feat: upload model files and gradio app
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- .DS_Store +0 -0
- .gitattributes +2 -0
- .gitignore +0 -0
- app.py +257 -0
- assets/example_image/T.png +0 -0
- assets/example_image/typical_building_building.png +0 -0
- assets/example_image/typical_building_castle.png +0 -0
- assets/example_image/typical_building_colorful_cottage.png +0 -0
- assets/example_image/typical_building_maya_pyramid.png +0 -0
- assets/example_image/typical_building_mushroom.png +0 -0
- assets/example_image/typical_building_space_station.png +0 -0
- assets/example_image/typical_creature_dragon.png +0 -0
- assets/example_image/typical_creature_elephant.png +0 -0
- assets/example_image/typical_creature_furry.png +0 -0
- assets/example_image/typical_creature_quadruped.png +0 -0
- assets/example_image/typical_creature_robot_crab.png +0 -0
- assets/example_image/typical_creature_robot_dinosour.png +0 -0
- assets/example_image/typical_creature_rock_monster.png +0 -0
- assets/example_image/typical_humanoid_block_robot.png +0 -0
- assets/example_image/typical_humanoid_dragonborn.png +0 -0
- assets/example_image/typical_humanoid_dwarf.png +0 -0
- assets/example_image/typical_humanoid_goblin.png +0 -0
- assets/example_image/typical_humanoid_mech.png +0 -0
- assets/example_image/typical_misc_crate.png +0 -0
- assets/example_image/typical_misc_fireplace.png +0 -0
- assets/example_image/typical_misc_gate.png +0 -0
- assets/example_image/typical_misc_lantern.png +0 -0
- assets/example_image/typical_misc_magicbook.png +0 -0
- assets/example_image/typical_misc_mailbox.png +0 -0
- assets/example_image/typical_misc_monster_chest.png +0 -0
- assets/example_image/typical_misc_paper_machine.png +0 -0
- assets/example_image/typical_misc_phonograph.png +0 -0
- assets/example_image/typical_misc_portal2.png +0 -0
- assets/example_image/typical_misc_storage_chest.png +0 -0
- assets/example_image/typical_misc_telephone.png +0 -0
- assets/example_image/typical_misc_television.png +0 -0
- assets/example_image/typical_misc_workbench.png +0 -0
- assets/example_image/typical_vehicle_biplane.png +0 -0
- assets/example_image/typical_vehicle_bulldozer.png +0 -0
- assets/example_image/typical_vehicle_cart.png +0 -0
- assets/example_image/typical_vehicle_excavator.png +0 -0
- assets/example_image/typical_vehicle_helicopter.png +0 -0
- assets/example_image/typical_vehicle_locomotive.png +0 -0
- assets/example_image/typical_vehicle_pirate_ship.png +0 -0
- assets/example_image/weatherworn_misc_paper_machine3.png +0 -0
- extensions/nvdiffrast/LICENSE.txt +97 -0
- extensions/nvdiffrast/README.md +42 -0
- extensions/nvdiffrast/nvdiffrast/__init__.py +9 -0
- extensions/nvdiffrast/nvdiffrast/common/antialias.cu +558 -0
- extensions/nvdiffrast/nvdiffrast/common/antialias.h +50 -0
.DS_Store
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.gitattributes
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@@ -33,3 +33,5 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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wheels/nvdiffrast-0.3.3-cp310-cp310-linux_x86_64.whl filter=lfs diff=lfs merge=lfs -text
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*.whl filter=lfs diff=lfs merge=lfs -text
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.gitignore
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app.py
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1 |
+
import gradio as gr
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2 |
+
import spaces
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3 |
+
from gradio_litmodel3d import LitModel3D
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+
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5 |
+
import os
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+
os.environ['SPCONV_ALGO'] = 'native'
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+
from typing import *
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8 |
+
import torch
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+
import numpy as np
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+
import imageio
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+
import uuid
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12 |
+
from easydict import EasyDict as edict
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+
from PIL import Image
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+
from trellis.pipelines import TrellisImageTo3DPipeline
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+
from trellis.representations import Gaussian, MeshExtractResult
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+
from trellis.utils import render_utils, postprocessing_utils
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+
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18 |
+
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MAX_SEED = np.iinfo(np.int32).max
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TMP_DIR = "/tmp/Trellis-demo"
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+
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os.makedirs(TMP_DIR, exist_ok=True)
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+
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+
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def preprocess_image(image: Image.Image) -> Tuple[str, Image.Image]:
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26 |
+
"""
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Preprocess the input image.
