File size: 47,085 Bytes
7873319 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 | /*
* Copyright (c) 2020-2022, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
/** @file marchingcubes.cu
* @author Alex Evans, NVIDIA
*/
#include <neural-graphics-primitives/bounding_box.cuh>
#include <neural-graphics-primitives/common_device.cuh>
#include <neural-graphics-primitives/common.h>
#include <neural-graphics-primitives/random_val.cuh> // helpers to generate random values, directions
#include <neural-graphics-primitives/thread_pool.h>
#include <tiny-cuda-nn/gpu_memory.h>
#include <filesystem/path.h>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include <stb_image/stb_image_write.h>
#include <stdarg.h>
#ifdef NGP_GUI
# ifdef _WIN32
# include <GL/gl3w.h>
# else
# include <GL/glew.h>
# endif
# include <GLFW/glfw3.h>
# include <cuda_gl_interop.h>
#endif
#include <vector>
using namespace Eigen;
using namespace tcnn;
namespace fs = filesystem;
NGP_NAMESPACE_BEGIN
Vector3i get_marching_cubes_res(uint32_t res_1d, const BoundingBox &aabb) {
float scale = res_1d / (aabb.max - aabb.min).maxCoeff();
Vector3i res3d = ((aabb.max - aabb.min) * scale + Vector3f::Constant(0.5f)).cast<int>();
res3d.x() = next_multiple((unsigned int)res3d.x(), 16u);
res3d.y() = next_multiple((unsigned int)res3d.y(), 16u);
res3d.z() = next_multiple((unsigned int)res3d.z(), 16u);
return res3d;
}
#ifdef NGP_GUI
void glCheckError(const char* file, unsigned int line) {
GLenum errorCode = glGetError();
while (errorCode != GL_NO_ERROR) {
std::string fileString(file);
std::string error = "unknown error";
// clang-format off
switch (errorCode) {
case GL_INVALID_ENUM: error = "GL_INVALID_ENUM"; break;
case GL_INVALID_VALUE: error = "GL_INVALID_VALUE"; break;
case GL_INVALID_OPERATION: error = "GL_INVALID_OPERATION"; break;
case GL_STACK_OVERFLOW: error = "GL_STACK_OVERFLOW"; break;
case GL_STACK_UNDERFLOW: error = "GL_STACK_UNDERFLOW"; break;
case GL_OUT_OF_MEMORY: error = "GL_OUT_OF_MEMORY"; break;
}
// clang-format on
tlog::error() << "OpenglError : file=" << file << " line=" << line << " error:" << error;
errorCode = glGetError();
}
}
bool check_shader(uint32_t handle, const char* desc, bool program) {
GLint status = 0, log_length = 0;
if (program) {
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
} else {
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
}
if ((GLboolean)status == GL_FALSE) {
tlog::error() << "Failed to compile shader: " << desc;
}
if (log_length > 1) {
std::vector<char> log; log.resize(log_length+1);
if (program) {
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)log.data());
} else {
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)log.data());
}
log.back() = 0;
tlog::error() << log.data();
}
return (GLboolean)status == GL_TRUE;
}
uint32_t compile_shader(bool pixel, const char* code) {
GLuint g_VertHandle = glCreateShader(pixel ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER );
const char* glsl_version = "#version 330\n";
const GLchar* strings[2] = { glsl_version, code};
glShaderSource(g_VertHandle, 2, strings, NULL);
glCompileShader(g_VertHandle);
if (!check_shader(g_VertHandle, pixel?"pixel":"vertex", false)) {
glDeleteShader(g_VertHandle);
return 0;
}
return g_VertHandle;
}
void draw_mesh_gl(
const GPUMemory<Vector3f>& verts,
const GPUMemory<Vector3f>& normals,
const GPUMemory<Vector3f>& colors,
const GPUMemory<uint32_t>& indices,
const Vector2i& resolution,
const Vector2f& focal_length,
const Matrix<float, 3, 4>& camera_matrix,
const Vector2f& screen_center,
int mesh_render_mode
) {
if (verts.size() == 0 || indices.size() == 0 || mesh_render_mode == 0) {
return;
}
static GLuint vs = 0, ps = 0, program = 0, VAO = 0, VBO[3] = {}, els = 0, vbosize = 0, elssize = 0;
if (!VAO) {
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
}
if (vbosize != verts.size()) {
for (int i= 0; i < 3; ++i) {
if (VBO[i]) {
cudaGLUnregisterBufferObject(VBO[i]);
glDeleteBuffers(1, &VBO[i]);
}
glGenBuffers(1, &VBO[i]);
vbosize = verts.size();
glBindBuffer(GL_ARRAY_BUFFER, VBO[i]);
glBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(Vector3f), NULL, GL_DYNAMIC_COPY);
cudaGLRegisterBufferObject(VBO[i]);
}
}
if (elssize != indices.size()) {
if (els) {
cudaGLUnregisterBufferObject(els);
glDeleteBuffers(1, &els);
}
glGenBuffers(1, &els);
elssize = indices.size();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, els);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elssize * sizeof(int), NULL, GL_STREAM_DRAW);
cudaGLRegisterBufferObject(els);
}
void *ptr=nullptr;
cudaGLMapBufferObject(&ptr, VBO[0]);
