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Zero
/* | |
* Copyright (C) 2023, Inria | |
* GRAPHDECO research group, https://team.inria.fr/graphdeco | |
* All rights reserved. | |
* | |
* This software is free for non-commercial, research and evaluation use | |
* under the terms of the LICENSE.md file. | |
* | |
* For inquiries contact george.drettakis@inria.fr | |
*/ | |
// #define MEDIAN_WEIGHT_OFFSET 7 | |
// distortion helper macros | |
// #define NEAR_PLANE 0.2 | |
// #define FAR_PLANE 100.0 | |
__device__ const float near_n = 0.2; | |
__device__ const float far_n = 100.0; | |
__device__ const float FilterSize = 0.707106; // sqrt(2) / 2 | |
__device__ const float FilterInvSquare = 2.0f; | |
// Spherical harmonics coefficients | |
__device__ const float SH_C0 = 0.28209479177387814f; | |
__device__ const float SH_C1 = 0.4886025119029199f; | |
__device__ const float SH_C2[] = { | |
1.0925484305920792f, | |
-1.0925484305920792f, | |
0.31539156525252005f, | |
-1.0925484305920792f, | |
0.5462742152960396f | |
}; | |
__device__ const float SH_C3[] = { | |
-0.5900435899266435f, | |
2.890611442640554f, | |
-0.4570457994644658f, | |
0.3731763325901154f, | |
-0.4570457994644658f, | |
1.445305721320277f, | |
-0.5900435899266435f | |
}; | |
__forceinline__ __device__ float ndc2Pix(float v, int S) | |
{ | |
return ((v + 1.0) * S - 1.0) * 0.5; | |
} | |
__forceinline__ __device__ void getRect(const float2 p, int max_radius, uint2& rect_min, uint2& rect_max, dim3 grid) | |
{ | |
rect_min = { | |
min(grid.x, max((int)0, (int)((p.x - max_radius) / BLOCK_X))), | |
min(grid.y, max((int)0, (int)((p.y - max_radius) / BLOCK_Y))) | |
}; | |
rect_max = { | |
min(grid.x, max((int)0, (int)((p.x + max_radius + BLOCK_X - 1) / BLOCK_X))), | |
min(grid.y, max((int)0, (int)((p.y + max_radius + BLOCK_Y - 1) / BLOCK_Y))) | |
}; | |
} | |
__forceinline__ __device__ float3 transformPoint4x3(const float3& p, const float* matrix) | |
{ | |
float3 transformed = { | |
matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z + matrix[12], | |
matrix[1] * p.x + matrix[5] * p.y + matrix[9] * p.z + matrix[13], | |
matrix[2] * p.x + matrix[6] * p.y + matrix[10] * p.z + matrix[14], | |
}; | |
return transformed; | |
} | |
__forceinline__ __device__ float4 transformPoint4x4(const float3& p, const float* matrix) | |
{ | |
float4 transformed = { | |
matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z + matrix[12], | |
matrix[1] * p.x + matrix[5] * p.y + matrix[9] * p.z + matrix[13], | |
matrix[2] * p.x + matrix[6] * p.y + matrix[10] * p.z + matrix[14], | |
matrix[3] * p.x + matrix[7] * p.y + matrix[11] * p.z + matrix[15] | |
}; | |
return transformed; | |
} | |
__forceinline__ __device__ float3 transformVec4x3(const float3& p, const float* matrix) | |
{ | |
float3 transformed = { | |
matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z, | |
matrix[1] * p.x + matrix[5] * p.y + matrix[9] * p.z, | |
matrix[2] * p.x + matrix[6] * p.y + matrix[10] * p.z, | |
}; | |
return transformed; | |
} | |
__forceinline__ __device__ float3 transformVec4x3Transpose(const float3& p, const float* matrix) | |
{ | |
float3 transformed = { | |
matrix[0] * p.x + matrix[1] * p.y + matrix[2] * p.z, | |