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Args:
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image (Image.Image): The input image.
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+
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Returns:
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str: uuid of the trial.
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Image.Image: The preprocessed image.
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+
"""
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+
trial_id = str(uuid.uuid4())
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+
processed_image = pipeline.preprocess_image(image)
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processed_image.save(f"{TMP_DIR}/{trial_id}.png")
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return trial_id, processed_image
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+
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+
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def pack_state(gs: Gaussian, mesh: MeshExtractResult, trial_id: str) -> dict:
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return {
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'gaussian': {
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+
**gs.init_params,
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'_xyz': gs._xyz.cpu().numpy(),
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47 |
+
'_features_dc': gs._features_dc.cpu().numpy(),
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'_scaling': gs._scaling.cpu().numpy(),
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'_rotation': gs._rotation.cpu().numpy(),
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'_opacity': gs._opacity.cpu().numpy(),
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+
},
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+
'mesh': {
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+
'vertices': mesh.vertices.cpu().numpy(),
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'faces': mesh.faces.cpu().numpy(),
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},
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'trial_id': trial_id,
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}
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+
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+
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def unpack_state(state: dict) -> Tuple[Gaussian, edict, str]:
|
61 |
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gs = Gaussian(
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62 |
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aabb=state['gaussian']['aabb'],
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sh_degree=state['gaussian']['sh_degree'],
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+
mininum_kernel_size=state['gaussian']['mininum_kernel_size'],
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scaling_bias=state['gaussian']['scaling_bias'],
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opacity_bias=state['gaussian']['opacity_bias'],
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scaling_activation=state['gaussian']['scaling_activation'],
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+
)
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69 |
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gs._xyz = torch.tensor(state['gaussian']['_xyz'], device='cuda')
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+
gs._features_dc = torch.tensor(state['gaussian']['_features_dc'], device='cuda')
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71 |
+
gs._scaling = torch.tensor(state['gaussian']['_scaling'], device='cuda')
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+
gs._rotation = torch.tensor(state['gaussian']['_rotation'], device='cuda')
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gs._opacity = torch.tensor(state['gaussian']['_opacity'], device='cuda')
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+
|
75 |
+
mesh = edict(
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+
vertices=torch.tensor(state['mesh']['vertices'], device='cuda'),
|
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+
faces=torch.tensor(state['mesh']['faces'], device='cuda'),
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)
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79 |
+
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return gs, mesh, state['trial_id']
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+
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+
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+
@spaces.GPU
|
84 |
+
def image_to_3d(trial_id: str, seed: int, randomize_seed: bool, ss_guidance_strength: float, ss_sampling_steps: int, slat_guidance_strength: float, slat_sampling_steps: int) -> Tuple[dict, str]:
|
85 |
+
"""
|
86 |
+
Convert an image to a 3D model.
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87 |
+
|
88 |
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Args:
|
89 |
+
trial_id (str): The uuid of the trial.
|
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+
seed (int): The random seed.
|
91 |
+
randomize_seed (bool): Whether to randomize the seed.
|
92 |
+
ss_guidance_strength (float): The guidance strength for sparse structure generation.
|
93 |
+
ss_sampling_steps (int): The number of sampling steps for sparse structure generation.
|
94 |
+
slat_guidance_strength (float): The guidance strength for structured latent generation.
|
95 |
+
slat_sampling_steps (int): The number of sampling steps for structured latent generation.
|
96 |
+
|
97 |
+
Returns:
|
98 |
+
dict: The information of the generated 3D model.
|
99 |
+
str: The path to the video of the 3D model.
