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/* | |
* 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 [email protected] | |
*/ | |
// 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__ float sigmoid(float x) | |
{ | |
return 1.0f / (1.0f + expf(-x)); | |
} | |
__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; | |
} | |