if (ptr) cudaMemcpy(ptr, verts.data(), vbosize * sizeof(Vector3f), cudaMemcpyDeviceToDevice);
cudaGLMapBufferObject(&ptr, VBO[1]);
if (ptr) cudaMemcpy(ptr, normals.data(), vbosize * sizeof(Vector3f), cudaMemcpyDeviceToDevice);
cudaGLMapBufferObject(&ptr, VBO[2]);
if (ptr) cudaMemcpy(ptr, colors.data(), vbosize * sizeof(Vector3f), cudaMemcpyDeviceToDevice);
//std::vector<Vector3f> cpucols; cpucols.resize(verts.size());
//colors.copy_to_host(cpucols);
cudaGLUnmapBufferObject(VBO[2]);
cudaGLUnmapBufferObject(VBO[1]);
cudaGLUnmapBufferObject(VBO[0]);
cudaGLMapBufferObject(&ptr, els);
if (ptr) cudaMemcpy(ptr, indices.data(), indices.get_bytes(), cudaMemcpyDeviceToDevice);
cudaGLUnmapBufferObject(els);
if (!program) {
vs = compile_shader(false, R"foo(
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 nor;
layout (location = 2) in vec3 col;
out vec3 vtxcol;
uniform mat4 camera;
uniform vec2 f;
uniform ivec2 res;
uniform vec2 cen;
uniform int mode;
void main()
{
vec4 p = camera * vec4(pos, 1.0);
p.xy *= vec2(2.0, -2.0) * f.xy / vec2(res.xy);
p.w = p.z;
p.z = p.z - 0.1;
p.xy += cen * p.w;
if (mode == 2) {
vtxcol = normalize(nor) * 0.5 + vec3(0.5); // visualize vertex normals
} else {
vtxcol = col;
}
gl_Position = p;
}
)foo");
ps = compile_shader(true, R"foo(
layout (location = 0) out vec4 o;
in vec3 vtxcol;
uniform int mode;
void main() {
if (mode == 3) {
vec3 tricol = vec3((ivec3(923, 3572, 5423) * gl_PrimitiveID) & 255) * (1.0 / 255.0);
o = vec4(tricol, 1.0);
} else {
o = vec4(vtxcol, 1.0);
}
}
)foo");
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, ps);
glLinkProgram(program);
if (!check_shader(program, "shader program", true)) {
glDeleteProgram(program);
program = 0;
}
}
Matrix4f view2world=Matrix4f::Identity();
view2world.block<3,4>(0,0) = camera_matrix;
Matrix4f world2view = view2world.inverse();
glBindVertexArray(VAO);
glUseProgram(program);
glUniformMatrix4fv(glGetUniformLocation(program, "camera"), 1, GL_FALSE, (GLfloat*)&world2view);
glUniform2f(glGetUniformLocation(program, "f"), focal_length.x(), focal_length.y());
glUniform2f(glGetUniformLocation(program, "cen"), screen_center.x()*2.f-1.f, screen_center.y()*-2.f+1.f);
glUniform2i(glGetUniformLocation(program, "res"), resolution.x(), resolution.y());
glUniform1i(glGetUniformLocation(program, "mode"), mesh_render_mode);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, els);
GLuint posat = (GLuint)glGetAttribLocation(program, "pos");
GLuint norat = (GLuint)glGetAttribLocation(program, "nor");
GLuint colat = (GLuint)glGetAttribLocation(program, "col");
glEnableVertexAttribArray(posat);
glEnableVertexAttribArray(norat);
glEnableVertexAttribArray(colat);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glVertexAttribPointer(posat, 3, GL_FLOAT, GL_FALSE, 3*4, 0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glVertexAttribPointer(norat, 3, GL_FLOAT, GL_FALSE, 3*4, 0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[2]);
glVertexAttribPointer(colat, 3, GL_FLOAT, GL_FALSE, 3*4, 0);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDrawElements(GL_TRIANGLES, (GLsizei)indices.size(), GL_UNSIGNED_INT , (GLvoid*)0);
glDisable(GL_CULL_FACE);
glUseProgram(0);
}
#endif //NGP_GUI
/*
vertex indices with z=0
0 -> 1 <-- first edge is 0->1, then 1->2 etc
^ |
| v
3 <- 2
with z=1
4 -> 5 <-- fourth edge is 4->5 etc
^ |
| v
7 <- 6
edges 8-11 go in +z direction from vertex 0-3
*/
__global__ void gen_vertices(BoundingBox render_aabb, Matrix3f render_aabb_to_local, Vector3i res_3d, const float* __restrict__ density, int*__restrict__ vertidx_grid, Vector3f* verts_out, float thresh, uint32_t* __restrict__ counters) {
uint32_t x = blockIdx.x * blockDim.x + threadIdx.x;
uint32_t y = blockIdx.y * blockDim.y + threadIdx.y;
uint32_t z = blockIdx.z * blockDim.z + threadIdx.z;
if (x>=res_3d.x() || y>=res_3d.y() || z>=res_3d.z()) return;
Vector3f scale=(render_aabb.max-render_aabb.min).cwiseQuotient((res_3d-Vector3i::Ones()).cast<float>());
Vector3f offset=render_aabb.min;
uint32_t res2=res_3d.x()*res_3d.y();
uint32_t res3=res_3d.x()*res_3d.y()*res_3d.z();
uint32_t idx=x+y*res_3d.x()+z*res2;
float f0 = density[idx];
bool inside=(f0>thresh);
if (x<res_3d.x()-1) {
float f1 = density[idx+1];
if (inside != (f1>thresh)) {
uint32_t vidx = atomicAdd(counters,1);
if (verts_out) {
vertidx_grid[idx]=vidx+1;
float prevf=f0,nextf=f1;
float dt=((thresh-prevf)/(nextf-prevf));
verts_out[vidx]=render_aabb_to_local.transpose() * (Vector3f{float(x)+dt, float(y), float(z)}.cwiseProduct(scale) + offset);
}
}
}
if (y<res_3d.y()-1) {
float f1 = density[idx+res_3d.x()];
if (inside != (f1>thresh)) {
