mirror of
https://github.com/NVIDIA/cuda-samples.git
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463 lines
16 KiB
C++
463 lines
16 KiB
C++
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/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "common.h"
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#include "flowGold.h"
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///////////////////////////////////////////////////////////////////////////////
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/// \brief host texture fetch
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///
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/// read from arbitrary position within image using bilinear interpolation
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/// out of range coords are mirrored
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/// \param[in] t texture raw data
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/// \param[in] w texture width
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/// \param[in] h texture height
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/// \param[in] s texture stride
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/// \param[in] x x coord of the point to fetch value at
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/// \param[in] y y coord of the point to fetch value at
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/// \return fetched value
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///////////////////////////////////////////////////////////////////////////////
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inline float Tex2D(const float *t, int w, int h, int s, float x, float y) {
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// integer parts in floating point format
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float intPartX, intPartY;
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// get fractional parts of coordinates
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float dx = fabsf(modff(x, &intPartX));
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float dy = fabsf(modff(y, &intPartY));
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// assume pixels are squares
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// one of the corners
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int ix0 = (int)intPartX;
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int iy0 = (int)intPartY;
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// mirror out-of-range position
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if (ix0 < 0) ix0 = abs(ix0 + 1);
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if (iy0 < 0) iy0 = abs(iy0 + 1);
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if (ix0 >= w) ix0 = w * 2 - ix0 - 1;
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if (iy0 >= h) iy0 = h * 2 - iy0 - 1;
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// corner which is opposite to (ix0, iy0)
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int ix1 = ix0 + 1;
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int iy1 = iy0 + 1;
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if (ix1 >= w) ix1 = w * 2 - ix1 - 1;
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if (iy1 >= h) iy1 = h * 2 - iy1 - 1;
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float res = t[ix0 + iy0 * s] * (1.0f - dx) * (1.0f - dy);
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res += t[ix1 + iy0 * s] * dx * (1.0f - dy);
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res += t[ix0 + iy1 * s] * (1.0f - dx) * dy;
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res += t[ix1 + iy1 * s] * dx * dy;
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return res;
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief host texture fetch
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///
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/// read specific texel value
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/// out of range coords are mirrored
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/// \param[in] t texture raw data
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/// \param[in] w texture width
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/// \param[in] h texture height
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/// \param[in] s texture stride
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/// \param[in] x x coord of the point to fetch value at
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/// \param[in] y y coord of the point to fetch value at
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/// \return fetched value
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///////////////////////////////////////////////////////////////////////////////
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inline float Tex2Di(const float *src, int w, int h, int s, int x, int y) {
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if (x < 0) x = abs(x + 1);
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if (y < 0) y = abs(y + 1);
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if (x >= w) x = w * 2 - x - 1;
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if (y >= h) y = h * 2 - y - 1;
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return src[x + y * s];
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief resize image
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/// \param[in] src image to downscale
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/// \param[in] width image width
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/// \param[in] height image height
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/// \param[in] stride image stride
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/// \param[in] newWidth image new width
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/// \param[in] newHeight image new height
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/// \param[in] newStride image new stride
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/// \param[out] out downscaled image data
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///////////////////////////////////////////////////////////////////////////////
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static void Downscale(const float *src, int width, int height, int stride,
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int newWidth, int newHeight, int newStride, float *out) {
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for (int i = 0; i < newHeight; ++i) {
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for (int j = 0; j < newWidth; ++j) {
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const int srcX = j * 2;
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const int srcY = i * 2;
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// average 4 neighbouring pixels
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float sum;
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sum = Tex2Di(src, width, height, stride, srcX + 0, srcY + 0);
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sum += Tex2Di(src, width, height, stride, srcX + 0, srcY + 1);
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sum += Tex2Di(src, width, height, stride, srcX + 1, srcY + 0);
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sum += Tex2Di(src, width, height, stride, srcX + 1, srcY + 1);
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// normalize
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sum *= 0.25f;
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out[j + i * newStride] = sum;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief upscale one component of a displacement field
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/// \param[in] src field component to upscale
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/// \param[in] width field current width
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/// \param[in] height field current height
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/// \param[in] stride field current stride
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/// \param[in] newWidth field new width
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/// \param[in] newHeight field new height
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/// \param[in] newStride field new stride
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/// \param[in] scale value scale factor (multiplier)
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/// \param[out] out upscaled field component
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///////////////////////////////////////////////////////////////////////////////
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static void Upscale(const float *src, int width, int height, int stride,
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int newWidth, int newHeight, int newStride, float scale,
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float *out) {
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for (int i = 0; i < newHeight; ++i) {
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for (int j = 0; j < newWidth; ++j) {
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// position within smaller image
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float x = ((float)j - 0.5f) * 0.5f;
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float y = ((float)i - 0.5f) * 0.5f;
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out[j + i * newStride] = Tex2D(src, width, height, stride, x, y) * scale;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief warp image with provided vector field
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///
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/// For each output pixel there is a vector which tells which pixel
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/// from a source image should be mapped to this particular output
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/// pixel.
