation between reference and source image.
float R[9];
for (int i = 0; i < 9; ++i) {
R[i] = tex2D(poses_texture, i + 4, image_idx);
}
// Relative translation between reference and source image.
float T[3];
for (int i = 0; i < 3; ++i) {
T[i] = tex2D(poses_texture, i + 13, image_idx);
}
// Distance to the plane.
const float dist =
depth * (normal[0] * (ref_inv_K[0] * col + ref_inv_K[1]) +
normal[1] * (ref_inv_K[2] * row + ref_inv_K[3]) + normal[2]);
const float inv_dist = 1.0f / dist;
const float inv_dist_N0 = inv_dist * normal[0];
const float inv_dist_N1 = inv_dist * normal[1];
const float inv_dist_N2 = inv_dist * normal[2];
// Homography as H = K * (R - T * n' / d) * Kref^-1.
H[0] = ref_inv_K[0] * (K[0] * (R[0] + inv_dist_N0 * T[0]) +
K[1] * (R[6] + inv_dist_N0 * T[2]));
H[1] = ref_inv_K[2] * (K[0] * (R[1] + inv_dist_N1 * T[0]) +
K[1] * (R[7] + inv_dist_N1 * T[2]));
H[2] = K[0] * (R[2] + inv_dist_N2 * T[0]) +
K[1] * (R[8] + inv_dist_N2 * T[2]) +
ref_inv_K[1] * (K[0] * (R[0] + inv_dist_N0 * T[0]) +
K[1] * (R[6] + inv_dist_N0 * T[2])) +
ref_inv_K[3] * (K[0] * (R[1] + inv_dist_N1 * T[0]) +
K[1] * (R[7] + inv_dist_N1 * T[2]));
H[3] = ref_inv_K[0] * (K[2] * (R[3] + inv_dist_N0 * T[1]) +
K[3] * (R[6] + inv_dist_N0 * T[2]));
H[4] = ref_inv_K[2] * (K[2] * (R[4] + inv_dist_N1 * T[1]) +
K[3] * (R[7] + inv_dist_N1 * T[2]));
H[5] = K[2] * (R[5] + inv_dist_N2 * T[1]) +
K[3] * (R[8] + inv_dist_N2 * T[2]) +
ref_inv_K[1] * (K[2] * (R[3] + inv_dist_N0 * T[1]) +
K[3] * (R[6] + inv_dist_N0 * T[2])) +
ref_inv_K[3] * (K[2] * (R[4] + inv_dist_N1 * T[1]) +
K[3] * (R[7] + inv_dist_N1 * T[2]));
H[6] = ref_inv_K[0] * (R[6] + inv_dist_N0 * T[2]);
H[7] = ref_inv_K[2] * (R[7] + inv_dist_N1 * T[2]);
H[8] = R[8] + ref_inv_K[1] * (R[6] + inv_dist_N0 * T[2]) +
ref_inv_K[3] * (R[7] + inv_dist_N1 * T[2]) + inv_dist_N2 * T[2];
}
// Each thread in the current warp / thread block reads in 3 columns of the
// reference image. The shared memory holds 3 * THREADS_PER_BLOCK columns and
// kWindowSize rows of the reference image. Each thread copies every
// THREADS_PER_BLOCK-th column from global to shared memory offset by its ID.
// For example, if THREADS_PER_BLOCK = 32, then thread 0 reads columns 0, 32, 64
// and thread 1 columns 1, 33, 65. When computing the photoconsistency, which is
// shared among each thread block, each thread can then read the reference image
// colors from shared memory. Note that this limits the window radius to a
// maximum of THREADS_PER_BLOCK.
template <int kWindowSize>
struct LocalRefImage {
const static int kWindowRadius = kWindowSize / 2;
const static int kThreadBlockRadius = 1;
const static int kThreadBlockSize = 2 * kThreadBlockRadius + 1;
const static int kNumRows = kWindowSize;
const static int kNumColumns = kThreadBlockSize * THREADS_PER_BLOCK;
const static int kDataSize = kNumRows * kNumColumns;
float* data = nullptr;
__device__ inline void Read(const int row) {
// For the first row, read the entire block into shared memory. For all
// consecutive rows, it is only necessary to shift the rows in shared memory
// up by one element and then read in a new row at the bottom of the shared
// memory. Note that this assumes that the calling loop starts with the
// first row and then consecutively reads in the next row.
const int thread_id = threadIdx.x;
const int thread_block_first_id = blockDim.x * blockIdx.x;
const int local_col_start = thread_id;
const int global_col_start = thread_block_first_id -
kThreadBlockRadius * THREADS_PER_BLOCK +
thread_id;
if (row == 0) {
int global_row = row - kWindowRadius;
for (int local_row = 0; local_row < kNumRows; ++local_row, ++global_row) {
int local_col = local_col_start;
int global_col = global_col_start;
#pragma unroll
for (int block = 0; block < kThreadBlockSize; ++block) {
data[local_row * kNumColumns + local_col] =
tex2D(ref_image_texture, global_col, global_row);
local_col += THREADS_PER_BLOCK;
global_col += THREADS_PER_BLOCK;
}
}
} else {
// Move rows in shared memory up by one row.
for (int local_row = 1; local_row < kNumRows; ++local_row) {
int local_col = local_col_start;
#pragma unroll
for (int block = 0; block < kThreadBlockSize; ++block) {
data[(local_row - 1) * kNumColumns + local_col] =
data[local_row * kNumColumns + local_col];
local_col += THREADS_PER_BLOCK;
}
}
// Read next row into the last row of shared memory.
const int local_row = kNumRows - 1;
const int global_row = row + kWindowRadius;
int local_col = local_col_start;
int global_col = global_col_start;
#pragma unroll
for (int block = 0; block < kThreadBlockSize; ++block) {
data[local_row * kNumColumns + local_col] =
tex2D(ref_image_texture, global_col, global_row);
local_col += THREADS_PER_BLOCK;
global_col += THREADS_PER_BLOCK;
}
}
}
};
// The return values is 1 - NCC, so the range is [0, 2], the smaller the
// value, the better the color consistency.
template <int kWindowSize, int kWindowStep>
struct PhotoConsistencyCostComputer {
const static int kWindowRadius = kWindowSize / 2;
__device__ PhotoConsistencyCostComputer(const float sigma_spatial,
const float sigma_color)
: bilateral_weight_computer_(sigma_spatial, sigma_color) {}
// Maximum photo consistency cost as 1 - min(NCC).
const float kMaxCost = 2.0f;
// Thread warp local reference image data around current patch.
typedef LocalRefImage<kWindowSize> LocalRefImageType;
LocalRefImageType local_ref_image;
// Precomputed sum of raw and squared image intensities.
float local_ref_sum = 0.0f;
float local_ref_squared_sum = 0.0f;
// Index of source image.
int src_image_idx = -1;
// Center position of patch in reference image.
int row = -1;
int col = -1;
// Depth and normal for which to warp patch.
