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kernels.cl
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kernels.cl
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/*
Copyright (c) 2011-2013 Gerhard Reitmayr, TU Graz
Copyright (c) 2014 University of Edinburgh, Imperial College, University of Manchester.
Developed in the PAMELA project, EPSRC Programme Grant EP/K008730/1
This code is licensed under the MIT License.
*/
/************** TYPES ***************/
#define INVALID -2
typedef struct sVolume {
uint3 size;
float3 dim;
__global short2 * data;
} Volume;
typedef struct sTrackData {
int result;
float error;
float J[6];
} TrackData;
typedef struct sMatrix4 {
float4 data[4];
} Matrix4;
/************** FUNCTIONS ***************/
inline float sq(float r) {
return r * r;
}
inline float3 Mat4TimeFloat3(Matrix4 M, float3 v) {
return (float3)(
dot((float3)(M.data[0].x, M.data[0].y, M.data[0].z), v)
+ M.data[0].w,
dot((float3)(M.data[1].x, M.data[1].y, M.data[1].z), v)
+ M.data[1].w,
dot((float3)(M.data[2].x, M.data[2].y, M.data[2].z), v)
+ M.data[2].w);
}
inline void setVolume(Volume v, uint3 pos, float2 d) {
v.data[pos.x + pos.y * v.size.x + pos.z * v.size.x * v.size.y] = (short2)(
d.x * 32766.0f, d.y);
}
inline float3 posVolume(const Volume v, const uint3 p) {
return (float3)((p.x + 0.5f) * v.dim.x / v.size.x,
(p.y + 0.5f) * v.dim.y / v.size.y,
(p.z + 0.5f) * v.dim.z / v.size.z);
}
inline float2 getVolume(const Volume v, const uint3 pos) {
const short2 d = v.data[pos.x + pos.y * v.size.x
+ pos.z * v.size.x * v.size.y];
return (float2)(d.x * 0.00003051944088f, d.y); // / 32766.0f
}
inline float vs(const uint3 pos, const Volume v) {
return v.data[pos.x + pos.y * v.size.x + pos.z * v.size.x * v.size.y].x;
}
inline float interp(const float3 pos, const Volume v) {
const float3 scaled_pos = (float3)((pos.x * v.size.x / v.dim.x) - 0.5f,
(pos.y * v.size.y / v.dim.y) - 0.5f,
(pos.z * v.size.z / v.dim.z) - 0.5f);
float3 basef = (float3)(0);
const int3 base = convert_int3(floor(scaled_pos));
const float3 factor = (float3)(fract(scaled_pos, (float3 *) &basef));
const int3 lower = max(base, (int3)(0));
const int3 upper = min(base + (int3)(1), convert_int3(v.size) - (int3)(1));
return (((vs((uint3)(lower.x, lower.y, lower.z), v) * (1 - factor.x)
+ vs((uint3)(upper.x, lower.y, lower.z), v) * factor.x)
* (1 - factor.y)
+ (vs((uint3)(lower.x, upper.y, lower.z), v) * (1 - factor.x)
+ vs((uint3)(upper.x, upper.y, lower.z), v) * factor.x)
* factor.y) * (1 - factor.z)
+ ((vs((uint3)(lower.x, lower.y, upper.z), v) * (1 - factor.x)
+ vs((uint3)(upper.x, lower.y, upper.z), v) * factor.x)
* (1 - factor.y)
+ (vs((uint3)(lower.x, upper.y, upper.z), v)
* (1 - factor.x)
+ vs((uint3)(upper.x, upper.y, upper.z), v)
* factor.x) * factor.y) * factor.z)
* 0.00003051944088f;
}
inline float3 grad(float3 pos, const Volume v) {
const float3 scaled_pos = (float3)((pos.x * v.size.x / v.dim.x) - 0.5f,
(pos.y * v.size.y / v.dim.y) - 0.5f,
(pos.z * v.size.z / v.dim.z) - 0.5f);
const int3 base = (int3)(floor(scaled_pos.x), floor(scaled_pos.y),