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/// It is assumed that images and the vector field have the same stride and
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/// resolution.
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/// \param[in] src source image
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/// \param[in] w width
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/// \param[in] h height
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/// \param[in] s stride
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/// \param[in] u horizontal displacement
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/// \param[in] v vertical displacement
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/// \param[out] out warped image
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///////////////////////////////////////////////////////////////////////////////
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static void WarpImage(const float *src, int w, int h, int s, const float *u,
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const float *v, float *out) {
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for (int i = 0; i < h; ++i) {
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for (int j = 0; j < w; ++j) {
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const int pos = j + i * s;
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// warped coords
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float x = (float)j + u[pos];
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float y = (float)i + v[pos];
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out[pos] = Tex2D(src, w, h, s, x, y);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief computes image derivatives for a pair of images
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/// \param[in] I0 source image
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/// \param[in] I1 tracked image
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/// \param[in] w images width
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/// \param[in] h images height
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/// \param[in] s images stride
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/// \param[out] Ix x derivative
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/// \param[out] Iy y derivative
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/// \param[out] Iz temporal derivative
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///////////////////////////////////////////////////////////////////////////////
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static void ComputeDerivatives(const float *I0, const float *I1, int w, int h,
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int s, float *Ix, float *Iy, float *Iz) {
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for (int i = 0; i < h; ++i) {
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for (int j = 0; j < w; ++j) {
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const int pos = j + i * s;
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float t0, t1;
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// derivative filter is (1, -8, 0, 8, -1)/12
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// x derivative
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t0 = Tex2Di(I0, w, h, s, j - 2, i);
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t0 -= Tex2Di(I0, w, h, s, j - 1, i) * 8.0f;
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t0 += Tex2Di(I0, w, h, s, j + 1, i) * 8.0f;
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t0 -= Tex2Di(I0, w, h, s, j + 2, i);
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t0 /= 12.0f;
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t1 = Tex2Di(I1, w, h, s, j - 2, i);
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t1 -= Tex2Di(I1, w, h, s, j - 1, i) * 8.0f;
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t1 += Tex2Di(I1, w, h, s, j + 1, i) * 8.0f;
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t1 -= Tex2Di(I1, w, h, s, j + 2, i);
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t1 /= 12.0f;
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// spatial derivatives are averaged
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Ix[pos] = (t0 + t1) * 0.5f;
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// t derivative
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Iz[pos] = I1[pos] - I0[pos];
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// y derivative
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t0 = Tex2Di(I0, w, h, s, j, i - 2);
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t0 -= Tex2Di(I0, w, h, s, j, i - 1) * 8.0f;
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t0 += Tex2Di(I0, w, h, s, j, i + 1) * 8.0f;
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t0 -= Tex2Di(I0, w, h, s, j, i + 2);
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t0 /= 12.0f;
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t1 = Tex2Di(I1, w, h, s, j, i - 2);
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t1 -= Tex2Di(I1, w, h, s, j, i - 1) * 8.0f;
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t1 += Tex2Di(I1, w, h, s, j, i + 1) * 8.0f;
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t1 -= Tex2Di(I1, w, h, s, j, i + 2);
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t1 /= 12.0f;
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Iy[pos] = (t0 + t1) * 0.5f;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief one iteration of classical Horn-Schunck method
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///
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/// It is one iteration of Jacobi method for a corresponding linear system
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/// \param[in] du0 current horizontal displacement approximation
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/// \param[in] dv0 current vertical displacement approximation