float depth = 0.0f;
const float* normal = nullptr;
__device__ inline void Read(const int row) {
local_ref_image.Read(row);
__syncthreads();
}
__device__ inline float Compute() const {
float tform[9];
ComposeHomography(src_image_idx, row, col, depth, normal, tform);
float tform_step[8];
for (int i = 0; i < 8; ++i) {
tform_step[i] = kWindowStep * tform[i];
}
const int thread_id = threadIdx.x;
const int row_start = row - kWindowRadius;
const int col_start = col - kWindowRadius;
float col_src = tform[0] * col_start + tform[1] * row_start + tform[2];
float row_src = tform[3] * col_start + tform[4] * row_start + tform[5];
float z = tform[6] * col_start + tform[7] * row_start + tform[8];
float base_col_src = col_src;
float base_row_src = row_src;
float base_z = z;
int ref_image_idx = THREADS_PER_BLOCK - kWindowRadius + thread_id;
int ref_image_base_idx = ref_image_idx;
const float ref_center_color =
local_ref_image
.data[ref_image_idx + kWindowRadius * 3 * THREADS_PER_BLOCK +
kWindowRadius];
const float ref_color_sum = local_ref_sum;
const float ref_color_squared_sum = local_ref_squared_sum;
float src_color_sum = 0.0f;
float src_color_squared_sum = 0.0f;
float src_ref_color_sum = 0.0f;
float bilateral_weight_sum = 0.0f;
for (int row = -kWindowRadius; row <= kWindowRadius; row += kWindowStep) {
for (int col = -kWindowRadius; col <= kWindowRadius; col += kWindowStep) {
const float inv_z = 1.0f / z;
const float norm_col_src = inv_z * col_src + 0.5f;
const float norm_row_src = inv_z * row_src + 0.5f;
const float ref_color = local_ref_image.data[ref_image_idx];
const float src_color = tex2DLayered(src_images_texture, norm_col_src,
norm_row_src, src_image_idx);
const float bilateral_weight = bilateral_weight_computer_.Compute(
row, col, ref_center_color, ref_color);
const float bilateral_weight_src = bilateral_weight * src_color;
src_color_sum += bilateral_weight_src;
src_color_squared_sum += bilateral_weight_src * src_color;
src_ref_color_sum += bilateral_weight_src * ref_color;
bilateral_weight_sum += bilateral_weight;
ref_image_idx += kWindowStep;
// Accumulate warped source coordinates per row to reduce numerical
// errors. Note that this is necessary since coordinates usually are in
// the order of 1000s as opposed to the color values which are
// normalized to the range [0, 1].
col_src += tform_step[0];
row_src += tform_step[3];
z += tform_step[6];
}
ref_image_base_idx += kWindowStep * 3 * THREADS_PER_BLOCK;
ref_image_idx = ref_image_base_idx;
base_col_src += tform_step[1];
base_row_src += tform_step[4];
base_z += tform_step[7];
col_src = base_col_src;
row_src = base_row_src;
z = base_z;
}
const float inv_bilateral_weight_sum = 1.0f / bilateral_weight_sum;
src_color_sum *= inv_bilateral_weight_sum;
src_color_squared_sum *= inv_bilateral_weight_sum;
src_ref_color_sum *= inv_bilateral_weight_sum;
const float ref_color_var =
ref_color_squared_sum - ref_color_sum * ref_color_sum;
const float src_color_var =
src_color_squared_sum - src_color_sum * src_color_sum;
// Based on Jensen's Inequality for convex functions, the variance
// should always be larger than 0. Do not make this threshold smaller.
constexpr float kMinVar = 1e-5f;
if (ref_color_var < kMinVar || src_color_var < kMinVar) {
return kMaxCost;
} else {
const float src_ref_color_covar =
src_ref_color_sum - ref_color_sum * src_color_sum;
const float src_ref_color_var = sqrt(ref_color_var * src_color_var);
return max(0.0f,
min(kMaxCost, 1.0f - src_ref_color_covar / src_ref_color_var));
}
}
private:
const BilateralWeightComputer bilateral_weight_computer_;
};
__device__ inline float ComputeGeomConsistencyCost(const float row,
const float col,
const float depth,
const int image_idx,
const float max_cost) {
// Extract projection matrices for source image.
float P[12];
for (int i = 0; i < 12; ++i) {
P[i] = tex2D(poses_texture, i + 19, image_idx);
}
float inv_P[12];
for (int i = 0; i < 12; ++i) {
inv_P[i] = tex2D(poses_texture, i + 31, image_idx);
}
// Project point in reference image to world.
float forward_point[3];
ComputePointAtDepth(row, col, depth, forward_point);
// Project world point to source image.
const float inv_forward_z =
1.0f / (P[8] * forward_point[0] + P[9] * forward_point[1] +
P[10] * forward_point[2] + P[11]);
float src_col =
inv_forward_z * (P[0] * forward_point[0] + P[1] * forward_point[1] +
P[2] * forward_point[2] + P[3]);
float src_row =
inv_forward_z * (P[4] * forward_point[0] + P[5] * forward_point[1] +
P[6] * forward_point[2] + P[7]);
// Extract depth in source image.
const float src_depth = tex2DLayered(src_depth_maps_texture, src_col + 0.5f,
src_row + 0.5f, image_idx);
// Projection outside of source image.
if (src_depth == 0.0f) {
return max_cost;
}
// Project point in source image to world.
src_col *= src_depth;
src_row *= src_depth;
const float backward_point_x =
inv_P[0] * src_col + inv_P[1] * src_row + inv_P[2] * src_depth + inv_P[3];
const float backward_point_y =
inv_P[4] * src_col + inv_P[5] * src_row + inv_P[6] * src_depth + inv_P[7];
const float backward_point_z = inv_P[8] * src_col + inv_P[9] * src_row +
inv_P[10] * src_depth + inv_P[11];
const float inv_backward_point_z = 1.0f / backward_point_z;
// Project world point back to reference image.
const float backward_col =
inv_backward_point_z *
(ref_K[0] * backward_point_x + ref_K[1] * backward_point_z);
const float backward_row =
inv_backward_point_z *
(ref_K[2] * backward_point_y + ref_K[3] * backward_point_z);
// Return truncated reprojection error between original observation and
// the forward-backward projected observation.
const float diff_col = col - backward_col;
const float diff_row = row - backward_row;
return min(max_cost, sqrt(diff_col * diff_col + diff_row * diff_row));
}
// Find index of minimum in given values.
template <int kNumCosts>
__device__ inline int FindMinCost(const float costs[kNumCosts]) {
float min_cost = costs[0];
int min_cost_idx = 0;
for (int idx = 1; idx < kNumCosts; ++idx) {
if (costs[idx] <= min_cost) {
min_cost = costs[idx];
min_cost_idx = idx;
}
}
return min_cost_idx;
}
__device__ inline void TransformPDFToCDF(float* probs, const int num_probs) {
float prob_sum = 0.0f;
for (int i = 0; i < num_probs; ++i) {
prob_sum += probs[i];
}
const float inv_prob_sum = 1.0f / prob_sum;
float cum_prob = 0.0f;
for (int i = 0; i < num_probs; ++i) {
const float prob = probs[i] * inv_prob_sum;
cum_prob += prob;
probs[i] = cum_prob;
}
}
class LikelihoodComputer {
public:
__device__ LikelihoodComputer(const float ncc_sigma,
const float min_triangulation_angle,
const float incident_angle_sigma)
: cos_min_triangulation_angle_(cos(min_triangulation_angle)),
inv_incident_angle_sigma_square_(
-0.5f / (incident_angle_sigma * incident_angle_sigma)),
inv_ncc_sigma_square_(-0.5f / (ncc_sigma * ncc_sigma)),
ncc_norm_factor_(ComputeNCCCostNormFactor(ncc_sigma)) {}
// Compute forward message from current cost and forward message of
// previous / neighboring pixel.
__device__ float ComputeForwardMessage(const float cost,
const float prev) const {
return ComputeMessage<true>(cost, prev);
}
// Compute backward message from current cost and backward message of
// previous / neighboring pixel.