floor(scaled_pos.z));
const float3 basef = (float3)(0);
const float3 factor = (float3) fract(scaled_pos, (float3 *) &basef);
const int3 lower_lower = max(base - (int3)(1), (int3)(0));
const int3 lower_upper = max(base, (int3)(0));
const int3 upper_lower = min(base + (int3)(1),
convert_int3(v.size) - (int3)(1));
const int3 upper_upper = min(base + (int3)(2),
convert_int3(v.size) - (int3)(1));
const int3 lower = lower_upper;
const int3 upper = upper_lower;
float3 gradient;
gradient.x = (((vs((uint3)(upper_lower.x, lower.y, lower.z), v)
- vs((uint3)(lower_lower.x, lower.y, lower.z), v)) * (1 - factor.x)
+ (vs((uint3)(upper_upper.x, lower.y, lower.z), v)
- vs((uint3)(lower_upper.x, lower.y, lower.z), v))
* factor.x) * (1 - factor.y)
+ ((vs((uint3)(upper_lower.x, upper.y, lower.z), v)
- vs((uint3)(lower_lower.x, upper.y, lower.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper_upper.x, upper.y, lower.z), v)
- vs((uint3)(lower_upper.x, upper.y, lower.z), v))
* factor.x) * factor.y) * (1 - factor.z)
+ (((vs((uint3)(upper_lower.x, lower.y, upper.z), v)
- vs((uint3)(lower_lower.x, lower.y, upper.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper_upper.x, lower.y, upper.z), v)
- vs((uint3)(lower_upper.x, lower.y, upper.z), v))
* factor.x) * (1 - factor.y)
+ ((vs((uint3)(upper_lower.x, upper.y, upper.z), v)
- vs((uint3)(lower_lower.x, upper.y, upper.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper_upper.x, upper.y, upper.z), v)
- vs(
(uint3)(lower_upper.x, upper.y,
upper.z), v)) * factor.x)
* factor.y) * factor.z;
gradient.y = (((vs((uint3)(lower.x, upper_lower.y, lower.z), v)
- vs((uint3)(lower.x, lower_lower.y, lower.z), v)) * (1 - factor.x)
+ (vs((uint3)(upper.x, upper_lower.y, lower.z), v)
- vs((uint3)(upper.x, lower_lower.y, lower.z), v))
* factor.x) * (1 - factor.y)
+ ((vs((uint3)(lower.x, upper_upper.y, lower.z), v)
- vs((uint3)(lower.x, lower_upper.y, lower.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper.x, upper_upper.y, lower.z), v)
- vs((uint3)(upper.x, lower_upper.y, lower.z), v))
* factor.x) * factor.y) * (1 - factor.z)
+ (((vs((uint3)(lower.x, upper_lower.y, upper.z), v)
- vs((uint3)(lower.x, lower_lower.y, upper.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper.x, upper_lower.y, upper.z), v)
- vs((uint3)(upper.x, lower_lower.y, upper.z), v))
* factor.x) * (1 - factor.y)
+ ((vs((uint3)(lower.x, upper_upper.y, upper.z), v)
- vs((uint3)(lower.x, lower_upper.y, upper.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper.x, upper_upper.y, upper.z), v)
- vs(
(uint3)(upper.x, lower_upper.y,
upper.z), v)) * factor.x)
* factor.y) * factor.z;
gradient.z = (((vs((uint3)(lower.x, lower.y, upper_lower.z), v)
- vs((uint3)(lower.x, lower.y, lower_lower.z), v)) * (1 - factor.x)
+ (vs((uint3)(upper.x, lower.y, upper_lower.z), v)
- vs((uint3)(upper.x, lower.y, lower_lower.z), v))
* factor.x) * (1 - factor.y)
+ ((vs((uint3)(lower.x, upper.y, upper_lower.z), v)
- vs((uint3)(lower.x, upper.y, lower_lower.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper.x, upper.y, upper_lower.z), v)