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/// \param[in] Ix image x derivative
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/// \param[in] Iy image y derivative
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/// \param[in] Iz temporal derivative
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/// \param[in] w width
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/// \param[in] h height
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/// \param[in] s stride
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/// \param[in] alpha degree of smoothness
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/// \param[out] du1 new horizontal displacement approximation
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/// \param[out] dv1 new vertical displacement approximation
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///////////////////////////////////////////////////////////////////////////////
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static void SolveForUpdate(const float *du0, const float *dv0, const float *Ix,
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const float *Iy, const float *Iz, int w, int h,
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int s, float alpha, float *du1, float *dv1) {
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for (int i = 0; i < h; ++i) {
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for (int j = 0; j < w; ++j) {
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const int pos = j + i * s;
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int left, right, up, down;
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// handle borders
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if (j != 0)
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left = pos - 1;
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else
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left = pos;
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if (j != w - 1)
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right = pos + 1;
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else
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right = pos;
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if (i != 0)
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down = pos - s;
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else
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down = pos;
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if (i != h - 1)
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up = pos + s;
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else
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up = pos;
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float sumU = (du0[left] + du0[right] + du0[up] + du0[down]) * 0.25f;
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float sumV = (dv0[left] + dv0[right] + dv0[up] + dv0[down]) * 0.25f;
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float frac = (Ix[pos] * sumU + Iy[pos] * sumV + Iz[pos]) /
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(Ix[pos] * Ix[pos] + Iy[pos] * Iy[pos] + alpha);
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du1[pos] = sumU - Ix[pos] * frac;
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dv1[pos] = sumV - Iy[pos] * frac;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief method logic
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///
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/// handles memory allocation and control flow
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/// \param[in] I0 source image
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/// \param[in] I1 tracked image
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/// \param[in] width images width
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/// \param[in] height images height
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/// \param[in] stride images stride
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/// \param[in] alpha degree of displacement field smoothness
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/// \param[in] nLevels number of levels in a pyramid
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/// \param[in] nWarpIters number of warping iterations per pyramid level
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/// \param[in] nSolverIters number of solver iterations (Jacobi iterations)
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/// \param[out] u horizontal displacement
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/// \param[out] v vertical displacement
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///////////////////////////////////////////////////////////////////////////////
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void ComputeFlowGold(const float *I0, const float *I1, int width, int height,
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int stride, float alpha, int nLevels, int nWarpIters,
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int nSolverIters, float *u, float *v) {
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printf("Computing optical flow on CPU...\n");
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float *u0 = u;
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float *v0 = v;
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const float **pI0 = new const float *[nLevels];
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const float **pI1 = new const float *[nLevels];
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int *pW = new int[nLevels];
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int *pH = new int[nLevels];
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int *pS = new int[nLevels];
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const int pixelCountAligned = height * stride;
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float *tmp = new float[pixelCountAligned];
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float *du0 = new float[pixelCountAligned];