__device__ float ComputeBackwardMessage(const float cost,
const float prev) const {
return ComputeMessage<false>(cost, prev);
}
// Compute the selection probability from the forward and backward message.
__device__ inline float ComputeSelProb(const float alpha, const float beta,
const float prev,
const float prev_weight) const {
const float zn0 = (1.0f - alpha) * (1.0f - beta);
const float zn1 = alpha * beta;
const float curr = zn1 / (zn0 + zn1);
return prev_weight * prev + (1.0f - prev_weight) * curr;
}
// Compute NCC probability. Note that cost = 1 - NCC.
__device__ inline float ComputeNCCProb(const float cost) const {
return exp(cost * cost * inv_ncc_sigma_square_) * ncc_norm_factor_;
}
// Compute the triangulation angle probability.
__device__ inline float ComputeTriProb(
const float cos_triangulation_angle) const {
const float abs_cos_triangulation_angle = abs(cos_triangulation_angle);
if (abs_cos_triangulation_angle > cos_min_triangulation_angle_) {
const float scaled = 1.0f - (1.0f - abs_cos_triangulation_angle) /
(1.0f - cos_min_triangulation_angle_);
const float likelihood = 1.0f - scaled * scaled;
return min(1.0f, max(0.0f, likelihood));
} else {
return 1.0f;
}
}
// Compute the incident angle probability.
__device__ inline float ComputeIncProb(const float cos_incident_angle) const {
const float x = 1.0f - max(0.0f, cos_incident_angle);
return exp(x * x * inv_incident_angle_sigma_square_);
}
// Compute the warping/resolution prior probability.
template <int kWindowSize>
__device__ inline float ComputeResolutionProb(const float H[9],
const float row,
const float col) const {
const int kWindowRadius = kWindowSize / 2;
// Warp corners of patch in reference image to source image.
float src1[2];
const float ref1[2] = {col - kWindowRadius, row - kWindowRadius};
Mat33DotVec3Homogeneous(H, ref1, src1);
float src2[2];
const float ref2[2] = {col - kWindowRadius, row + kWindowRadius};
Mat33DotVec3Homogeneous(H, ref2, src2);
float src3[2];
const float ref3[2] = {col + kWindowRadius, row + kWindowRadius};
Mat33DotVec3Homogeneous(H, ref3, src3);
float src4[2];
const float ref4[2] = {col + kWindowRadius, row - kWindowRadius};
Mat33DotVec3Homogeneous(H, ref4, src4);
// Compute area of patches in reference and source image.
const float ref_area = kWindowSize * kWindowSize;
const float src_area =
abs(0.5f * (src1[0] * src2[1] - src2[0] * src1[1] - src1[0] * src4[1] +
src2[0] * src3[1] - src3[0] * src2[1] + src4[0] * src1[1] +
src3[0] * src4[1] - src4[0] * src3[1]));
if (ref_area > src_area) {
return src_area / ref_area;
} else {
return ref_area / src_area;
}
}
private:
// The normalization for the likelihood function, i.e. the normalization for
// the prior on the matching cost.
__device__ static inline float ComputeNCCCostNormFactor(
const float ncc_sigma) {
// A = sqrt(2pi)*sigma/2*erf(sqrt(2)/sigma)
// erf(x) = 2/sqrt(pi) * integral from 0 to x of exp(-t^2) dt
return 2.0f / (sqrt(2.0f * M_PI) * ncc_sigma *
erff(2.0f / (ncc_sigma * 1.414213562f)));
}
// Compute the forward or backward message.
template <bool kForward>
__device__ inline float ComputeMessage(const float cost,
const float prev) const {
constexpr float kUniformProb = 0.5f;
constexpr float kNoChangeProb = 0.99999f;
const float kChangeProb = 1.0f - kNoChangeProb;
const float emission = ComputeNCCProb(cost);
float zn0; // Message for selection probability = 0.
float zn1; // Message for selection probability = 1.
if (kForward) {
zn0 = (prev * kChangeProb + (1.0f - prev) * kNoChangeProb) * kUniformProb;
zn1 = (prev * kNoChangeProb + (1.0f - prev) * kChangeProb) * emission;
} else {
zn0 = prev * emission * kChangeProb +
(1.0f - prev) * kUniformProb * kNoChangeProb;
zn1 = prev * emission * kNoChangeProb +
(1.0f - prev) * kUniformProb * kChangeProb;
}
return zn1 / (zn0 + zn1);
}
float cos_min_triangulation_angle_;
float inv_incident_angle_sigma_square_;
float inv_ncc_sigma_square_;
float ncc_norm_factor_;
};
// Rotate normals by 90deg around z-axis in counter-clockwise direction.
__global__ void InitNormalMap(GpuMat<float> normal_map,
GpuMat<curandState> rand_state_map) {
const int row = blockDim.y * blockIdx.y + threadIdx.y;
const int col = blockDim.x * blockIdx.x + threadIdx.x;
if (col < normal_map.GetWidth() && row < normal_map.GetHeight()) {
curandState rand_state = rand_state_map.Get(row, col);
float normal[3];
GenerateRandomNormal(row, col, &rand_state, normal);
normal_map.SetSlice(row, col, normal);
rand_state_map.Set(row, col, rand_state);
}
}
// Rotate normals by 90deg around z-axis in counter-clockwise direction.
__global__ void RotateNormalMap(GpuMat<float> normal_map) {
const int row = blockDim.y * blockIdx.y + threadIdx.y;
const int col = blockDim.x * blockIdx.x + threadIdx.x;
if (col < normal_map.GetWidth() && row < normal_map.GetHeight()) {
float normal[3];
normal_map.GetSlice(row, col, normal);
float rotated_normal[3];
rotated_normal[0] = normal[1];
rotated_normal[1] = -normal[0];
rotated_normal[2] = normal[2];
normal_map.SetSlice(row, col, rotated_normal);
}
}
template <int kWindowSize, int kWindowStep>
__global__ void ComputeInitialCost(GpuMat<float> cost_map,
const GpuMat<float> depth_map,
const GpuMat<float> normal_map,
const GpuMat<float> ref_sum_image,
const GpuMat<float> ref_squared_sum_image,
const float sigma_spatial,
const float sigma_color) {
const int col = blockDim.x * blockIdx.x + threadIdx.x;
typedef PhotoConsistencyCostComputer<kWindowSize, kWindowStep>
PhotoConsistencyCostComputerType;
PhotoConsistencyCostComputerType pcc_computer(sigma_spatial, sigma_color);
pcc_computer.col = col;
__shared__ float local_ref_image_data
[PhotoConsistencyCostComputerType::LocalRefImageType::kDataSize];
pcc_computer.local_ref_image.data = &local_ref_image_data[0];
float normal[3] = {0};
pcc_computer.normal = normal;
for (int row = 0; row < cost_map.GetHeight(); ++row) {
// Note that this must be executed even for pixels outside the borders,
// since pixels are used in the local neighborhood of the current pixel.