uint32_t vidx = atomicAdd(counters,1);
if (verts_out) {
vertidx_grid[idx+res3]=vidx+1;
float prevf=f0,nextf=f1;
float dt=((thresh-prevf)/(nextf-prevf));
verts_out[vidx]=render_aabb_to_local.transpose() * (Vector3f{float(x), float(y)+dt, float(z)}.cwiseProduct(scale) + offset);
}
}
}
if (z<res_3d.z()-1) {
float f1 = density[idx+res2];
if (inside != (f1>thresh)) {
uint32_t vidx = atomicAdd(counters,1);
if (verts_out) {
vertidx_grid[idx+res3*2]=vidx+1;
float prevf=f0,nextf=f1;
float dt=((thresh-prevf)/(nextf-prevf));
verts_out[vidx]=render_aabb_to_local.transpose() * (Vector3f{float(x), float(y), float(z)+dt}.cwiseProduct(scale) + offset);
}
}
}
}
__global__ void accumulate_1ring(uint32_t num_tris, const uint32_t* indices, const Vector3f* verts_in, Vector4f* verts_out, Vector3f *normals_out) {
uint32_t i = blockIdx.x * blockDim.x + threadIdx.x;
if (i>=num_tris) return;
uint32_t ia=indices[i*3+0];
uint32_t ib=indices[i*3+1];
uint32_t ic=indices[i*3+2];
Vector3f pa=verts_in[ia];
Vector3f pb=verts_in[ib];
Vector3f pc=verts_in[ic];
atomicAdd(&verts_out[ia][0], pb.x()+pc.x());
atomicAdd(&verts_out[ia][1], pb.y()+pc.y());
atomicAdd(&verts_out[ia][2], pb.z()+pc.z());
atomicAdd(&verts_out[ia][3], 2.f);
atomicAdd(&verts_out[ib][0], pa.x()+pc.x());
atomicAdd(&verts_out[ib][1], pa.y()+pc.y());
atomicAdd(&verts_out[ib][2], pa.z()+pc.z());
atomicAdd(&verts_out[ib][3], 2.f);
atomicAdd(&verts_out[ic][0], pb.x()+pa.x());
atomicAdd(&verts_out[ic][1], pb.y()+pa.y());
atomicAdd(&verts_out[ic][2], pb.z()+pa.z());
atomicAdd(&verts_out[ic][3], 2.f);
if (normals_out) {
Vector3f n= (pb-pa).cross(pa-pc); // don't normalise so it's weighted by area
atomicAdd(&normals_out[ia][0], n.x());
atomicAdd(&normals_out[ia][1], n.y());
atomicAdd(&normals_out[ia][2], n.z());
atomicAdd(&normals_out[ib][0], n.x());
atomicAdd(&normals_out[ib][1], n.y());
atomicAdd(&normals_out[ib][2], n.z());
atomicAdd(&normals_out[ic][0], n.x());
atomicAdd(&normals_out[ic][1], n.y());
atomicAdd(&normals_out[ic][2], n.z());
}
}
__global__ void compute_centroids(uint32_t num_verts, Vector3f* centroids_out, const Vector4f* verts_in) {
uint32_t i = blockIdx.x * blockDim.x + threadIdx.x;
if (i>=num_verts) return;
Vector4f p = verts_in[i];
if (p.w()<=0.f) return;
Vector3f c=verts_in[i].head<3>() * (1.f/p.w());
centroids_out[i]=c;
}
__global__ void gen_faces(Vector3i res_3d, const float* __restrict__ density, const int*__restrict__ vertidx_grid, uint32_t* indices_out, float thresh, uint32_t *__restrict__ counters) {
// marching cubes tables from https://github.com/pmneila/PyMCubes/blob/master/mcubes/src/marchingcubes.cpp which in turn seems to be from https://web.archive.org/web/20181127124338/http://paulbourke.net/geometry/polygonise/
// License is BSD 3-clause, which can be found here: https://github.com/pmneila/PyMCubes/blob/master/LICENSE
/*
static constexpr uint16_t edge_table[256] =
{
0x000, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
0x190, 0x099, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
0x230, 0x339, 0x033, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
0x3a0, 0x2a9, 0x1a3, 0x0aa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
0x460, 0x569, 0x663, 0x76a, 0x066, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0x0ff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x055, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0x0cc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0x0cc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x055, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0x0ff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x066, 0x76a, 0x663, 0x569, 0x460,
0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0x0aa, 0x1a3, 0x2a9, 0x3a0,
0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x033, 0x339, 0x230,
0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x099, 0x190,
0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x000
};
*/
static constexpr int8_t triangle_table[256][16] =
{
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1},
{3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1},
{4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1},
{9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1},
{10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1},
{5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1},
{8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1},
{2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1},
{11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1},
{5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1},
{11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1},