- vs((uint3)(upper.x, upper.y, lower_lower.z), v))
* factor.x) * factor.y) * (1 - factor.z)
+ (((vs((uint3)(lower.x, lower.y, upper_upper.z), v)
- vs((uint3)(lower.x, lower.y, lower_upper.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper.x, lower.y, upper_upper.z), v)
- vs((uint3)(upper.x, lower.y, lower_upper.z), v))
* factor.x) * (1 - factor.y)
+ ((vs((uint3)(lower.x, upper.y, upper_upper.z), v)
- vs((uint3)(lower.x, upper.y, lower_upper.z), v))
* (1 - factor.x)
+ (vs((uint3)(upper.x, upper.y, upper_upper.z), v)
- vs(
(uint3)(upper.x, upper.y,
lower_upper.z), v))
* factor.x) * factor.y) * factor.z;
return gradient
* (float3)(v.dim.x / v.size.x, v.dim.y / v.size.y,
v.dim.z / v.size.z) * (0.5f * 0.00003051944088f);
}
inline float3 get_translation(const Matrix4 view) {
return (float3)(view.data[0].w, view.data[1].w, view.data[2].w);
}
inline float3 myrotate(const Matrix4 M, const float3 v) {
return (float3)(dot((float3)(M.data[0].x, M.data[0].y, M.data[0].z), v),
dot((float3)(M.data[1].x, M.data[1].y, M.data[1].z), v),
dot((float3)(M.data[2].x, M.data[2].y, M.data[2].z), v));
}
float4 raycast(const Volume v, const uint2 pos, const Matrix4 view,
const float nearPlane, const float farPlane, const float step,
const float largestep) {
const float3 origin = get_translation(view);
const float3 direction = myrotate(view, (float3)(pos.x, pos.y, 1.f));
// intersect ray with a box
//
// www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm
// compute intersection of ray with all six bbox planes
const float3 invR = (float3)(1.0f) / direction;
const float3 tbot = (float3) - 1 * invR * origin;
const float3 ttop = invR * (v.dim - origin);
// re-order intersections to find smallest and largest on each axis
const float3 tmin = fmin(ttop, tbot);
const float3 tmax = fmax(ttop, tbot);
// find the largest tmin and the smallest tmax
const float largest_tmin = fmax(fmax(tmin.x, tmin.y), fmax(tmin.x, tmin.z));
const float smallest_tmax = fmin(fmin(tmax.x, tmax.y),
fmin(tmax.x, tmax.z));
// check against near and far plane
const float tnear = fmax(largest_tmin, nearPlane);
const float tfar = fmin(smallest_tmax, farPlane);
if (tnear < tfar) {
// first walk with largesteps until we found a hit
float t = tnear;
float stepsize = largestep;
float f_t = interp(origin + direction * t, v);
float f_tt = 0;
if (f_t > 0) { // ups, if we were already in it, then don't render anything here
for (; t < tfar; t += stepsize) {
f_tt = interp(origin + direction * t, v);
if (f_tt < 0) // got it, jump out of inner loop
break;
if (f_tt < 0.8f) // coming closer, reduce stepsize
stepsize = step;
f_t = f_tt;
}
if (f_tt < 0) { // got it, calculate accurate intersection
t = t + stepsize * f_tt / (f_t - f_tt);
return (float4)(origin + direction * t, t);
}
}
}
return (float4)(0);
}
/************** KERNELS ***************/
__kernel void renderNormalKernel( const __global uchar * in,
__global float * out ) {
const int posx = get_global_id(0);
const int posy = get_global_id(1);
const int sizex = get_global_size(0);