pcc_computer.Read(row);
if (col < cost_map.GetWidth()) {
pcc_computer.depth = depth_map.Get(row, col);
normal_map.GetSlice(row, col, normal);
pcc_computer.row = row;
pcc_computer.local_ref_sum = ref_sum_image.Get(row, col);
pcc_computer.local_ref_squared_sum = ref_squared_sum_image.Get(row, col);
for (int image_idx = 0; image_idx < cost_map.GetDepth(); ++image_idx) {
pcc_computer.src_image_idx = image_idx;
cost_map.Set(row, col, image_idx, pcc_computer.Compute());
}
}
}
}
struct SweepOptions {
float perturbation = 1.0f;
float depth_min = 0.0f;
float depth_max = 1.0f;
int num_samples = 15;
float sigma_spatial = 3.0f;
float sigma_color = 0.3f;
float ncc_sigma = 0.6f;
float min_triangulation_angle = 0.5f;
float incident_angle_sigma = 0.9f;
float prev_sel_prob_weight = 0.0f;
float geom_consistency_regularizer = 0.1f;
float geom_consistency_max_cost = 5.0f;
float filter_min_ncc = 0.1f;
float filter_min_triangulation_angle = 3.0f;
int filter_min_num_consistent = 2;
float filter_geom_consistency_max_cost = 1.0f;
};
template <int kWindowSize, int kWindowStep, bool kGeomConsistencyTerm = false,
bool kFilterPhotoConsistency = false,
bool kFilterGeomConsistency = false>
__global__ void SweepFromTopToBottom(
GpuMat<float> global_workspace, GpuMat<curandState> rand_state_map,
GpuMat<float> cost_map, GpuMat<float> depth_map, GpuMat<float> normal_map,
GpuMat<uint8_t> consistency_mask, GpuMat<float> sel_prob_map,
const GpuMat<float> prev_sel_prob_map, const GpuMat<float> ref_sum_image,
const GpuMat<float> ref_squared_sum_image, const SweepOptions options) {
const int col = blockDim.x * blockIdx.x + threadIdx.x;
// Probability for boundary pixels.
constexpr float kUniformProb = 0.5f;
LikelihoodComputer likelihood_computer(options.ncc_sigma,
options.min_triangulation_angle,
options.incident_angle_sigma);
float* forward_message =
&global_workspace.GetPtr()[col * global_workspace.GetHeight()];
float* sampling_probs =
&global_workspace.GetPtr()[global_workspace.GetWidth() *
global_workspace.GetHeight() +
col * global_workspace.GetHeight()];
//////////////////////////////////////////////////////////////////////////////
// Compute backward message for all rows. Note that the backward messages are
// temporarily stored in the sel_prob_map and replaced row by row as the
// updated forward messages are computed further below.
//////////////////////////////////////////////////////////////////////////////
if (col < cost_map.GetWidth()) {
for (int image_idx = 0; image_idx < cost_map.GetDepth(); ++image_idx) {
// Compute backward message.
float beta = kUniformProb;
for (int row = cost_map.GetHeight() - 1; row >= 0; --row) {
const float cost = cost_map.Get(row, col, image_idx);
beta = likelihood_computer.ComputeBackwardMessage(cost, beta);
sel_prob_map.Set(row, col, image_idx, beta);
}
// Initialize forward message.
forward_message[image_idx] = kUniformProb;
}
}
//////////////////////////////////////////////////////////////////////////////
// Estimate parameters for remaining rows and compute selection probabilities.
//////////////////////////////////////////////////////////////////////////////
typedef PhotoConsistencyCostComputer<kWindowSize, kWindowStep>
PhotoConsistencyCostComputerType;
PhotoConsistencyCostComputerType pcc_computer(options.sigma_spatial,
options.sigma_color);
pcc_computer.col = col;
__shared__ float local_ref_image_data
[PhotoConsistencyCostComputerType::LocalRefImageType::kDataSize];
pcc_computer.local_ref_image.data = &local_ref_image_data[0];
struct ParamState {
float depth = 0.0f;
float normal[3] = {0};
};
// Parameters of previous pixel in column.
ParamState prev_param_state;
// Parameters of current pixel in column.
ParamState curr_param_state;
// Randomly sampled parameters.
ParamState rand_param_state;
// Cuda PRNG state for random sampling.
curandState rand_state;
if (col < cost_map.GetWidth()) {
// Read random state for current column.
rand_state = rand_state_map.Get(0, col);
// Parameters for first row in column.
prev_param_state.depth = depth_map.Get(0, col);
normal_map.GetSlice(0, col, prev_param_state.normal);
}
for (int row = 0; row < cost_map.GetHeight(); ++row) {
// Note that this must be executed even for pixels outside the borders,
// since pixels are used in the local neighborhood of the current pixel.
pcc_computer.Read(row);
if (col >= cost_map.GetWidth()) {
continue;
}
pcc_computer.row = row;
pcc_computer.local_ref_sum = ref_sum_image.Get(row, col);
pcc_computer.local_ref_squared_sum = ref_squared_sum_image.Get(row, col);
// Propagate the depth at which the current ray intersects with the plane
// of the normal of the previous ray. This helps to better estimate
// the depth of very oblique structures, i.e. pixels whose normal direction
// is significantly different from their viewing direction.
prev_param_state.depth = PropagateDepth(
prev_param_state.depth, prev_param_state.normal, row - 1, row);
// Read parameters for current pixel from previous sweep.
curr_param_state.depth = depth_map.Get(row, col);
normal_map.GetSlice(row, col, curr_param_state.normal);
// Generate random parameters.
rand_param_state.depth =
PerturbDepth(options.perturbation, curr_param_state.depth, &rand_state);
PerturbNormal(row, col, options.perturbation * M_PI,
curr_param_state.normal, &rand_state,
rand_param_state.normal);
// Read in the backward message, compute selection probabilities and
// modulate selection probabilities with priors.
float point[3];
ComputePointAtDepth(row, col, curr_param_state.depth, point);
for (int image_idx = 0; image_idx < cost_map.GetDepth(); ++image_idx) {
const float cost = cost_map.Get(row, col, image_idx);
const float alpha = likelihood_computer.ComputeForwardMessage(
cost, forward_message[image_idx]);
const float beta = sel_prob_map.Get(row, col, image_idx);
const float prev_prob = prev_sel_prob_map.Get(row, col, image_idx);
const float sel_prob = likelihood_computer.ComputeSelProb(
alpha, beta, prev_prob, options.prev_sel_prob_weight);
float cos_triangulation_angle;
float cos_incident_angle;
ComputeViewingAngles(point, curr_param_state.normal, image_idx,
&cos_triangulation_angle, &cos_incident_angle);
const float tri_prob =
likelihood_computer.ComputeTriProb(cos_triangulation_angle);
const float inc_prob =
likelihood_computer.ComputeIncProb(cos_incident_angle);
float H[9];
ComposeHomography(image_idx, row, col, curr_param_state.depth,
curr_param_state.normal, H);
const float res_prob =
likelihood_computer.ComputeResolutionProb<kWindowSize>(H, row, col);
sampling_probs[image_idx] = sel_prob * tri_prob * inc_prob * res_prob;
}
TransformPDFToCDF(sampling_probs, cost_map.GetDepth());
// Compute matching cost using Monte Carlo sampling of source images. Images
// with higher selection probability are more likely to be sampled. Hence,
// if only very few source images see the reference image pixel, the same
// source image is likely to be sampled many times. Instead of taking
// the best K probabilities, this sampling scheme has the advantage of
// being adaptive to any distribution of selection probabilities.