{11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1},
{9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1},
{6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1},
{6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1},
{8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1},
{7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1},
{3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1},
{9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1},
{8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1},
{0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1},
{6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1},
{10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1},
{10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1},
{0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1},
{3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1},
{9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1},
{8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1},
{3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1},
{10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1},
{10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1},
{7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1},
{1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1},
{11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1},
{8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1},
{0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1},
{7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1},
{7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1},
{10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1},
{0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1},
{7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1},
{9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1},
{6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1},
{4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1},
{10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1},
{8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1},
{1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1},
{10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1},
{10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1},
{9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1},
{7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1},
{3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1},
{7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1},
{3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1},
{6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1},
{9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1},
{1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1},
{4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1},
{7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1},
{6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1},
{0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1},
{6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1},
{0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1},
{11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1},
{6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1},
{5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1},
{9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1},
{1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1},
{10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1},
{0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1},
{5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1},
{11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1},
{9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1},
{7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1},
{2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1},
{9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1},
{1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1},
{10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1},
{2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1},
{0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1},
{0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1},
{9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1},
{5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1},
{5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1},
{9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1},
{1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1},
{3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1},
{4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1},
{9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1},
{11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1},
{2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1},
{9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1},
{3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1},
{1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1},
{4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1},
{0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1},
{1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}
};
uint32_t x = blockIdx.x * blockDim.x + threadIdx.x;
uint32_t y = blockIdx.y * blockDim.y + threadIdx.y;
uint32_t z = blockIdx.z * blockDim.z + threadIdx.z;
if (x>=res_3d.x()-1 || y>=res_3d.y()-1 || z>=res_3d.z()-1) return;
uint32_t res1=res_3d.x();
uint32_t res2=res_3d.x()*res_3d.y();
uint32_t res3=res_3d.x()*res_3d.y()*res_3d.z();
uint32_t idx=x+y*res_3d.x()+z*res2;
uint32_t idx_x=idx;
uint32_t idx_y=idx+res3;
uint32_t idx_z=idx+res3*2;
int mask=0;
if (density[idx]>thresh) mask|=1;
if (density[idx+1]>thresh) mask|=2;
if (density[idx+1+res1]>thresh) mask|=4;
if (density[idx+res1]>thresh) mask|=8;
idx+=res2;
if (density[idx]>thresh) mask|=16;
if (density[idx+1]>thresh) mask|=32;
if (density[idx+1+res1]>thresh) mask|=64;
if (density[idx+res1]>thresh) mask|=128;
idx-=res2;
if (!mask || mask==255) return;
int local_edges[12];
if (vertidx_grid) {
local_edges[0]=vertidx_grid[idx_x];
local_edges[1]=vertidx_grid[idx_y+1];
local_edges[2]=vertidx_grid[idx_x+res1];
local_edges[3]=vertidx_grid[idx_y];
local_edges[4]=vertidx_grid[idx_x+res2];
local_edges[5]=vertidx_grid[idx_y+1+res2];
local_edges[6]=vertidx_grid[idx_x+res1+res2];
local_edges[7]=vertidx_grid[idx_y+res2];
local_edges[8]=vertidx_grid[idx_z];
local_edges[9]=vertidx_grid[idx_z+1];
local_edges[10]=vertidx_grid[idx_z+1+res1];
local_edges[11]=vertidx_grid[idx_z+res1];
}
uint32_t tricount=0;
const int8_t *triangles=triangle_table[mask];
for (;tricount<15;tricount+=3) if (triangles[tricount]<0) break;
uint32_t tidx = atomicAdd(counters+1,tricount);
if (indices_out) {
for (int i=0;i<15;++i) {
int j = triangles[i];
if (j<0) break;
if (!local_edges[j]) {
printf("at %d %d %d, mask is %d, j is %d, local_edges is 0\n", x,y,z,mask,j);
}
indices_out[tidx+i]=local_edges[j]-1;
}
}
}
void compute_mesh_1ring(const tcnn::GPUMemory<Vector3f> &verts, const tcnn::GPUMemory<uint32_t> &indices, tcnn::GPUMemory<Vector4f> &output_pos, tcnn::GPUMemory<Vector3f> &output_normals) { // computes the average of the 1ring of all verts, as homogenous coordinates
output_pos.resize(verts.size());
output_pos.memset(0);
output_normals.resize(verts.size());
output_normals.memset(0);
linear_kernel(accumulate_1ring, 0, nullptr, indices.size()/3, indices.data(), verts.data(), output_pos.data(), output_normals.data());
}
__global__ void compute_mesh_opt_gradients_kernel(
uint32_t n_verts,
float thresh,
const Vector3f* verts,
const Vector3f* normals,
const Vector4f* verts_smoothed,
const network_precision_t* densities,
uint32_t input_gradient_width,
const float* input_gradients,
Vector3f* verts_gradient_out,
float k_smooth_amount,
float k_density_amount,
float k_inflate_amount
) {
uint32_t i = blockIdx.x * blockDim.x + threadIdx.x;
if (i >= n_verts) return;
Vector3f src = verts[i];
Vector4f p = verts_smoothed[i];
if (p.w() <= 0.f) {
p.w() = 1.f;
}
Vector3f target=p.head<3>() * (1.f/p.w());
Vector3f smoothing_grad = src - target; // negative...
Vector3f input_gradient = *(const Vector3f *)(input_gradients + i * input_gradient_width);
Vector3f n = input_gradient.normalized();
float density = densities[i];
verts_gradient_out[i] = n * sign(density - thresh) * k_density_amount + smoothing_grad * k_smooth_amount - normals[i].normalized() * k_inflate_amount;
}
void compute_mesh_opt_gradients(
float thresh,
const tcnn::GPUMemory<Vector3f>& verts,
const tcnn::GPUMemory<Vector3f>& normals,
const tcnn::GPUMemory<Vector4f>& verts_smoothed,
const network_precision_t* densities,
uint32_t input_gradients_width,
const float* input_gradients,
GPUMemory<Vector3f>& verts_gradient_out,
float k_smooth_amount,
float k_density_amount,
float k_inflate_amount
) {
linear_kernel(
compute_mesh_opt_gradients_kernel,
0,
nullptr,
verts.size(),
thresh,
verts.data(),
normals.data(),
verts_smoothed.data(),
densities,
input_gradients_width,
input_gradients,
verts_gradient_out.data(),
k_smooth_amount,
k_density_amount,
k_inflate_amount
);
}
void marching_cubes_gpu(cudaStream_t stream, BoundingBox render_aabb, Matrix3f render_aabb_to_local, Vector3i res_3d, float thresh, const tcnn::GPUMemory<float>& density, tcnn::GPUMemory<Vector3f>& verts_out, tcnn::GPUMemory<uint32_t>& indices_out) {