|
100 |
+
"""
|
101 |
+
if randomize_seed:
|
102 |
+
seed = np.random.randint(0, MAX_SEED)
|
103 |
+
outputs = pipeline.run(
|
104 |
+
Image.open(f"{TMP_DIR}/{trial_id}.png"),
|
105 |
+
seed=seed,
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106 |
+
formats=["gaussian", "mesh"],
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+
preprocess_image=False,
|
108 |
+
sparse_structure_sampler_params={
|
109 |
+
"steps": ss_sampling_steps,
|
110 |
+
"cfg_strength": ss_guidance_strength,
|
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+
},
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+
slat_sampler_params={
|
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+
"steps": slat_sampling_steps,
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+
"cfg_strength": slat_guidance_strength,
|
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+
},
|
116 |
+
)
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117 |
+
video = render_utils.render_video(outputs['gaussian'][0], num_frames=120)['color']
|
118 |
+
video_geo = render_utils.render_video(outputs['mesh'][0], num_frames=120)['normal']
|
119 |
+
video = [np.concatenate([video[i], video_geo[i]], axis=1) for i in range(len(video))]
|
120 |
+
trial_id = uuid.uuid4()
|
121 |
+
video_path = f"{TMP_DIR}/{trial_id}.mp4"
|
122 |
+
os.makedirs(os.path.dirname(video_path), exist_ok=True)
|
123 |
+
imageio.mimsave(video_path, video, fps=15)
|
124 |
+
state = pack_state(outputs['gaussian'][0], outputs['mesh'][0], trial_id)
|
125 |
+
return state, video_path
|
126 |
+
|
127 |
+
|
128 |
+
@spaces.GPU
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129 |
+
def extract_glb(state: dict, mesh_simplify: float, texture_size: int) -> Tuple[str, str]:
|
130 |
+
"""
|
131 |
+
Extract a GLB file from the 3D model.
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132 |
+
|
133 |
+
Args:
|
134 |
+
state (dict): The state of the generated 3D model.
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+
mesh_simplify (float): The mesh simplification factor.
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+
texture_size (int): The texture resolution.
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137 |
+
|
138 |
+
Returns:
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str: The path to the extracted GLB file.
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140 |
+
"""
|
141 |
+
gs, mesh, trial_id = unpack_state(state)
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142 |
+
glb = postprocessing_utils.to_glb(gs, mesh, simplify=mesh_simplify, texture_size=texture_size, verbose=False)
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143 |
+
glb_path = f"{TMP_DIR}/{trial_id}.glb"
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144 |
+
glb.export(glb_path)
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+
return glb_path, glb_path
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146 |
+
|
147 |
+
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148 |
+
def activate_button() -> gr.Button:
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149 |
+
return gr.Button(interactive=True)
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150 |
+
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151 |
+
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152 |
+
def deactivate_button() -> gr.Button:
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153 |
+
return gr.Button(interactive=False)
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154 |
+
|
155 |
+
|
156 |
+
with gr.Blocks() as demo:
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157 |
+
gr.Markdown("""
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158 |
+
## Image to 3D Asset with [TRELLIS](https://trellis3d.github.io/)
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159 |
+
* Upload an image and click "Generate" to create a 3D asset. If the image has alpha channel, it be used as the mask. Otherwise, we use `rembg` to remove the background.
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160 |
+
* If you find the generated 3D asset satisfactory, click "Extract GLB" to extract the GLB file and download it.