constexpr int kNumCosts = 5;
float costs[kNumCosts] = {0};
const float depths[kNumCosts] = {
curr_param_state.depth, prev_param_state.depth, rand_param_state.depth,
curr_param_state.depth, rand_param_state.depth};
const float* normals[kNumCosts] = {
curr_param_state.normal, prev_param_state.normal,
rand_param_state.normal, rand_param_state.normal,
curr_param_state.normal};
for (int sample = 0; sample < options.num_samples; ++sample) {
const float rand_prob = curand_uniform(&rand_state) - FLT_EPSILON;
pcc_computer.src_image_idx = -1;
for (int image_idx = 0; image_idx < cost_map.GetDepth(); ++image_idx) {
const float prob = sampling_probs[image_idx];
if (prob > rand_prob) {
pcc_computer.src_image_idx = image_idx;
break;
}
}
if (pcc_computer.src_image_idx == -1) {
continue;
}
costs[0] += cost_map.Get(row, col, pcc_computer.src_image_idx);
if (kGeomConsistencyTerm) {
costs[0] += options.geom_consistency_regularizer *
ComputeGeomConsistencyCost(
row, col, depths[0], pcc_computer.src_image_idx,
options.geom_consistency_max_cost);
}
for (int i = 1; i < kNumCosts; ++i) {
pcc_computer.depth = depths[i];
pcc_computer.normal = normals[i];
costs[i] += pcc_computer.Compute();
if (kGeomConsistencyTerm) {
costs[i] += options.geom_consistency_regularizer *
ComputeGeomConsistencyCost(
row, col, depths[i], pcc_computer.src_image_idx,
options.geom_consistency_max_cost);
}
}
}
// Find the parameters of the minimum cost.
const int min_cost_idx = FindMinCost<kNumCosts>(costs);
const float best_depth = depths[min_cost_idx];
const float* best_normal = normals[min_cost_idx];
// Save best new parameters.
depth_map.Set(row, col, best_depth);
normal_map.SetSlice(row, col, best_normal);
// Use the new cost to recompute the updated forward message and
// the selection probability.
pcc_computer.depth = best_depth;
pcc_computer.normal = best_normal;
for (int image_idx = 0; image_idx < cost_map.GetDepth(); ++image_idx) {
// Determine the cost for best depth.
float cost;
if (min_cost_idx == 0) {
cost = cost_map.Get(row, col, image_idx);
} else {
pcc_computer.src_image_idx = image_idx;
cost = pcc_computer.Compute();
cost_map.Set(row, col, image_idx, cost);
}
const float alpha = likelihood_computer.ComputeForwardMessage(
cost, forward_message[image_idx]);
const float beta = sel_prob_map.Get(row, col, image_idx);
const float prev_prob = prev_sel_prob_map.Get(row, col, image_idx);
const float prob = likelihood_computer.ComputeSelProb(
alpha, beta, prev_prob, options.prev_sel_prob_weight);
forward_message[image_idx] = alpha;
sel_prob_map.Set(row, col, image_idx, prob);
}
if (kFilterPhotoConsistency || kFilterGeomConsistency) {
int num_consistent = 0;
float best_point[3];
ComputePointAtDepth(row, col, best_depth, best_point);
const float min_ncc_prob =
likelihood_computer.ComputeNCCProb(1.0f - options.filter_min_ncc);
const float cos_min_triangulation_angle =
cos(options.filter_min_triangulation_angle);
for (int image_idx = 0; image_idx < cost_map.GetDepth(); ++image_idx) {
float cos_triangulation_angle;
float cos_incident_angle;
ComputeViewingAngles(best_point, best_normal, image_idx,
&cos_triangulation_angle, &cos_incident_angle);
if (cos_triangulation_angle > cos_min_triangulation_angle ||
cos_incident_angle <= 0.0f) {
continue;
}
if (!kFilterGeomConsistency) {
if (sel_prob_map.Get(row, col, image_idx) >= min_ncc_prob) {
consistency_mask.Set(row, col, image_idx, 1);
num_consistent += 1;
}
} else if (!kFilterPhotoConsistency) {
if (ComputeGeomConsistencyCost(row, col, best_depth, image_idx,
options.geom_consistency_max_cost) <=
options.filter_geom_consistency_max_cost) {
consistency_mask.Set(row, col, image_idx, 1);
num_consistent += 1;
}
} else {
if (sel_prob_map.Get(row, col, image_idx) >= min_ncc_prob &&
ComputeGeomConsistencyCost(row, col, best_depth, image_idx,
options.geom_consistency_max_cost) <=
options.filter_geom_consistency_max_cost) {
consistency_mask.Set(row, col, image_idx, 1);
num_consistent += 1;
}
}
}
if (num_consistent < options.filter_min_num_consistent) {
depth_map.Set(row, col, 0.0f);
normal_map.Set(row, col, 0, 0.0f);
normal_map.Set(row, col, 1, 0.0f);
normal_map.Set(row, col, 2, 0.0f);
for (int image_idx = 0; image_idx < cost_map.GetDepth(); ++image_idx) {
consistency_mask.Set(row, col, image_idx, 0);
}
}
}
// Update previous depth for next row.
prev_param_state.depth = best_depth;
for (int i = 0; i < 3; ++i) {
prev_param_state.normal[i] = best_normal[i];
}
}
if (col < cost_map.GetWidth()) {
rand_state_map.Set(0, col, rand_state);
}
}
PatchMatchCuda::PatchMatchCuda(const PatchMatchOptions& options,
const PatchMatch::Problem& problem)
: options_(options),
problem_(problem),
ref_width_(0),
ref_height_(0),
rotation_in_half_pi_(0) {
SetBestCudaDevice(std::stoi(options_.gpu_index));
InitRefImage();
InitSourceImages();
InitTransforms();
InitWorkspaceMemory();
}
PatchMatchCuda::~PatchMatchCuda() {
for (size_t i = 0; i < 4; ++i) {
poses_device_[i].reset();
}
}
void PatchMatchCuda::Run() {
#define CASE_WINDOW_RADIUS(window_radius, window_step) \
case window_radius: \
RunWithWindowSizeAndStep<2 * window_radius + 1, window_step>(); \
break;
#define CASE_WINDOW_STEP(window_step) \
case window_step: \
switch (options_.window_radius) { \
CASE_WINDOW_RADIUS(1, window_step) \
CASE_WINDOW_RADIUS(2, window_step) \
CASE_WINDOW_RADIUS(3, window_step) \
CASE_WINDOW_RADIUS(4, window_step) \
CASE_WINDOW_RADIUS(5, window_step) \
CASE_WINDOW_RADIUS(6, window_step) \
CASE_WINDOW_RADIUS(7, window_step) \
CASE_WINDOW_RADIUS(8, window_step) \
CASE_WINDOW_RADIUS(9, window_step) \
CASE_WINDOW_RADIUS(10, window_step) \
CASE_WINDOW_RADIUS(11, window_step) \
CASE_WINDOW_RADIUS(12, window_step) \
CASE_WINDOW_RADIUS(13, window_step) \
CASE_WINDOW_RADIUS(14, window_step) \
CASE_WINDOW_RADIUS(15, window_step) \
CASE_WINDOW_RADIUS(16, window_step) \
CASE_WINDOW_RADIUS(17, window_step) \
CASE_WINDOW_RADIUS(18, window_step) \
CASE_WINDOW_RADIUS(19, window_step) \
CASE_WINDOW_RADIUS(20, window_step) \
default: { \
std::cerr << "Error: Window size not supported" << std::endl; \
break; \
} \
} \
break;
switch (options_.window_step) {
CASE_WINDOW_STEP(1)
CASE_WINDOW_STEP(2)
default: {
std::cerr << "Error: Window step not supported" << std::endl;
break;
}
}
#undef SWITCH_WINDOW_RADIUS
#undef CALL_RUN_FUNC
}
DepthMap PatchMatchCuda::GetDepthMap() const {
return DepthMap(depth_map_->CopyToMat(), options_.depth_min,
options_.depth_max);
}
NormalMap PatchMatchCuda::GetNormalMap() const {
return NormalMap(normal_map_->CopyToMat());
}
Mat<float> PatchMatchCuda::GetSelProbMap() const {
return prev_sel_prob_map_->CopyToMat();
}
std::vector<int> PatchMatchCuda::GetConsistentImageIdxs() const {
const Mat<uint8_t> mask = consistency_mask_->CopyToMat();
std::vector<int> consistent_image_idxs;
std::vector<int> pixel_consistent_image_idxs;
pixel_consistent_image_idxs.reserve(mask.GetDepth());
for (size_t r = 0; r < mask.GetHeight(); ++r) {
for (size_t c = 0; c < mask.GetWidth(); ++c) {
pixel_consistent_image_idxs.clear();
for (size_t d = 0; d < mask.GetDepth(); ++d) {
if (mask.Get(r, c, d)) {
pixel_consistent_image_idxs.push_back(problem_.src_image_idxs[d]);
}
}
if (pixel_consistent_image_idxs.size() > 0) {
consistent_image_idxs.push_back(c);
consistent_image_idxs.push_back(r);
consistent_image_idxs.push_back(pixel_consistent_image_idxs.size());
consistent_image_idxs.insert(consistent_image_idxs.end(),
pixel_consistent_image_idxs.begin(),
pixel_consistent_image_idxs.end());
}
}
}
return consistent_image_idxs;
}
template <int kWindowSize, int kWindowStep>
void PatchMatchCuda::RunWithWindowSizeAndStep() {
// Wait for all initializations to finish.