float3 n;
const uchar3 i = vload3(posx + sizex * posy,in);
n.x = i.x;
n.y = i.y;
n.z = i.z;
if(n.x == -2) {
vstore3((float3) (0,0,0),posx + sizex * posy,out);
} else {
n = normalize(n);
vstore3((float3) (n.x*128 + 128,
n.y*128+128, n.z*128+128), posx + sizex * posy,out);
}
}
__kernel void renderDepthKernel( __global uchar4 * out,
__global float * depth,
const float nearPlane,
const float farPlane ) {
const int posx = get_global_id(0);
const int posy = get_global_id(1);
const int sizex = get_global_size(0);
float d= depth[posx + sizex * posy];
if(d < nearPlane)
vstore4((uchar4)(255, 255, 255, 0), posx + sizex * posy, (__global uchar*)out); // The forth value in uchar4 is padding for memory alignement and so it is for following uchar4
else {
if(d > farPlane)
vstore4((uchar4)(0, 0, 0, 0), posx + sizex * posy, (__global uchar*)out);
else {
float h =(d - nearPlane) / (farPlane - nearPlane);
h *= 6.0f;
const int sextant = (int)h;
const float fract = h - sextant;
const float mid1 = 0.25f + (0.5f*fract);
const float mid2 = 0.75f - (0.5f*fract);
switch (sextant)
{
case 0: vstore4((uchar4)(191, 255*mid1, 64, 0), posx + sizex * posy, (__global uchar*)out); break;
case 1: vstore4((uchar4)(255*mid2, 191, 64, 0),posx + sizex * posy ,(__global uchar*)out); break;
case 2: vstore4((uchar4)(64, 191, 255*mid1, 0),posx + sizex * posy ,(__global uchar*)out); break;
case 3: vstore4((uchar4)(64, 255*mid2, 191, 0),posx + sizex * posy ,(__global uchar*)out); break;
case 4: vstore4((uchar4)(255*mid1, 64, 191, 0),posx + sizex * posy ,(__global uchar*)out); break;
case 5: vstore4((uchar4)(191, 64, 255*mid2, 0),posx + sizex * posy ,(__global uchar*)out); break;
}
}
}
}
__kernel void renderTrackKernel( __global uchar3 * out,
__global const TrackData * data ) {
const int posx = get_global_id(0);
const int posy = get_global_id(1);
const int sizex = get_global_size(0);
switch(data[posx + sizex * posy].result) {
// The forth value in uchar4 is padding for memory alignement and so it is for following uchar4
case 1: vstore4((uchar4)(128, 128, 128, 0), posx + sizex * posy, (__global uchar*)out); break; // ok GREY
case -1: vstore4((uchar4)(000, 000, 000, 0), posx + sizex * posy, (__global uchar*)out); break; // no input BLACK
case -2: vstore4((uchar4)(255, 000, 000, 0), posx + sizex * posy, (__global uchar*)out); break; // not in image RED
case -3: vstore4((uchar4)(000, 255, 000, 0), posx + sizex * posy, (__global uchar*)out); break; // no correspondence GREEN
case -4: vstore4((uchar4)(000, 000, 255, 0), posx + sizex * posy, (__global uchar*)out); break; // too far away BLUE
case -5: vstore4((uchar4)(255, 255, 000, 0), posx + sizex * posy, (__global uchar*)out); break; // wrong normal YELLOW
default: vstore4((uchar4)(255, 128, 128, 0), posx + sizex * posy, (__global uchar*)out); return;
}
}
__kernel void bilateralFilterKernel( __global float * out,
const __global float * in,
const __global float * gaussian,
const float e_d,
const int r ) {
const uint2 pos = (uint2) (get_global_id(0),get_global_id(1));
const uint2 size = (uint2) (get_global_size(0),get_global_size(1));