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+
""")
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162 |
+
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+
with gr.Row():
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+
with gr.Column():
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image_prompt = gr.Image(label="Image Prompt", image_mode="RGBA", type="pil", height=300)
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166 |
+
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167 |
+
with gr.Accordion(label="Generation Settings", open=False):
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168 |
+
seed = gr.Slider(0, MAX_SEED, label="Seed", value=0, step=1)
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169 |
+
randomize_seed = gr.Checkbox(label="Randomize Seed", value=True)
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170 |
+
gr.Markdown("Stage 1: Sparse Structure Generation")
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171 |
+
with gr.Row():
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172 |
+
ss_guidance_strength = gr.Slider(0.0, 10.0, label="Guidance Strength", value=7.5, step=0.1)
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173 |
+
ss_sampling_steps = gr.Slider(1, 50, label="Sampling Steps", value=12, step=1)
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174 |
+
gr.Markdown("Stage 2: Structured Latent Generation")
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+
with gr.Row():
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176 |
+
slat_guidance_strength = gr.Slider(0.0, 10.0, label="Guidance Strength", value=3.0, step=0.1)
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177 |
+
slat_sampling_steps = gr.Slider(1, 50, label="Sampling Steps", value=12, step=1)
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178 |
+
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179 |
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generate_btn = gr.Button("Generate")
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180 |
+
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181 |
+
with gr.Accordion(label="GLB Extraction Settings", open=False):
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182 |
+
mesh_simplify = gr.Slider(0.9, 0.98, label="Simplify", value=0.95, step=0.01)
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183 |
+
texture_size = gr.Slider(512, 2048, label="Texture Size", value=1024, step=512)
|
184 |
+
|
185 |
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extract_glb_btn = gr.Button("Extract GLB", interactive=False)
|
186 |
+
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187 |
+
with gr.Column():
|
188 |
+
video_output = gr.Video(label="Generated 3D Asset", autoplay=True, loop=True, height=300)
|
189 |
+
model_output = LitModel3D(label="Extracted GLB", exposure=20.0, height=300)
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190 |
+
download_glb = gr.DownloadButton(label="Download GLB", interactive=False)
|
191 |
+
|
192 |
+
trial_id = gr.Textbox(visible=False)
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193 |
+
output_buf = gr.State()
|
194 |
+
|
195 |
+
# Example images at the bottom of the page
|
196 |
+
with gr.Row():
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examples = gr.Examples(
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examples=[
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f'assets/example_image/{image}'
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for image in os.listdir("assets/example_image")
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],
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inputs=[image_prompt],
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fn=preprocess_image,
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outputs=[trial_id, image_prompt],
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run_on_click=True,
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examples_per_page=64,
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)
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+
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# Handlers
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image_prompt.upload(
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211 |
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preprocess_image,
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212 |
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inputs=[image_prompt],
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213 |
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outputs=[trial_id, image_prompt],
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214 |
+
)
|
215 |
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image_prompt.clear(
|
216 |
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lambda: '',
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217 |
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outputs=[trial_id],
|
218 |
+
)
|
219 |
+
|
220 |
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generate_btn.click(
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221 |
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image_to_3d,
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222 |
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inputs=[trial_id, seed, randomize_seed, ss_guidance_strength, ss_sampling_steps, slat_guidance_strength, slat_sampling_steps],
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223 |
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outputs=[output_buf, video_output],
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224 |
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).then(
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225 |
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activate_button,
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outputs=[extract_glb_btn],
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227 |
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)
|
228 |
+
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229 |
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video_output.clear(
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230 |
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deactivate_button,
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231 |
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outputs=[extract_glb_btn],