matrix[4] * p.x + matrix[5] * p.y + matrix[6] * p.z, | |
matrix[8] * p.x + matrix[9] * p.y + matrix[10] * p.z, | |
}; | |
return transformed; | |
} | |
__forceinline__ __device__ float dnormvdz(float3 v, float3 dv) | |
{ | |
float sum2 = v.x * v.x + v.y * v.y + v.z * v.z; | |
float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2); | |
float dnormvdz = (-v.x * v.z * dv.x - v.y * v.z * dv.y + (sum2 - v.z * v.z) * dv.z) * invsum32; | |
return dnormvdz; | |
} | |
__forceinline__ __device__ float3 dnormvdv(float3 v, float3 dv) | |
{ | |
float sum2 = v.x * v.x + v.y * v.y + v.z * v.z; | |
float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2); | |
float3 dnormvdv; | |
dnormvdv.x = ((+sum2 - v.x * v.x) * dv.x - v.y * v.x * dv.y - v.z * v.x * dv.z) * invsum32; | |
dnormvdv.y = (-v.x * v.y * dv.x + (sum2 - v.y * v.y) * dv.y - v.z * v.y * dv.z) * invsum32; | |
dnormvdv.z = (-v.x * v.z * dv.x - v.y * v.z * dv.y + (sum2 - v.z * v.z) * dv.z) * invsum32; | |
return dnormvdv; | |
} | |
__forceinline__ __device__ float4 dnormvdv(float4 v, float4 dv) | |
{ | |
float sum2 = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w; | |
float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2); | |
float4 vdv = { v.x * dv.x, v.y * dv.y, v.z * dv.z, v.w * dv.w }; | |
float vdv_sum = vdv.x + vdv.y + vdv.z + vdv.w; | |
float4 dnormvdv; | |
dnormvdv.x = ((sum2 - v.x * v.x) * dv.x - v.x * (vdv_sum - vdv.x)) * invsum32; | |
dnormvdv.y = ((sum2 - v.y * v.y) * dv.y - v.y * (vdv_sum - vdv.y)) * invsum32; | |
dnormvdv.z = ((sum2 - v.z * v.z) * dv.z - v.z * (vdv_sum - vdv.z)) * invsum32; | |
dnormvdv.w = ((sum2 - v.w * v.w) * dv.w - v.w * (vdv_sum - vdv.w)) * invsum32; | |
return dnormvdv; | |
} | |
__forceinline__ __device__ float3 cross(float3 a, float3 b){return make_float3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);} | |
__forceinline__ __device__ float3 operator*(float3 a, float3 b){return make_float3(a.x * b.x, a.y * b.y, a.z*b.z);} | |
__forceinline__ __device__ float2 operator*(float2 a, float2 b){return make_float2(a.x * b.x, a.y * b.y);} | |
__forceinline__ __device__ float3 operator*(float f, float3 a){return make_float3(f * a.x, f * a.y, f * a.z);} | |
__forceinline__ __device__ float2 operator*(float f, float2 a){return make_float2(f * a.x, f * a.y);} | |
__forceinline__ __device__ float3 operator-(float3 a, float3 b){return make_float3(a.x - b.x, a.y - b.y, a.z - b.z);} | |
__forceinline__ __device__ float2 operator-(float2 a, float2 b){return make_float2(a.x - b.x, a.y - b.y);} | |
__forceinline__ __device__ float sumf3(float3 a){return a.x + a.y + a.z;} | |
__forceinline__ __device__ float sumf2(float2 a){return a.x + a.y;} | |
__forceinline__ __device__ float3 sqrtf3(float3 a){return make_float3(sqrtf(a.x), sqrtf(a.y), sqrtf(a.z));} | |
__forceinline__ __device__ float2 sqrtf2(float2 a){return make_float2(sqrtf(a.x), sqrtf(a.y));} | |
__forceinline__ __device__ float3 minf3(float f, float3 a){return make_float3(min(f, a.x), min(f, a.y), min(f, a.z));} | |
__forceinline__ __device__ float2 minf2(float f, float2 a){return make_float2(min(f, a.x), min(f, a.y));} | |
__forceinline__ __device__ float3 maxf3(float f, float3 a){return make_float3(max(f, a.x), max(f, a.y), max(f, a.z));} | |
__forceinline__ __device__ float2 maxf2(float f, float2 a){return make_float2(max(f, a.x), max(f, a.y));} | |
__forceinline__ __device__ bool in_frustum(int idx, | |
const float* orig_points, | |