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float *dv0 = new float[pixelCountAligned];
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float *du1 = new float[pixelCountAligned];
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float *dv1 = new float[pixelCountAligned];
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float *Ix = new float[pixelCountAligned];
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float *Iy = new float[pixelCountAligned];
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float *Iz = new float[pixelCountAligned];
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float *nu = new float[pixelCountAligned];
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float *nv = new float[pixelCountAligned];
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// prepare pyramid
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int currentLevel = nLevels - 1;
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pI0[currentLevel] = I0;
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pI1[currentLevel] = I1;
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pW[currentLevel] = width;
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pH[currentLevel] = height;
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pS[currentLevel] = stride;
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for (; currentLevel > 0; --currentLevel) {
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int nw = pW[currentLevel] / 2;
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int nh = pH[currentLevel] / 2;
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int ns = iAlignUp(nw);
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pI0[currentLevel - 1] = new float[ns * nh];
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pI1[currentLevel - 1] = new float[ns * nh];
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Downscale(pI0[currentLevel], pW[currentLevel], pH[currentLevel],
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pS[currentLevel], nw, nh, ns, (float *)pI0[currentLevel - 1]);
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Downscale(pI1[currentLevel], pW[currentLevel], pH[currentLevel],
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pS[currentLevel], nw, nh, ns, (float *)pI1[currentLevel - 1]);
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pW[currentLevel - 1] = nw;
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pH[currentLevel - 1] = nh;
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pS[currentLevel - 1] = ns;
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}
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// initial approximation
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memset(u, 0, stride * height * sizeof(float));
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memset(v, 0, stride * height * sizeof(float));
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// compute flow
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for (; currentLevel < nLevels; ++currentLevel) {
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for (int warpIter = 0; warpIter < nWarpIters; ++warpIter) {
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memset(du0, 0, pixelCountAligned * sizeof(float));
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memset(dv0, 0, pixelCountAligned * sizeof(float));
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memset(du1, 0, pixelCountAligned * sizeof(float));
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memset(dv1, 0, pixelCountAligned * sizeof(float));
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WarpImage(pI1[currentLevel], pW[currentLevel], pH[currentLevel],
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pS[currentLevel], u, v, tmp);
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|
||
|
// on current level we compute optical flow
|
||
|
// between frame 0 and warped frame 1
|
||
|
ComputeDerivatives(pI0[currentLevel], tmp, pW[currentLevel],
|
||
|
pH[currentLevel], pS[currentLevel], Ix, Iy, Iz);
|
||
|
|
||
|
for (int iter = 0; iter < nSolverIters; ++iter) {
|
||
|
SolveForUpdate(du0, dv0, Ix, Iy, Iz, pW[currentLevel], pH[currentLevel],
|
||
|
pS[currentLevel], alpha, du1, dv1);
|
||
|
Swap(du0, du1);
|
||
|
Swap(dv0, dv1);
|
||
|
}
|
||
|
|
||
|
// update u, v
|
||
|
for (int i = 0; i < pH[currentLevel] * pS[currentLevel]; ++i) {
|
||
|
u[i] += du0[i];
|
||
|
v[i] += dv0[i];
|
||
|
}
|
||
|
} // end for (int warpIter = 0; warpIter < nWarpIters; ++warpIter)
|
||
|
|
||
|
if (currentLevel != nLevels - 1) {
|
||
|
// prolongate solution
|
||
|
float scaleX = (float)pW[currentLevel + 1] / (float)pW[currentLevel];
|
||
|
|
||
|
Upscale(u, pW[currentLevel], pH[currentLevel], pS[currentLevel],
|
||
|
pW[currentLevel + 1], pH[currentLevel + 1], pS[currentLevel + 1],
|
||
|
scaleX, nu);
|
||
|
|
||
|
float scaleY = (float)pH[currentLevel + 1] / (float)pH[currentLevel];
|
||
|
|
||
|
Upscale(v, pW[currentLevel], pH[currentLevel], pS[currentLevel],
|
||
|
pW[currentLevel + 1], pH[currentLevel + 1], pS[currentLevel + 1],
|
||
|
scaleY, nv);
|
||
|
|
||
|
Swap(u, nu);
|
||
|
Swap(v, nv);
|
||
|
}
|
||
|
} // end for (; currentLevel < nLevels; ++currentLevel)
|
||
|
|
||
|
if (u != u0) {
|
||
|
// solution is not in the specified array
|
||
|
// copy
|
||
|
memcpy(u0, u, pixelCountAligned * sizeof(float));
|
||
|
memcpy(v0, v, pixelCountAligned * sizeof(float));
|
||
|
Swap(u, nu);
|
||
|
Swap(v, nv);
|
||
|
}
|
||
|
|
||
|
// cleanup
|
||
|
// last level is not being freed here
|
||
|
// because it refers to input images
|
||
|
for (int i = 0; i < nLevels - 1; ++i) {
|
||
|
delete[] pI0[i];
|
||
|
delete[] pI1[i];
|
||
|
}
|
||
|
|
||
|
delete[] pI0;
|
||
|
delete[] pI1;
|
||
|
delete[] pW;
|
||
|
delete[] pH;
|
||
|
delete[] pS;
|
||
|
delete[] tmp;
|
||
|
delete[] du0;
|
||
|
delete[] dv0;
|
||
|
delete[] du1;
|
||
|
delete[] dv1;
|
||
|
delete[] Ix;
|
||
|
delete[] Iy;
|
||
|
delete[] Iz;
|
||
|
delete[] nu;
|
||
|
delete[] nv;
|
||
|
}
|