const float center = in[pos.x + size.x * pos.y];
if ( center == 0 ) {
out[pos.x + size.x * pos.y] = 0;
return;
}
float sum = 0.0f;
float t = 0.0f;
// FIXME : sum and t diverge too much from cpp version
for(int i = -r; i <= r; ++i) {
for(int j = -r; j <= r; ++j) {
const uint2 curPos = (uint2)(clamp(pos.x + i, 0u, size.x-1), clamp(pos.y + j, 0u, size.y-1));
const float curPix = in[curPos.x + curPos.y * size.x];
if(curPix > 0) {
const float mod = sq(curPix - center);
const float factor = gaussian[i + r] * gaussian[j + r] * exp(-mod / (2 * e_d * e_d));
t += factor * curPix;
sum += factor;
} else {
//std::cerr << "ERROR BILATERAL " <<pos.x+i<< " "<<pos.y+j<< " " <<curPix<<" \n";
}
}
}
out[pos.x + size.x * pos.y] = t / sum;
}
__kernel void renderVolumeKernel( __global uchar * render,
__global short2 * v_data,
const uint3 v_size,
const float3 v_dim,
const Matrix4 view,
const float nearPlane,
const float farPlane,
const float step,
const float largestep,
const float3 light,
const float3 ambient) {
const Volume v = {v_size, v_dim,v_data};
const uint2 pos = (uint2) (get_global_id(0),get_global_id(1));
const int sizex = get_global_size(0);
float4 hit = raycast( v, pos, view, nearPlane, farPlane,step, largestep);
if(hit.w > 0) {
const float3 test = (hit.xyz);
float3 surfNorm = grad(test,v);
if(length(surfNorm) > 0) {
const float3 diff = normalize(light - test);
const float dir = fmax(dot(normalize(surfNorm), diff), 0.f);
const float3 col = clamp((float3)(dir) + ambient, 0.f, 1.f) * (float3) 255;
vstore4((uchar4)(col.x, col.y, col.z, 0), pos.x + sizex * pos.y, render); // The forth value in uchar4 is padding for memory alignement and so it is for following uchar4
} else {
vstore4((uchar4)(0, 0, 0, 0), pos.x + sizex * pos.y, render);
}
} else {
vstore4((uchar4)(0, 0, 0, 0), pos.x + sizex * pos.y, render);
}
}
/************** KFUSION KERNELS ***************/
__kernel void raycastKernel( __global float * pos3D, //float3
__global float * normal,//float3
__global short2 * v_data,
const uint3 v_size,
const float3 v_dim,
const Matrix4 view,
const float nearPlane,
const float farPlane,
const float step,
const float largestep ) {
const Volume volume = {v_size, v_dim,v_data};
const uint2 pos = (uint2) (get_global_id(0),get_global_id(1));
const int sizex = get_global_size(0);
const float4 hit = raycast( volume, pos, view, nearPlane, farPlane, step, largestep );
const float3 test = (hit.xyz);
if(hit.w > 0.0f ) {
vstore3(test,pos.x + sizex * pos.y,pos3D);
float3 surfNorm = grad(test,volume);
if(length(surfNorm) == 0) {
//float3 n = (INVALID,0,0);//vload3(pos.x + sizex * pos.y,normal);
//n.x=INVALID;
vstore3((float3)(INVALID,INVALID,INVALID),pos.x + sizex * pos.y,normal);
} else {
vstore3(normalize(surfNorm),pos.x + sizex * pos.y,normal);
}
} else {
vstore3((float3)(0),pos.x + sizex * pos.y,pos3D);
vstore3((float3)(INVALID, INVALID, INVALID),pos.x + sizex * pos.y,normal);
}
}
__kernel void integrateKernel (
__global short2 * v_data,
const uint3 v_size,
const float3 v_dim,