GPUMemory<uint32_t> counters;
counters.enlarge(4);
counters.memset(0);
size_t n_bytes = res_3d.x() * (size_t)res_3d.y() * res_3d.z() * 3 * sizeof(int);
auto workspace = allocate_workspace(stream, n_bytes);
CUDA_CHECK_THROW(cudaMemsetAsync(workspace.data(), -1, n_bytes, stream));
int* vertex_grid = (int*)workspace.data();
const dim3 threads = { 4, 4, 4 };
const dim3 blocks = { div_round_up((uint32_t)res_3d.x(), threads.x), div_round_up((uint32_t)res_3d.y(), threads.y), div_round_up((uint32_t)res_3d.z(), threads.z) };
// count only
gen_vertices<<<blocks, threads, 0>>>(render_aabb, render_aabb_to_local, res_3d, density.data(), nullptr, nullptr, thresh, counters.data());
gen_faces<<<blocks, threads, 0>>>(res_3d, density.data(), nullptr, nullptr, thresh, counters.data());
std::vector<uint32_t> cpucounters; cpucounters.resize(4);
counters.copy_to_host(cpucounters);
tlog::info() << "#vertices=" << cpucounters[0] << " #triangles=" << (cpucounters[1]/3);
uint32_t n_verts=(cpucounters[0]+127)&~127; // round for later nn stuff
verts_out.resize(n_verts);
verts_out.memset(0);
indices_out.resize(cpucounters[1]);
// actually generate verts
gen_vertices<<<blocks, threads, 0>>>(render_aabb, render_aabb_to_local, res_3d, density.data(), vertex_grid, verts_out.data(), thresh, counters.data()+2);
gen_faces<<<blocks, threads, 0>>>(res_3d, density.data(), vertex_grid, indices_out.data(), thresh, counters.data()+2);
}
void save_mesh(
GPUMemory<Vector3f>& verts,
GPUMemory<Vector3f>& normals,
GPUMemory<Vector3f>& colors,
GPUMemory<uint32_t>& indices,
const char* outputname,
bool unwrap_it,
float nerf_scale,
Vector3f nerf_offset
) {
std::vector<Vector3f> cpuverts; cpuverts.resize(verts.size());
std::vector<Vector3f> cpunormals; cpunormals.resize(normals.size());
std::vector<Vector3f> cpucolors; cpucolors.resize(colors.size());
std::vector<uint32_t> cpuindices; cpuindices.resize(indices.size());
verts.copy_to_host(cpuverts);
normals.copy_to_host(cpunormals);
colors.copy_to_host(cpucolors);
indices.copy_to_host(cpuindices);
uint32_t numquads = ((cpuindices.size()/3)+1)/2;
uint32_t numquadsx = uint32_t(sqrtf(numquads)+4) & (~3);
uint32_t numquadsy = (numquads+numquadsx-1)/numquadsx;
uint32_t quadresy = 8;
uint32_t quadresx = quadresy+3;
uint32_t texw = quadresx*numquadsx;
uint32_t texh = quadresy*numquadsy;
if (unwrap_it) {
uint8_t* tex = (uint8_t*)malloc(texw*texh*3);
for (uint32_t y = 0; y < texh; ++y) {
for (uint32_t x = 0; x < texw; ++x) {
uint32_t q = (x/quadresx)+(y/quadresy)*numquadsx;
// 0 x x 3 - - 4
// | .\x x\. . |
// | . .\x x\. |
// 2 - - 1 x x 5
uint32_t xi = x % quadresx, yi = y % quadresy;
uint32_t t = q*2 + (xi>yi+1);
int r = (t*923)&255;
int g = (t*3572)&255;
int b = (t*5423)&255;
//if (xi==yi+1 || xi==yi+2)
// r=g=b=0;
tex[x*3+y*3*texw+0]=r;
tex[x*3+y*3*texw+1]=g;
tex[x*3+y*3*texw+2]=b;
}
}
stbi_write_tga(fs::path(outputname).with_extension(".tga").str().c_str(), texw, texh, 3, tex);
free(tex);
}
FILE* f = fopen(outputname,"wb");
if (!f) {
throw std::runtime_error{"Failed to open " + std::string(outputname) + " for writing."};
}
if (fs::path(outputname).extension() == "ply") {
// ply file
fprintf(f,
"ply\n"
"format ascii 1.0\n"
"comment output from https://github.com/NVlabs/instant-ngp\n"
"element vertex %u\n"
"property float x\n"
"property float y\n"
"property float z\n"
"property float nx\n"
"property float ny\n"
"property float nz\n"
"property uchar red\n"
"property uchar green\n"
"property uchar blue\n"
"element face %u\n"
"property list uchar int vertex_index\n"
"end_header\n"
, (unsigned int)cpuverts.size()
, (unsigned int)cpuindices.size()/3
);
for (size_t i=0;i<cpuverts.size();++i) {
Vector3f p=(cpuverts[i]-nerf_offset)/nerf_scale;
Vector3f c=cpucolors[i];
Vector3f n=cpunormals[i].normalized();
unsigned char c8[3]={(unsigned char)tcnn::clamp(c.x()*255.f,0.f,255.f),(unsigned char)tcnn::clamp(c.y()*255.f,0.f,255.f),(unsigned char)tcnn::clamp(c.z()*255.f,0.f,255.f)};
fprintf(f,"%0.5f %0.5f %0.5f %0.3f %0.3f %0.3f %d %d %d\n", p.x(), p.y(), p.z(), n.x(), n.y(), n.z(), c8[0], c8[1], c8[2]);
}
for (size_t i=0;i<cpuindices.size();i+=3) {
fprintf(f,"3 %d %d %d\n", cpuindices[i+2], cpuindices[i+1], cpuindices[i+0]);
}
} else {
// obj file
if (unwrap_it) {
fprintf(f, "mtllib nerf.mtl\n");
}
for (size_t i = 0; i < cpuverts.size(); ++i) {
Vector3f p = (cpuverts[i]-nerf_offset)/nerf_scale;
Vector3f c = cpucolors[i];
fprintf(f,"v %0.5f %0.5f %0.5f %0.3f %0.3f %0.3f\n", p.x(), p.y(), p.z(), tcnn::clamp(c.x(), 0.f, 1.f), tcnn::clamp(c.y(), 0.f, 1.f), tcnn::clamp(c.z(), 0.f, 1.f));
}
for (auto &v: cpunormals) {