CUDA_SYNC_AND_CHECK();
CudaTimer total_timer;
CudaTimer init_timer;
ComputeCudaConfig();
ComputeInitialCost<kWindowSize, kWindowStep>
<<<sweep_grid_size_, sweep_block_size_>>>(
*cost_map_, *depth_map_, *normal_map_, *ref_image_->sum_image,
*ref_image_->squared_sum_image, options_.sigma_spatial,
options_.sigma_color);
CUDA_SYNC_AND_CHECK();
init_timer.Print("Initialization");
const float total_num_steps = options_.num_iterations * 4;
SweepOptions sweep_options;
sweep_options.depth_min = options_.depth_min;
sweep_options.depth_max = options_.depth_max;
sweep_options.sigma_spatial = options_.sigma_spatial;
sweep_options.sigma_color = options_.sigma_color;
sweep_options.num_samples = options_.num_samples;
sweep_options.ncc_sigma = options_.ncc_sigma;
sweep_options.min_triangulation_angle =
DEG2RAD(options_.min_triangulation_angle);
sweep_options.incident_angle_sigma = options_.incident_angle_sigma;
sweep_options.geom_consistency_regularizer =
options_.geom_consistency_regularizer;
sweep_options.geom_consistency_max_cost = options_.geom_consistency_max_cost;
sweep_options.filter_min_ncc = options_.filter_min_ncc;
sweep_options.filter_min_triangulation_angle =
DEG2RAD(options_.filter_min_triangulation_angle);
sweep_options.filter_min_num_consistent = options_.filter_min_num_consistent;
sweep_options.filter_geom_consistency_max_cost =
options_.filter_geom_consistency_max_cost;
for (int iter = 0; iter < options_.num_iterations; ++iter) {
CudaTimer iter_timer;
for (int sweep = 0; sweep < 4; ++sweep) {
CudaTimer sweep_timer;
// Expenentially reduce amount of perturbation during the optimization.
sweep_options.perturbation = 1.0f / std::pow(2.0f, iter + sweep / 4.0f);
// Linearly increase the influence of previous selection probabilities.
sweep_options.prev_sel_prob_weight =
static_cast<float>(iter * 4 + sweep) / total_num_steps;
const bool last_sweep = iter == options_.num_iterations - 1 && sweep == 3;
#define CALL_SWEEP_FUNC \
SweepFromTopToBottom<kWindowSize, kWindowStep, kGeomConsistencyTerm, \
kFilterPhotoConsistency, kFilterGeomConsistency> \
<<<sweep_grid_size_, sweep_block_size_>>>( \
*global_workspace_, *rand_state_map_, *cost_map_, *depth_map_, \
*normal_map_, *consistency_mask_, *sel_prob_map_, \
*prev_sel_prob_map_, *ref_image_->sum_image, \
*ref_image_->squared_sum_image, sweep_options);
if (last_sweep) {
if (options_.filter) {
consistency_mask_.reset(new GpuMat<uint8_t>(cost_map_->GetWidth(),
cost_map_->GetHeight(),
cost_map_->GetDepth()));
consistency_mask_->FillWithScalar(0);
}
if (options_.geom_consistency) {
const bool kGeomConsistencyTerm = true;
if (options_.filter) {
const bool kFilterPhotoConsistency = true;
const bool kFilterGeomConsistency = true;
CALL_SWEEP_FUNC
} else {
const bool kFilterPhotoConsistency = false;
const bool kFilterGeomConsistency = false;
CALL_SWEEP_FUNC
}
} else {
const bool kGeomConsistencyTerm = false;
if (options_.filter) {
const bool kFilterPhotoConsistency = true;
const bool kFilterGeomConsistency = false;
CALL_SWEEP_FUNC
} else {
const bool kFilterPhotoConsistency = false;
const bool kFilterGeomConsistency = false;
CALL_SWEEP_FUNC
}
}
} else {
const bool kFilterPhotoConsistency = false;
const bool kFilterGeomConsistency = false;
if (options_.geom_consistency) {
const bool kGeomConsistencyTerm = true;
CALL_SWEEP_FUNC
} else {
const bool kGeomConsistencyTerm = false;
CALL_SWEEP_FUNC
}
}
#undef CALL_SWEEP_FUNC
CUDA_SYNC_AND_CHECK();
Rotate();
// Rotate selected image map.
if (last_sweep && options_.filter) {
std::unique_ptr<GpuMat<uint8_t>> rot_consistency_mask_(
new GpuMat<uint8_t>(cost_map_->GetWidth(), cost_map_->GetHeight(),
cost_map_->GetDepth()));
consistency_mask_->Rotate(rot_consistency_mask_.get());
consistency_mask_.swap(rot_consistency_mask_);
}
sweep_timer.Print(" Sweep " + std::to_string(sweep + 1));
}
iter_timer.Print("Iteration " + std::to_string(iter + 1));
}
total_timer.Print("Total");
}
void PatchMatchCuda::ComputeCudaConfig() {
sweep_block_size_.x = THREADS_PER_BLOCK;
sweep_block_size_.y = 1;
sweep_block_size_.z = 1;
sweep_grid_size_.x = (depth_map_->GetWidth() - 1) / THREADS_PER_BLOCK + 1;
sweep_grid_size_.y = 1;
sweep_grid_size_.z = 1;
elem_wise_block_size_.x = THREADS_PER_BLOCK;
elem_wise_block_size_.y = THREADS_PER_BLOCK;
elem_wise_block_size_.z = 1;
elem_wise_grid_size_.x = (depth_map_->GetWidth() - 1) / THREADS_PER_BLOCK + 1;
elem_wise_grid_size_.y =
(depth_map_->GetHeight() - 1) / THREADS_PER_BLOCK + 1;
elem_wise_grid_size_.z = 1;
}
void PatchMatchCuda::InitRefImage() {
const Image& ref_image = problem_.images->at(problem_.ref_image_idx);
ref_width_ = ref_image.GetWidth();
ref_height_ = ref_image.GetHeight();
// Upload to device.