const float* viewmatrix, | |
const float* projmatrix, | |
bool prefiltered, | |
float3& p_view) | |
{ | |
float3 p_orig = { orig_points[3 * idx], orig_points[3 * idx + 1], orig_points[3 * idx + 2] }; | |
// Bring points to screen space | |
float4 p_hom = transformPoint4x4(p_orig, projmatrix); | |
float p_w = 1.0f / (p_hom.w + 0.0000001f); | |
float3 p_proj = { p_hom.x * p_w, p_hom.y * p_w, p_hom.z * p_w }; | |
p_view = transformPoint4x3(p_orig, viewmatrix); | |
if (p_view.z <= 0.2f)// || ((p_proj.x < -1.3 || p_proj.x > 1.3 || p_proj.y < -1.3 || p_proj.y > 1.3))) | |
{ | |
if (prefiltered) | |
{ | |
printf("Point is filtered although prefiltered is set. This shouldn't happen!"); | |
__trap(); | |
} | |
return false; | |
} | |
return true; | |
} | |
// adopt from gsplat: https://github.com/nerfstudio-project/gsplat/blob/main/gsplat/cuda/csrc/forward.cu | |
inline __device__ glm::mat3 quat_to_rotmat(const glm::vec4 quat) { | |
// quat to rotation matrix | |
float s = rsqrtf( | |
quat.w * quat.w + quat.x * quat.x + quat.y * quat.y + quat.z * quat.z | |
); | |
float w = quat.x * s; | |
float x = quat.y * s; | |
float y = quat.z * s; | |
float z = quat.w * s; | |
// glm matrices are column-major | |
return glm::mat3( | |
1.f - 2.f * (y * y + z * z), | |
2.f * (x * y + w * z), | |
2.f * (x * z - w * y), | |
2.f * (x * y - w * z), | |
1.f - 2.f * (x * x + z * z), | |
2.f * (y * z + w * x), | |
2.f * (x * z + w * y), | |
2.f * (y * z - w * x), | |
1.f - 2.f * (x * x + y * y) | |
); | |
} | |
inline __device__ glm::vec4 | |
quat_to_rotmat_vjp(const glm::vec4 quat, const glm::mat3 v_R) { | |
float s = rsqrtf( | |
quat.w * quat.w + quat.x * quat.x + quat.y * quat.y + quat.z * quat.z | |
); | |
float w = quat.x * s; | |
float x = quat.y * s; | |
float y = quat.z * s; | |
float z = quat.w * s; | |
glm::vec4 v_quat; | |
// v_R is COLUMN MAJOR | |
// w element stored in x field | |
v_quat.x = | |
2.f * ( | |
// v_quat.w = 2.f * ( | |
x * (v_R[1][2] - v_R[2][1]) + y * (v_R[2][0] - v_R[0][2]) + | |
z * (v_R[0][1] - v_R[1][0]) | |
); | |
// x element in y field | |
v_quat.y = | |
2.f * | |
( | |
// v_quat.x = 2.f * ( | |
-2.f * x * (v_R[1][1] + v_R[2][2]) + y * (v_R[0][1] + v_R[1][0]) + | |
z * (v_R[0][2] + v_R[2][0]) + w * (v_R[1][2] - v_R[2][1]) | |
); | |
// y element in z field | |
v_quat.z = | |
2.f * | |
( | |
// v_quat.y = 2.f * ( | |
x * (v_R[0][1] + v_R[1][0]) - 2.f * y * (v_R[0][0] + v_R[2][2]) + | |
z * (v_R[1][2] + v_R[2][1]) + w * (v_R[2][0] - v_R[0][2]) | |
); | |
// z element in w field | |
v_quat.w = | |
2.f * | |
( | |
// v_quat.z = 2.f * ( | |
x * (v_R[0][2] + v_R[2][0]) + y * (v_R[1][2] + v_R[2][1]) - | |
2.f * z * (v_R[0][0] + v_R[1][1]) + w * (v_R[0][1] - v_R[1][0]) | |
); | |
return v_quat; | |
} | |
inline __device__ glm::mat3 | |
scale_to_mat(const glm::vec2 scale, const float glob_scale) { | |
glm::mat3 S = glm::mat3(1.f); | |
S[0][0] = glob_scale * scale.x; | |
S[1][1] = glob_scale * scale.y; | |
// S[2][2] = glob_scale * scale.z; | |
return S; | |
} | |