auto n = v.normalized();
fprintf(f,"vn %0.5f %0.5f %0.5f\n", n.x(), n.y(), n.z());
}
if (unwrap_it) {
for (size_t i = 0; i < cpuindices.size(); i++) {
uint32_t q = (uint32_t)(i/6);
uint32_t x = (q%numquadsx)*quadresx;
uint32_t y = (q/numquadsx)*quadresy;
uint32_t d = quadresy-1;
switch (i % 6) {
case 0: break;
case 1: x += d; y += d; break;
case 2: y += d; break;
case 3: x += 3; break;
case 4: x += 3+d; break;
case 5: x += 3+d; y += d; break;
}
fprintf(f,"vt %0.5f %0.5f\n", ((float)x+0.5f)/float(texw), 1.f-((float)y+0.5f)/float(texh));
}
fprintf(f, "g default\nusemtl nerf\ns 1\n");
for (size_t i = 0; i < cpuindices.size(); i += 3) {
fprintf(f,"f %u/%u/%u %u/%u/%u %u/%u/%u\n",
cpuindices[i+2]+1,(uint32_t)i+3, cpuindices[i+2]+1,
cpuindices[i+1]+1,(uint32_t)i+2,cpuindices[i+1]+1,
cpuindices[i+0]+1,(uint32_t)i+1,cpuindices[i+0]+1
);
}
} else {
for (size_t i = 0; i < cpuindices.size(); i += 3) {
fprintf(f,"f %u//%u %u//%u %u//%u\n",
cpuindices[i+2]+1, cpuindices[i+2]+1, cpuindices[i+1]+1, cpuindices[i+1]+1, cpuindices[i+0]+1, cpuindices[i+0]+1
);
}
}
}
fclose(f);
}
void save_density_grid_to_png(const GPUMemory<float>& density, const char* filename, Vector3i res3d, float thresh, bool swap_y_z, float density_range) {
float density_scale = 128.f / density_range; // map from -density_range to density_range into 0-255
std::vector<float> density_cpu;
density_cpu.resize(density.size());
density.copy_to_host(density_cpu);
uint32_t num_voxels = 0;
uint32_t num_lattice_points_near_zero_crossing = 0;
uint32_t N = res3d.x()*res3d.y()*res3d.z();
for (int z = 1; z < res3d.z() - 1; ++z) {
for (int y = 1; y < res3d.y() - 1; ++y) {
for (int x = 1; x < res3d.x() - 1; ++x) {
int count = 0;
count += density_cpu[(x+0)+(y+0)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh;
count += density_cpu[(x+1)+(y+0)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh;
count += density_cpu[(x+0)+(y+1)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh;
count += density_cpu[(x+1)+(y+1)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh;
count += density_cpu[(x+0)+(y+0)*res3d.x()+(z+1)*res3d.x()*res3d.y()] < thresh;
count += density_cpu[(x+1)+(y+0)*res3d.x()+(z+1)*res3d.x()*res3d.y()] < thresh;
count += density_cpu[(x+0)+(y+1)*res3d.x()+(z+1)*res3d.x()*res3d.y()] < thresh;
count += density_cpu[(x+1)+(y+1)*res3d.x()+(z+1)*res3d.x()*res3d.y()] < thresh;
if (count>0 && count<8) {
num_voxels++;
}
bool mysign = density_cpu[(x+0)+(y+0)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh;
bool near_zero_crossing=false;
near_zero_crossing |= (density_cpu[(x+1)+(y+0)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh) != mysign;
near_zero_crossing |= (density_cpu[(x-1)+(y+0)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh) != mysign;
near_zero_crossing |= (density_cpu[(x+0)+(y+1)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh) != mysign;
near_zero_crossing |= (density_cpu[(x+0)+(y-1)*res3d.x()+(z+0)*res3d.x()*res3d.y()] < thresh) != mysign;
near_zero_crossing |= (density_cpu[(x+0)+(y+0)*res3d.x()+(z+1)*res3d.x()*res3d.y()] < thresh) != mysign;
near_zero_crossing |= (density_cpu[(x+0)+(y+0)*res3d.x()+(z-1)*res3d.x()*res3d.y()] < thresh) != mysign;
if (near_zero_crossing) {
num_lattice_points_near_zero_crossing++;
}
}
}
}
if (swap_y_z) {
res3d = {res3d.x(), res3d.z(), res3d.y()};
}
uint32_t ndown = uint32_t(sqrtf(res3d.z()));
uint32_t nacross = (res3d.z()+ndown-1)/ndown;
uint32_t w = res3d.x() * nacross;
uint32_t h = res3d.y() * ndown;
uint8_t* pngpixels = (uint8_t *)malloc(size_t(w)*size_t(h));
uint8_t* dst = pngpixels;
for (int v = 0; v < h; ++v) {
for (int u = 0; u < w; ++u) {
int x = u % res3d.x();
int y = v % res3d.y();
int z = (u / res3d.x()) + (v / res3d.y()) * nacross;
if (z < res3d.z()) {
if (swap_y_z) {
*dst++ = (uint8_t)tcnn::clamp((density_cpu[x + z*res3d.x() + y*res3d.x()*res3d.z()]-thresh)*density_scale + 128.5f, 0.f, 255.f);
} else {
*dst++ = (uint8_t)tcnn::clamp((density_cpu[x + (res3d.y()-1-y)*res3d.x() + z*res3d.x()*res3d.y()]-thresh)*density_scale + 128.5f, 0.f, 255.f);
}
} else {
*dst++ = 0;
}
}
}
stbi_write_png(filename, w, h, 1, pngpixels, w);
tlog::success() << "Wrote density PNG to " << filename;
tlog::info()
<< " #lattice points=" << N
<< " #zero-x voxels=" << num_voxels << " (" << ((num_voxels*100.0)/N) << "%%)"
<< " #lattice near zero-x=" << num_lattice_points_near_zero_crossing << " (" << ((num_lattice_points_near_zero_crossing*100.0)/N) << "%%)";
free(pngpixels);
}
// Distinct from `save_density_grid_to_png` not just in that is writes RGBA, but also
// in that it writes a sequence of PNGs rather than a single large PNG.