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232 |
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)
|
233 |
+
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extract_glb_btn.click(
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235 |
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extract_glb,
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inputs=[output_buf, mesh_simplify, texture_size],
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237 |
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outputs=[model_output, download_glb],
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).then(
|
239 |
+
activate_button,
|
240 |
+
outputs=[download_glb],
|
241 |
+
)
|
242 |
+
|
243 |
+
model_output.clear(
|
244 |
+
deactivate_button,
|
245 |
+
outputs=[download_glb],
|
246 |
+
)
|
247 |
+
|
248 |
+
|
249 |
+
# Launch the Gradio app
|
250 |
+
if __name__ == "__main__":
|
251 |
+
pipeline = TrellisImageTo3DPipeline.from_pretrained("JeffreyXiang/TRELLIS-image-large")
|
252 |
+
pipeline.cuda()
|
253 |
+
try:
|
254 |
+
pipeline.preprocess_image(Image.fromarray(np.zeros((512, 512, 3), dtype=np.uint8))) # Preload rembg
|
255 |
+
except:
|
256 |
+
pass
|
257 |
+
demo.launch()
|
assets/example_image/T.png
ADDED
assets/example_image/typical_building_building.png
ADDED
assets/example_image/typical_building_castle.png
ADDED
assets/example_image/typical_building_colorful_cottage.png
ADDED
assets/example_image/typical_building_maya_pyramid.png
ADDED
assets/example_image/typical_building_mushroom.png
ADDED
assets/example_image/typical_building_space_station.png
ADDED
assets/example_image/typical_creature_dragon.png
ADDED
assets/example_image/typical_creature_elephant.png
ADDED
assets/example_image/typical_creature_furry.png
ADDED
assets/example_image/typical_creature_quadruped.png
ADDED
assets/example_image/typical_creature_robot_crab.png
ADDED
assets/example_image/typical_creature_robot_dinosour.png
ADDED
assets/example_image/typical_creature_rock_monster.png
ADDED
assets/example_image/typical_humanoid_block_robot.png
ADDED
assets/example_image/typical_humanoid_dragonborn.png
ADDED
assets/example_image/typical_humanoid_dwarf.png
ADDED
assets/example_image/typical_humanoid_goblin.png
ADDED
assets/example_image/typical_humanoid_mech.png
ADDED
assets/example_image/typical_misc_crate.png
ADDED
assets/example_image/typical_misc_fireplace.png
ADDED
assets/example_image/typical_misc_gate.png
ADDED
assets/example_image/typical_misc_lantern.png
ADDED
assets/example_image/typical_misc_magicbook.png
ADDED
assets/example_image/typical_misc_mailbox.png
ADDED
assets/example_image/typical_misc_monster_chest.png
ADDED
assets/example_image/typical_misc_paper_machine.png
ADDED
assets/example_image/typical_misc_phonograph.png
ADDED
assets/example_image/typical_misc_portal2.png
ADDED
assets/example_image/typical_misc_storage_chest.png
ADDED
assets/example_image/typical_misc_telephone.png
ADDED
assets/example_image/typical_misc_television.png
ADDED
assets/example_image/typical_misc_workbench.png
ADDED
assets/example_image/typical_vehicle_biplane.png
ADDED
assets/example_image/typical_vehicle_bulldozer.png
ADDED
assets/example_image/typical_vehicle_cart.png
ADDED
assets/example_image/typical_vehicle_excavator.png
ADDED
assets/example_image/typical_vehicle_helicopter.png
ADDED
assets/example_image/typical_vehicle_locomotive.png
ADDED
assets/example_image/typical_vehicle_pirate_ship.png
ADDED
assets/example_image/weatherworn_misc_paper_machine3.png
ADDED
extensions/nvdiffrast/LICENSE.txt
ADDED
@@ -0,0 +1,97 @@
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|
1 |
+
Copyright (c) 2020, NVIDIA Corporation. All rights reserved.
|
2 |
+
|
3 |
+
|
4 |
+
Nvidia Source Code License (1-Way Commercial)
|
5 |
+
|
6 |
+
=======================================================================
|
7 |
+
|
8 |
+
1. Definitions
|
9 |
+
|
10 |
+
"Licensor" means any person or entity that distributes its Work.
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+
"Software" means the original work of authorship made available under
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13 |
+
this License.
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+
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15 |
+
"Work" means the Software and any additions to or derivative works of
|
16 |
+
the Software that are made available under this License.
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17 |
+
|
18 |
+
The terms "reproduce," "reproduction," "derivative works," and
|
19 |
+
"distribution" have the meaning as provided under U.S. copyright law;
|
20 |
+
provided, however, that for the purposes of this License, derivative
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+
works shall not include works that remain separable from, or merely
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link (or bind by name) to the interfaces of, the Work.
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Works, including the Software, are "made available" under this License
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by including in or with the Work either (a) a copyright notice
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referencing the applicability of this License to the Work, or (b) a
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copy of this License.
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2. License Grants
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2.1 Copyright Grant. Subject to the terms and conditions of this
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License, each Licensor grants to you a perpetual, worldwide,
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prepare derivative works of, publicly display, publicly perform,
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sublicense and distribute its Work and any resulting derivative
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3. Limitations
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3.1 Redistribution. You may reproduce or distribute the Work only
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if (a) you do so under this License, (b) you include a complete
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copy of this License with your distribution, and (c) you retain
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without modification any copyright, patent, trademark, or
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attribution notices that are present in the Work.