ref_image_.reset(new GpuMatRefImage(ref_width_, ref_height_));
const std::vector<uint8_t> ref_image_array =
ref_image.GetBitmap().ConvertToRowMajorArray();
ref_image_->Filter(ref_image_array.data(), options_.window_radius,
options_.window_step, options_.sigma_spatial,
options_.sigma_color);
ref_image_device_.reset(
new CudaArrayWrapper<uint8_t>(ref_width_, ref_height_, 1));
ref_image_device_->CopyFromGpuMat(*ref_image_->image);
// Create texture.
ref_image_texture.addressMode[0] = cudaAddressModeBorder;
ref_image_texture.addressMode[1] = cudaAddressModeBorder;
ref_image_texture.addressMode[2] = cudaAddressModeBorder;
ref_image_texture.filterMode = cudaFilterModePoint;
ref_image_texture.normalized = false;
CUDA_SAFE_CALL(
cudaBindTextureToArray(ref_image_texture, ref_image_device_->GetPtr()));
}
void PatchMatchCuda::InitSourceImages() {
// Determine maximum image size.
size_t max_width = 0;
size_t max_height = 0;
for (const auto image_idx : problem_.src_image_idxs) {
const Image& image = problem_.images->at(image_idx);
if (image.GetWidth() > max_width) {
max_width = image.GetWidth();
}
if (image.GetHeight() > max_height) {
max_height = image.GetHeight();
}
}
// Upload source images to device.
{
// Copy source images to contiguous memory block.
const uint8_t kDefaultValue = 0;
std::vector<uint8_t> src_images_host_data(
static_cast<size_t>(max_width * max_height *
problem_.src_image_idxs.size()),
kDefaultValue);
for (size_t i = 0; i < problem_.src_image_idxs.size(); ++i) {
const Image& image = problem_.images->at(problem_.src_image_idxs[i]);
const Bitmap& bitmap = image.GetBitmap();
uint8_t* dest = src_images_host_data.data() + max_width * max_height * i;
for (size_t r = 0; r < image.GetHeight(); ++r) {
memcpy(dest, bitmap.GetScanline(r), image.GetWidth() * sizeof(uint8_t));
dest += max_width;
}
}
// Upload to device.
src_images_device_.reset(new CudaArrayWrapper<uint8_t>(
max_width, max_height, problem_.src_image_idxs.size()));
src_images_device_->CopyToDevice(src_images_host_data.data());
// Create source images texture.
src_images_texture.addressMode[0] = cudaAddressModeBorder;
src_images_texture.addressMode[1] = cudaAddressModeBorder;
src_images_texture.addressMode[2] = cudaAddressModeBorder;
src_images_texture.filterMode = cudaFilterModeLinear;
src_images_texture.normalized = false;
CUDA_SAFE_CALL(cudaBindTextureToArray(src_images_texture,
src_images_device_->GetPtr()));
}
// Upload source depth maps to device.
if (options_.geom_consistency) {
const float kDefaultValue = 0.0f;
std::vector<float> src_depth_maps_host_data(
static_cast<size_t>(max_width * max_height *
problem_.src_image_idxs.size()),
kDefaultValue);
for (size_t i = 0; i < problem_.src_image_idxs.size(); ++i) {
const DepthMap& depth_map =
problem_.depth_maps->at(problem_.src_image_idxs[i]);
float* dest =
src_depth_maps_host_data.data() + max_width * max_height * i;
for (size_t r = 0; r < depth_map.GetHeight(); ++r) {
memcpy(dest, depth_map.GetPtr() + r * depth_map.GetWidth(),
depth_map.GetWidth() * sizeof(float));
dest += max_width;
}
}
src_depth_maps_device_.reset(new CudaArrayWrapper<float>(
max_width, max_height, problem_.src_image_idxs.size()));
src_depth_maps_device_->CopyToDevice(src_depth_maps_host_data.data());
// Create source depth maps texture.
src_depth_maps_texture.addressMode[0] = cudaAddressModeBorder;
src_depth_maps_texture.addressMode[1] = cudaAddressModeBorder;
src_depth_maps_texture.addressMode[2] = cudaAddressModeBorder;
// TODO: Check if linear interpolation improves results or not.
src_depth_maps_texture.filterMode = cudaFilterModePoint;
src_depth_maps_texture.normalized = false;
CUDA_SAFE_CALL(cudaBindTextureToArray(src_depth_maps_texture,
src_depth_maps_device_->GetPtr()));
}
}
void PatchMatchCuda::InitTransforms() {
const Image& ref_image = problem_.images->at(problem_.ref_image_idx);
//////////////////////////////////////////////////////////////////////////////
// Generate rotated versions (counter-clockwise) of calibration matrix.
//////////////////////////////////////////////////////////////////////////////
for (size_t i = 0; i < 4; ++i) {
ref_K_host_[i][0] = ref_image.GetK()[0];
ref_K_host_[i][1] = ref_image.GetK()[2];
ref_K_host_[i][2] = ref_image.GetK()[4];
ref_K_host_[i][3] = ref_image.GetK()[5];
}
// Rotated by 90 degrees.
std::swap(ref_K_host_[1][0], ref_K_host_[1][2]);
std::swap(ref_K_host_[1][1], ref_K_host_[1][3]);
ref_K_host_[1][3] = ref_width_ - 1 - ref_K_host_[1][3];
// Rotated by 180 degrees.
ref_K_host_[2][1] = ref_width_ - 1 - ref_K_host_[2][1];
ref_K_host_[2][3] = ref_height_ - 1 - ref_K_host_[2][3];
// Rotated by 270 degrees.
std::swap(ref_K_host_[3][0], ref_K_host_[3][2]);
std::swap(ref_K_host_[3][1], ref_K_host_[3][3]);
ref_K_host_[3][1] = ref_height_ - 1 - ref_K_host_[3][1];
// Extract 1/fx, -cx/fx, fy, -cy/fy.
for (size_t i = 0; i < 4; ++i) {
ref_inv_K_host_[i][0] = 1.0f / ref_K_host_[i][0];
ref_inv_K_host_[i][1] = -ref_K_host_[i][1] / ref_K_host_[i][0];
ref_inv_K_host_[i][2] = 1.0f / ref_K_host_[i][2];
ref_inv_K_host_[i][3] = -ref_K_host_[i][3] / ref_K_host_[i][2];
}
// Bind 0 degrees version to constant global memory.
CUDA_SAFE_CALL(cudaMemcpyToSymbol(ref_K, ref_K_host_[0], sizeof(float) * 4, 0,
cudaMemcpyHostToDevice));
CUDA_SAFE_CALL(cudaMemcpyToSymbol(ref_inv_K, ref_inv_K_host_[0],
sizeof(float) * 4, 0,
cudaMemcpyHostToDevice));
//////////////////////////////////////////////////////////////////////////////
// Generate rotated versions of camera poses.