// TODO: make both methods configurable to do either single PNG or PNG sequence.
void save_rgba_grid_to_png_sequence(const GPUMemory<Array4f>& rgba, const char* path, Vector3i res3d, bool swap_y_z) {
std::vector<Array4f> rgba_cpu;
rgba_cpu.resize(rgba.size());
rgba.copy_to_host(rgba_cpu);
if (swap_y_z) {
res3d = {res3d.x(), res3d.z(), res3d.y()};
}
uint32_t w = res3d.x();
uint32_t h = res3d.y();
auto progress = tlog::progress(res3d.z());
std::atomic<int> n_saved{0};
ThreadPool{}.parallelFor<int>(0, res3d.z(), [&](int z) {
uint8_t* pngpixels = (uint8_t*)malloc(size_t(w) * size_t(h) * 4);
uint8_t* dst = pngpixels;
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
size_t i = swap_y_z ? (x + z*res3d.x() + y*res3d.x()*res3d.z()) : (x + (res3d.y()-1-y)*res3d.x() + z*res3d.x()*res3d.y());
*dst++ = (uint8_t)tcnn::clamp(rgba_cpu[i].x() * 255.f, 0.f, 255.f);
*dst++ = (uint8_t)tcnn::clamp(rgba_cpu[i].y() * 255.f, 0.f, 255.f);
*dst++ = (uint8_t)tcnn::clamp(rgba_cpu[i].z() * 255.f, 0.f, 255.f);
*dst++ = (uint8_t)tcnn::clamp(rgba_cpu[i].w() * 255.f, 0.f, 255.f);
}
}
// write slice
char filename[256];
snprintf(filename, sizeof(filename), "%s/%04d_%dx%d.png", path, z, w, h);
stbi_write_png(filename, w, h, 4, pngpixels, w*4);
free(pngpixels);
progress.update(++n_saved);
});
tlog::success() << "Wrote RGBA PNG sequence to " << path;
}
void save_rgba_grid_to_raw_file(const GPUMemory<Array4f>& rgba, const char* path, Vector3i res3d, bool swap_y_z, int cascade) {
std::vector<Array4f> rgba_cpu;
rgba_cpu.resize(rgba.size());
rgba.copy_to_host(rgba_cpu);
if (swap_y_z) {
res3d = {res3d.x(), res3d.z(), res3d.y()};
}
uint32_t w = res3d.x();
uint32_t h = res3d.y();
uint32_t d = res3d.z();
char filename[256];
snprintf(filename, sizeof(filename), "%s/%dx%dx%d_%d.bin", path, w, h, d, cascade);
FILE *f=fopen(filename,"wb");
if (!f)
return ;
const static float zero[4]={0.f,0.f,0.f,0.f};
int border = 1; // extra ring of voxels to make the donut hole smaller
for (int z = 0; z < d; ++z) {
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
size_t i = swap_y_z ? (x + z*res3d.x() + y*res3d.x()*res3d.z()) : (x + (res3d.y()-1-y)*res3d.x() + z*res3d.x()*res3d.y());
float* rgba = (float*)&rgba_cpu[i];
// the intention is that if cascade > 0, we have set up the render aabb such that we are outputing exactly one cascade of the nerf
// we then punch a transparent hole in the middle of each cascade, so that they fit together when placed on top of each other.
if (cascade && x>=res3d.x()/4+border && y>=res3d.y()/4+border && z>=res3d.z()/4+border && x<res3d.x()-res3d.x()/4-border && y<res3d.y()-res3d.y()/4-border && z<res3d.z()-res3d.z()/4-border)
fwrite(zero, sizeof(float), 4, f);
else
fwrite(rgba, sizeof(float), 4, f);
}
}
}
fclose(f);
tlog::success() << "Wrote RGBA raw file to " << filename;
}
NGP_NAMESPACE_END
|