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3.2 Derivative Works. You may specify that additional or different
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terms apply to the use, reproduction, and distribution of your
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derivative works of the Work ("Your Terms") only if (a) Your Terms
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provide that the use limitation in Section 3.3 applies to your
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this License (including the redistribution requirements in Section
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3.1) will continue to apply to the Work itself.
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3.3 Use Limitation. The Work and any derivative works thereof only
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may be used or intended for use non-commercially. The Work or
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derivative works thereof may be used or intended for use by Nvidia
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or its affiliates commercially or non-commercially. As used herein,
|
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+
"non-commercially" means for research or evaluation purposes only
|
60 |
+
and not for any direct or indirect monetary gain.
|
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+
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3.4 Patent Claims. If you bring or threaten to bring a patent claim
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against any Licensor (including any claim, cross-claim or
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counterclaim in a lawsuit) to enforce any patents that you allege
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are infringed by any Work, then your rights under this License from
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such Licensor (including the grant in Section 2.1) will terminate
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immediately.
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+
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+
3.5 Trademarks. This License does not grant any rights to use any
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+
Licensor's or its affiliates' names, logos, or trademarks, except
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as necessary to reproduce the notices described in this License.
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+
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3.6 Termination. If you violate any term of this License, then your
|
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+
rights under this License (including the grant in Section 2.1) will
|
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terminate immediately.
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4. Disclaimer of Warranty.
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THE WORK IS PROVIDED "AS IS" WITHOUT WARRANTIES OR CONDITIONS OF ANY
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KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WARRANTIES OR CONDITIONS OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE OR
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+
NON-INFRINGEMENT. YOU BEAR THE RISK OF UNDERTAKING ANY ACTIVITIES UNDER
|
83 |
+
THIS LICENSE.
|
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+
|
85 |
+
5. Limitation of Liability.
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86 |
+
|
87 |
+
EXCEPT AS PROHIBITED BY APPLICABLE LAW, IN NO EVENT AND UNDER NO LEGAL
|
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+
THEORY, WHETHER IN TORT (INCLUDING NEGLIGENCE), CONTRACT, OR OTHERWISE
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+
SHALL ANY LICENSOR BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY DIRECT,
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INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF
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OR RELATED TO THIS LICENSE, THE USE OR INABILITY TO USE THE WORK
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(INCLUDING BUT NOT LIMITED TO LOSS OF GOODWILL, BUSINESS INTERRUPTION,
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LOST PROFITS OR DATA, COMPUTER FAILURE OR MALFUNCTION, OR ANY OTHER
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COMMERCIAL DAMAGES OR LOSSES), EVEN IF THE LICENSOR HAS BEEN ADVISED OF
|
95 |
+
THE POSSIBILITY OF SUCH DAMAGES.
|
96 |
+
|
97 |
+
=======================================================================
|
extensions/nvdiffrast/README.md
ADDED
@@ -0,0 +1,42 @@
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
1 |
+
## Nvdiffrast – Modular Primitives for High-Performance Differentiable Rendering
|
2 |
+
|
3 |
+
![Teaser image](./docs/img/teaser.png)
|
4 |
+
|
5 |
+
**Modular Primitives for High-Performance Differentiable Rendering**<br>
|
6 |
+
Samuli Laine, Janne Hellsten, Tero Karras, Yeongho Seol, Jaakko Lehtinen, Timo Aila<br>
|
7 |
+
[http://arxiv.org/abs/2011.03277](http://arxiv.org/abs/2011.03277)
|
8 |
+
|
9 |
+
Nvdiffrast is a PyTorch/TensorFlow library that provides high-performance primitive operations for rasterization-based differentiable rendering.
|
10 |
+
Please refer to ☞☞ [nvdiffrast documentation](https://nvlabs.github.io/nvdiffrast) ☜☜ for more information.
|
11 |
+
|
12 |
+
## Licenses
|
13 |
+
|
14 |
+
Copyright © 2020–2024, NVIDIA Corporation. All rights reserved.
|
15 |
+
|
16 |
+
This work is made available under the [Nvidia Source Code License](https://github.com/NVlabs/nvdiffrast/blob/main/LICENSE.txt).