__global const float * depth,
const uint2 depthSize,
const Matrix4 invTrack,
const Matrix4 K,
const float mu,
const float maxweight ,
const float3 delta ,
const float3 cameraDelta
) {
Volume vol; vol.data = v_data; vol.size = v_size; vol.dim = v_dim;
uint3 pix = (uint3) (get_global_id(0),get_global_id(1),0);
const int sizex = get_global_size(0);
float3 pos = Mat4TimeFloat3 (invTrack , posVolume(vol,pix));
float3 cameraX = Mat4TimeFloat3 ( K , pos);
for(pix.z = 0; pix.z < vol.size.z; ++pix.z, pos += delta, cameraX += cameraDelta) {
if(pos.z < 0.0001f) // some near plane constraint
continue;
const float2 pixel = (float2) (cameraX.x/cameraX.z + 0.5f, cameraX.y/cameraX.z + 0.5f);
if(pixel.x < 0 || pixel.x > depthSize.x-1 || pixel.y < 0 || pixel.y > depthSize.y-1)
continue;
const uint2 px = (uint2)(pixel.x, pixel.y);
float depthpx = depth[px.x + depthSize.x * px.y];
if(depthpx == 0) continue;
const float diff = ((depthpx) - cameraX.z) * sqrt(1+sq(pos.x/pos.z) + sq(pos.y/pos.z));
if(diff > -mu) {
const float sdf = fmin(1.f, diff/mu);
float2 data = getVolume(vol,pix);
data.x = clamp((data.y*data.x + sdf)/(data.y + 1), -1.f, 1.f);
data.y = fmin(data.y+1, maxweight);
setVolume(vol,pix, data);
}
}
}
// inVertex iterate
__kernel void trackKernel (
__global TrackData * output,
const uint2 outputSize,
__global const float * inVertex,// float3
const uint2 inVertexSize,
__global const float * inNormal,// float3
const uint2 inNormalSize,
__global const float * refVertex,// float3
const uint2 refVertexSize,
__global const float * refNormal,// float3
const uint2 refNormalSize,
const Matrix4 Ttrack,
const Matrix4 view,
const float dist_threshold,
const float normal_threshold
) {
const uint2 pixel = (uint2)(get_global_id(0),get_global_id(1));
if(pixel.x >= inVertexSize.x || pixel.y >= inVertexSize.y ) {return;}
float3 inNormalPixel = vload3(pixel.x + inNormalSize.x * pixel.y,inNormal);
if(inNormalPixel.x == INVALID ) {
output[pixel.x + outputSize.x * pixel.y].result = -1;
return;
}
float3 inVertexPixel = vload3(pixel.x + inVertexSize.x * pixel.y,inVertex);
const float3 projectedVertex = Mat4TimeFloat3 (Ttrack , inVertexPixel);
const float3 projectedPos = Mat4TimeFloat3 ( view , projectedVertex);
const float2 projPixel = (float2) ( projectedPos.x / projectedPos.z + 0.5f, projectedPos.y / projectedPos.z + 0.5f);
if(projPixel.x < 0 || projPixel.x > refVertexSize.x-1 || projPixel.y < 0 || projPixel.y > refVertexSize.y-1 ) {
output[pixel.x + outputSize.x * pixel.y].result = -2;
return;
}
const uint2 refPixel = (uint2) (projPixel.x, projPixel.y);
const float3 referenceNormal = vload3(refPixel.x + refNormalSize.x * refPixel.y,refNormal);
if(referenceNormal.x == INVALID) {
output[pixel.x + outputSize.x * pixel.y].result = -3;
return;
}
const float3 diff = vload3(refPixel.x + refVertexSize.x * refPixel.y,refVertex) - projectedVertex;
const float3 projectedNormal = myrotate(Ttrack, inNormalPixel);
if(length(diff) > dist_threshold ) {
output[pixel.x + outputSize.x * pixel.y].result = -4;
return;
}
if(dot(projectedNormal, referenceNormal) < normal_threshold) {