//////////////////////////////////////////////////////////////////////////////
float rotated_R[9];
memcpy(rotated_R, ref_image.GetR(), 9 * sizeof(float));
float rotated_T[3];
memcpy(rotated_T, ref_image.GetT(), 3 * sizeof(float));
// Matrix for 90deg rotation around Z-axis in counter-clockwise direction.
const float R_z90[9] = {0, 1, 0, -1, 0, 0, 0, 0, 1};
for (size_t i = 0; i < 4; ++i) {
const size_t kNumTformParams = 4 + 9 + 3 + 3 + 12 + 12;
std::vector<float> poses_host_data(kNumTformParams *
problem_.src_image_idxs.size());
int offset = 0;
for (const auto image_idx : problem_.src_image_idxs) {
const Image& image = problem_.images->at(image_idx);
const float K[4] = {image.GetK()[0], image.GetK()[2], image.GetK()[4],
image.GetK()[5]};
memcpy(poses_host_data.data() + offset, K, 4 * sizeof(float));
offset += 4;
float rel_R[9];
float rel_T[3];
ComputeRelativePose(rotated_R, rotated_T, image.GetR(), image.GetT(),
rel_R, rel_T);
memcpy(poses_host_data.data() + offset, rel_R, 9 * sizeof(float));
offset += 9;
memcpy(poses_host_data.data() + offset, rel_T, 3 * sizeof(float));
offset += 3;
float C[3];
ComputeProjectionCenter(rel_R, rel_T, C);
memcpy(poses_host_data.data() + offset, C, 3 * sizeof(float));
offset += 3;
float P[12];
ComposeProjectionMatrix(image.GetK(), rel_R, rel_T, P);
memcpy(poses_host_data.data() + offset, P, 12 * sizeof(float));
offset += 12;
float inv_P[12];
ComposeInverseProjectionMatrix(image.GetK(), rel_R, rel_T, inv_P);
memcpy(poses_host_data.data() + offset, inv_P, 12 * sizeof(float));
offset += 12;
}
poses_device_[i].reset(new CudaArrayWrapper<float>(
kNumTformParams, problem_.src_image_idxs.size(), 1));
poses_device_[i]->CopyToDevice(poses_host_data.data());
RotatePose(R_z90, rotated_R, rotated_T);
}
poses_texture.addressMode[0] = cudaAddressModeBorder;
poses_texture.addressMode[1] = cudaAddressModeBorder;
poses_texture.addressMode[2] = cudaAddressModeBorder;
poses_texture.filterMode = cudaFilterModePoint;
poses_texture.normalized = false;
CUDA_SAFE_CALL(
cudaBindTextureToArray(poses_texture, poses_device_[0]->GetPtr()));
}
void PatchMatchCuda::InitWorkspaceMemory() {
rand_state_map_.reset(new GpuMatPRNG(ref_width_, ref_height_));
depth_map_.reset(new GpuMat<float>(ref_width_, ref_height_));
if (options_.geom_consistency) {
const DepthMap& init_depth_map =
problem_.depth_maps->at(problem_.ref_image_idx);
depth_map_->CopyToDevice(init_depth_map.GetPtr(),
init_depth_map.GetWidth() * sizeof(float));
} else {
depth_map_->FillWithRandomNumbers(options_.depth_min, options_.depth_max,
*rand_state_map_);
}
normal_map_.reset(new GpuMat<float>(ref_width_, ref_height_, 3));
// Note that it is not necessary to keep the selection probability map in
// memory for all pixels. Theoretically, it is possible to incorporate
// the temporary selection probabilities in the global_workspace_.
// However, it is useful to keep the probabilities for the entire image
// in memory, so that it can be exported.
sel_prob_map_.reset(new GpuMat<float>(ref_width_, ref_height_,
problem_.src_image_idxs.size()));
prev_sel_prob_map_.reset(new GpuMat<float>(ref_width_, ref_height_,
problem_.src_image_idxs.size()));
prev_sel_prob_map_->FillWithScalar(0.5f);
cost_map_.reset(new GpuMat<float>(ref_width_, ref_height_,
problem_.src_image_idxs.size()));
const int ref_max_dim = std::max(ref_width_, ref_height_);
global_workspace_.reset(
new GpuMat<float>(ref_max_dim, problem_.src_image_idxs.size(), 2));
consistency_mask_.reset(new GpuMat<uint8_t>(0, 0, 0));
ComputeCudaConfig();
if (options_.geom_consistency) {
const NormalMap& init_normal_map =
problem_.normal_maps->at(problem_.ref_image_idx);
normal_map_->CopyToDevice(init_normal_map.GetPtr(),
init_normal_map.GetWidth() * sizeof(float));
} else {
InitNormalMap<<<elem_wise_grid_size_, elem_wise_block_size_>>>(
*normal_map_, *rand_state_map_);
}
}
void PatchMatchCuda::Rotate() {
rotation_in_half_pi_ = (rotation_in_half_pi_ + 1) % 4;
size_t width;
size_t height;
if (rotation_in_half_pi_ % 2 == 0) {
width = ref_width_;
height = ref_height_;
} else {
width = ref_height_;
height = ref_width_;
}
// Rotate random map.
{
std::unique_ptr<GpuMatPRNG> rotated_rand_state_map(
new GpuMatPRNG(width, height));
rand_state_map_->Rotate(rotated_rand_state_map.get());
rand_state_map_.swap(rotated_rand_state_map);
}
// Rotate depth map.
{
std::unique_ptr<GpuMat<float>> rotated_depth_map(
new GpuMat<float>(width, height));
depth_map_->Rotate(rotated_depth_map.get());
depth_map_.swap(rotated_depth_map);
}
// Rotate normal map.
{
RotateNormalMap<<<elem_wise_grid_size_, elem_wise_block_size_>>>(
*normal_map_);
std::unique_ptr<GpuMat<float>> rotated_normal_map(
new GpuMat<float>(width, height, 3));
normal_map_->Rotate(rotated_normal_map.get());
normal_map_.swap(rotated_normal_map);
}
// Rotate reference image.
{
std::unique_ptr<GpuMatRefImage> rotated_ref_image(
new GpuMatRefImage(width, height));
ref_image_->image->Rotate(rotated_ref_image->image.get());
ref_image_->sum_image->Rotate(rotated_ref_image->sum_image.get());
ref_image_->squared_sum_image->Rotate(
rotated_ref_image->squared_sum_image.get());
ref_image_.swap(rotated_ref_image);
}
// Bind rotated reference image to texture.
ref_image_device_.reset(new CudaArrayWrapper<uint8_t>(width, height, 1));
ref_image_device_->CopyFromGpuMat(*ref_image_->image);
CUDA_SAFE_CALL(cudaUnbindTexture(ref_image_texture));
CUDA_SAFE_CALL(
cudaBindTextureToArray(ref_image_texture, ref_image_device_->GetPtr()));
// Rotate selection probability map.
prev_sel_prob_map_.reset(
new GpuMat<float>(width, height, problem_.src_image_idxs.size()));
sel_prob_map_->Rotate(prev_sel_prob_map_.get());
sel_prob_map_.reset(
new GpuMat<float>(width, height, problem_.src_image_idxs.size()));
// Rotate cost map.
{
std::unique_ptr<GpuMat<float>> rotated_cost_map(
new GpuMat<float>(width, height, problem_.src_image_idxs.size()));
cost_map_->Rotate(rotated_cost_map.get());
cost_map_.swap(rotated_cost_map);
}
// Rotate transformations.
CUDA_SAFE_CALL(cudaUnbindTexture(poses_texture));
CUDA_SAFE_CALL(cudaBindTextureToArray(
poses_texture, poses_device_[rotation_in_half_pi_]->GetPtr()));
// Rotate calibration.
CUDA_SAFE_CALL(cudaMemcpyToSymbol(ref_K, ref_K_host_[rotation_in_half_pi_],
sizeof(float) * 4, 0,
cudaMemcpyHostToDevice));
CUDA_SAFE_CALL(
cudaMemcpyToSymbol(ref_inv_K, ref_inv_K_host_[rotation_in_half_pi_],
sizeof(float) * 4, 0, cudaMemcpyHostToDevice));
// Recompute Cuda configuration for rotated reference image.
ComputeCudaConfig();
}
} // namespace mvs
} // namespace colmap
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