|
17 |
+
|
18 |
+
For business inquiries, please visit our website and submit the form: [NVIDIA Research Licensing](https://www.nvidia.com/en-us/research/inquiries/)
|
19 |
+
|
20 |
+
We do not currently accept outside code contributions in the form of pull requests.
|
21 |
+
|
22 |
+
Environment map stored as part of `samples/data/envphong.npz` is derived from a Wave Engine
|
23 |
+
[sample material](https://github.com/WaveEngine/Samples-2.5/tree/master/Materials/EnvironmentMap/Content/Assets/CubeMap.cubemap)
|
24 |
+
originally shared under
|
25 |
+
[MIT License](https://github.com/WaveEngine/Samples-2.5/blob/master/LICENSE.md).
|
26 |
+
Mesh and texture stored as part of `samples/data/earth.npz` are derived from
|
27 |
+
[3D Earth Photorealistic 2K](https://www.turbosquid.com/3d-models/3d-realistic-earth-photorealistic-2k-1279125)
|
28 |
+
model originally made available under
|
29 |
+
[TurboSquid 3D Model License](https://blog.turbosquid.com/turbosquid-3d-model-license/#3d-model-license).
|
30 |
+
|
31 |
+
## Citation
|
32 |
+
|
33 |
+
```
|
34 |
+
@article{Laine2020diffrast,
|
35 |
+
title = {Modular Primitives for High-Performance Differentiable Rendering},
|
36 |
+
author = {Samuli Laine and Janne Hellsten and Tero Karras and Yeongho Seol and Jaakko Lehtinen and Timo Aila},
|
37 |
+
journal = {ACM Transactions on Graphics},
|
38 |
+
year = {2020},
|
39 |
+
volume = {39},
|
40 |
+
number = {6}
|
41 |
+
}
|
42 |
+
```
|
extensions/nvdiffrast/nvdiffrast/__init__.py
ADDED
@@ -0,0 +1,9 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
# Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
2 |
+
#
|
3 |
+
# NVIDIA CORPORATION and its licensors retain all intellectual property
|
4 |
+
# and proprietary rights in and to this software, related documentation
|
5 |
+
# and any modifications thereto. Any use, reproduction, disclosure or
|
6 |
+
# distribution of this software and related documentation without an express
|
7 |
+
# license agreement from NVIDIA CORPORATION is strictly prohibited.
|
8 |
+
|
9 |
+
__version__ = '0.3.3'
|
extensions/nvdiffrast/nvdiffrast/common/antialias.cu
ADDED
@@ -0,0 +1,558 @@
|
|
|
|
|
|
|
|
|
|
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|
|
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1 |
+
// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
2 |
+
//
|
3 |
+
// NVIDIA CORPORATION and its licensors retain all intellectual property
|
4 |
+
// and proprietary rights in and to this software, related documentation
|
5 |
+
// and any modifications thereto. Any use, reproduction, disclosure or
|
6 |
+
// distribution of this software and related documentation without an express
|
7 |
+
// license agreement from NVIDIA CORPORATION is strictly prohibited.
|
8 |
+
|
9 |
+
#include "antialias.h"
|
10 |
+
|
11 |
+
//------------------------------------------------------------------------
|
12 |
+
// Helpers.
|
13 |
+
|
14 |
+
#define F32_MAX (3.402823466e+38f)
|
15 |
+
static __forceinline__ __device__ bool same_sign(float a, float b) { return (__float_as_int(a) ^ __float_as_int(b)) >= 0; }
|
16 |
+
static __forceinline__ __device__ bool rational_gt(float n0, float n1, float d0, float d1) { return (n0*d1 > n1*d0) == same_sign(d0, d1); }
|
17 |
+
static __forceinline__ __device__ int max_idx3(float n0, float n1, float n2, float d0, float d1, float d2)
|
18 |
+
{
|
19 |
+
bool g10 = rational_gt(n1, n0, d1, d0);
|
20 |
+
bool g20 = rational_gt(n2, n0, d2, d0);
|
21 |
+
bool g21 = rational_gt(n2, n1, d2, d1);
|
22 |
+
if (g20 && g21) return 2;
|
23 |
+
if (g10) return 1;
|
24 |
+
return 0;
|
25 |
+
}
|
26 |
+
|
27 |
+
//------------------------------------------------------------------------
|
28 |
+
// Format of antialiasing work items stored in work buffer. Usually accessed directly as int4.