output[pixel.x + outputSize.x * pixel.y] .result = -5;
return;
}
output[pixel.x + outputSize.x * pixel.y].result = 1;
output[pixel.x + outputSize.x * pixel.y].error = dot(referenceNormal, diff);
vstore3(referenceNormal,0,(output[pixel.x + outputSize.x * pixel.y].J));
vstore3(cross(projectedVertex, referenceNormal),1,(output[pixel.x + outputSize.x * pixel.y].J));
}
__kernel void reduceKernel (
__global float * out,
__global const TrackData * J,
const uint2 JSize,
const uint2 size,
__local float * S
) {
uint blockIdx = get_group_id(0);
uint blockDim = get_local_size(0);
uint threadIdx = get_local_id(0);
uint gridDim = get_num_groups(0);
const uint sline = threadIdx;
float sums[32];
float * jtj = sums + 7;
float * info = sums + 28;
for(uint i = 0; i < 32; ++i)
sums[i] = 0.0f;
for(uint y = blockIdx; y < size.y; y += gridDim) {
for(uint x = sline; x < size.x; x += blockDim ) {
const TrackData row = J[x + y * JSize.x];
if(row.result < 1) {
info[1] += row.result == -4 ? 1 : 0;
info[2] += row.result == -5 ? 1 : 0;
info[3] += row.result > -4 ? 1 : 0;
continue;
}
// Error part
sums[0] += row.error * row.error;
// JTe part
for(int i = 0; i < 6; ++i)
sums[i+1] += row.error * row.J[i];
jtj[0] += row.J[0] * row.J[0];
jtj[1] += row.J[0] * row.J[1];
jtj[2] += row.J[0] * row.J[2];
jtj[3] += row.J[0] * row.J[3];
jtj[4] += row.J[0] * row.J[4];
jtj[5] += row.J[0] * row.J[5];
jtj[6] += row.J[1] * row.J[1];
jtj[7] += row.J[1] * row.J[2];
jtj[8] += row.J[1] * row.J[3];
jtj[9] += row.J[1] * row.J[4];
jtj[10] += row.J[1] * row.J[5];
jtj[11] += row.J[2] * row.J[2];
jtj[12] += row.J[2] * row.J[3];
jtj[13] += row.J[2] * row.J[4];
jtj[14] += row.J[2] * row.J[5];
jtj[15] += row.J[3] * row.J[3];
jtj[16] += row.J[3] * row.J[4];
jtj[17] += row.J[3] * row.J[5];
jtj[18] += row.J[4] * row.J[4];
jtj[19] += row.J[4] * row.J[5];
jtj[20] += row.J[5] * row.J[5];
// extra info here
info[0] += 1;
}
}
for(int i = 0; i < 32; ++i) // copy over to shared memory
S[sline * 32 + i] = sums[i];
barrier(CLK_LOCAL_MEM_FENCE);
if(sline < 32) { // sum up columns and copy to global memory in the final 32 threads
for(unsigned i = 1; i < blockDim; ++i)
S[sline] += S[i * 32 + sline];
out[sline+blockIdx*32] = S[sline];
}
}
__kernel void depth2vertexKernel( __global float * vertex, // float3
const uint2 vertexSize ,
const __global float * depth,
const uint2 depthSize ,
const Matrix4 invK ) {
uint2 pixel = (uint2) (get_global_id(0),get_global_id(1));
float3 vert = (float3)(get_global_id(0),get_global_id(1),1.0f);
if(pixel.x >= depthSize.x || pixel.y >= depthSize.y ) {
return;
}
float3 res = (float3) (0);
if(depth[pixel.x + depthSize.x * pixel.y] > 0) {
res = depth[pixel.x + depthSize.x * pixel.y] * (myrotate(invK, (float3)(pixel.x, pixel.y, 1.f)));
}
vstore3(res, pixel.x + vertexSize.x * pixel.y,vertex); // vertex[pixel] =
}
__kernel void vertex2normalKernel( __global float * normal, // float3
const uint2 normalSize,
const __global float * vertex ,
const uint2 vertexSize ) { // float3
uint2 pixel = (uint2) (get_global_id(0),get_global_id(1));
if(pixel.x >= vertexSize.x || pixel.y >= vertexSize.y )
return;
//const float3 left = vertex[(uint2)(max(int(pixel.x)-1,0), pixel.y)];
//const float3 right = vertex[(uint2)(min(pixel.x+1,vertex.size.x-1), pixel.y)];
//const float3 up = vertex[(uint2)(pixel.x, max(int(pixel.y)-1,0))];
//const float3 down = vertex[(uint2)(pixel.x, min(pixel.y+1,vertex.size.y-1))];
uint2 vleft = (uint2)(max((int)(pixel.x)-1,0), pixel.y);
uint2 vright = (uint2)(min(pixel.x+1,vertexSize.x-1), pixel.y);
uint2 vup = (uint2)(pixel.x, max((int)(pixel.y)-1,0));
uint2 vdown = (uint2)(pixel.x, min(pixel.y+1,vertexSize.y-1));
const float3 left = vload3(vleft.x + vertexSize.x * vleft.y,vertex);
const float3 right = vload3(vright.x + vertexSize.x * vright.y,vertex);
const float3 up = vload3(vup.x + vertexSize.x * vup.y,vertex);
const float3 down = vload3(vdown.x + vertexSize.x * vdown.y,vertex);
/*
unsigned long int val = 0 ;
val = max(((int) pixel.x)-1,0) + vertexSize.x * pixel.y;
const float3 left = vload3( val,vertex);
val = min(pixel.x+1,vertexSize.x-1) + vertexSize.x * pixel.y;
const float3 right = vload3( val ,vertex);
val = pixel.x + vertexSize.x * max(((int) pixel.y)-1,0) ;
const float3 up = vload3( val ,vertex);
val = pixel.x + vertexSize.x * min(pixel.y+1,vertexSize.y-1) ;
const float3 down = vload3( val ,vertex);
*/
if(left.z == 0 || right.z == 0|| up.z ==0 || down.z == 0) {
//float3 n = vload3(pixel.x + normalSize.x * pixel.y,normal);
//n.x=INVALID;
vstore3((float3)(INVALID,INVALID,INVALID),pixel.x + normalSize.x * pixel.y,normal);
return;
}
const float3 dxv = right - left;
const float3 dyv = down - up;
vstore3((float3) normalize(cross(dyv, dxv)), pixel.x + pixel.y * normalSize.x, normal );
}
__kernel void mm2metersKernel(
__global float * depth,
const uint2 depthSize ,
const __global ushort * in ,
const uint2 inSize ,
const int ratio ) {
uint2 pixel = (uint2) (get_global_id(0),get_global_id(1));
depth[pixel.x + depthSize.x * pixel.y] = in[pixel.x * ratio + inSize.x * pixel.y * ratio] / 1000.0f;
}
__kernel void initVolumeKernel(__global short2 * data) {
uint x = get_global_id(0);
uint y = get_global_id(1);
uint z = get_global_id(2);
uint3 size = (uint3) (get_global_size(0),get_global_size(1),get_global_size(2));
float2 d = (float2) (1.0f,0.0f);
data[x + y * size.x + z * size.x * size.y] = (short2) (d.x * 32766.0f, d.y);
}
__kernel void halfSampleRobustImageKernel(__global float * out,
__global const float * in,
const uint2 inSize,
const float e_d,
const int r) {
uint2 pixel = (uint2) (get_global_id(0),get_global_id(1));
uint2 outSize = inSize / 2;
const uint2 centerPixel = 2 * pixel;
float sum = 0.0f;
float t = 0.0f;
const float center = in[centerPixel.x + centerPixel.y * inSize.x];
for(int i = -r + 1; i <= r; ++i) {
for(int j = -r + 1; j <= r; ++j) {
int2 from = (int2)(clamp((int2)(centerPixel.x + j, centerPixel.y + i), (int2)(0), (int2)(inSize.x - 1, inSize.y - 1)));
float current = in[from.x + from.y * inSize.x];
if(fabs(current - center) < e_d) {
sum += 1.0f;
t += current;
}
}
}
out[pixel.x + pixel.y * outSize.x] = t / sum;
}