|
29 |
+
|
30 |
+
struct AAWorkItem
|
31 |
+
{
|
32 |
+
enum
|
33 |
+
{
|
34 |
+
EDGE_MASK = 3, // Edge index in lowest bits.
|
35 |
+
FLAG_DOWN_BIT = 2, // Down instead of right.
|
36 |
+
FLAG_TRI1_BIT = 3, // Edge is from other pixel's triangle.
|
37 |
+
};
|
38 |
+
|
39 |
+
int px, py; // Pixel x, y.
|
40 |
+
unsigned int pz_flags; // High 16 bits = pixel z, low 16 bits = edge index and flags.
|
41 |
+
float alpha; // Antialiasing alpha value. Zero if no AA.
|
42 |
+
};
|
43 |
+
|
44 |
+
//------------------------------------------------------------------------
|
45 |
+
// Hash functions. Adapted from public-domain code at http://www.burtleburtle.net/bob/hash/doobs.html
|
46 |
+
|
47 |
+
#define JENKINS_MAGIC (0x9e3779b9u)
|
48 |
+
static __device__ __forceinline__ void jenkins_mix(unsigned int& a, unsigned int& b, unsigned int& c)
|
49 |
+
{
|
50 |
+
a -= b; a -= c; a ^= (c>>13);
|
51 |
+
b -= c; b -= a; b ^= (a<<8);
|
52 |
+
c -= a; c -= b; c ^= (b>>13);
|
53 |
+
a -= b; a -= c; a ^= (c>>12);
|
54 |
+
b -= c; b -= a; b ^= (a<<16);
|
55 |
+
c -= a; c -= b; c ^= (b>>5);
|
56 |
+
a -= b; a -= c; a ^= (c>>3);
|
57 |
+
b -= c; b -= a; b ^= (a<<10);
|
58 |
+
c -= a; c -= b; c ^= (b>>15);
|
59 |
+
}
|
60 |
+
|
61 |
+
// Helper class for hash index iteration. Implements simple odd-skip linear probing with a key-dependent skip.
|
62 |
+
class HashIndex
|
63 |
+
{
|
64 |
+
public:
|
65 |
+
__device__ __forceinline__ HashIndex(const AntialiasKernelParams& p, uint64_t key)
|
66 |
+
{
|
67 |
+
m_mask = (p.allocTriangles << AA_LOG_HASH_ELEMENTS_PER_TRIANGLE(p.allocTriangles)) - 1; // This should work until triangle count exceeds 1073741824.
|
68 |
+
m_idx = (uint32_t)(key & 0xffffffffu);
|
69 |
+
m_skip = (uint32_t)(key >> 32);
|
70 |
+
uint32_t dummy = JENKINS_MAGIC;
|
71 |
+
jenkins_mix(m_idx, m_skip, dummy);
|
72 |
+
m_idx &= m_mask;
|
73 |
+
m_skip &= m_mask;
|
74 |
+
m_skip |= 1;
|
75 |
+
}
|
76 |
+
__device__ __forceinline__ int get(void) const { return m_idx; }
|
77 |
+
__device__ __forceinline__ void next(void) { m_idx = (m_idx + m_skip) & m_mask; }
|
78 |
+
private:
|
79 |
+
uint32_t m_idx, m_skip, m_mask;
|
80 |
+
};
|
81 |
+
|
82 |
+
static __device__ __forceinline__ void hash_insert(const AntialiasKernelParams& p, uint64_t key, int v)
|
83 |
+
{
|
84 |
+
HashIndex idx(p, key);
|
85 |
+
while(1)
|
86 |
+
{
|
87 |
+
uint64_t prev = atomicCAS((unsigned long long*)&p.evHash[idx.get()], 0, (unsigned long long)key);
|
88 |
+
if (prev == 0 || prev == key)
|
89 |
+
break;
|
90 |
+
idx.next();
|
91 |
+
}
|
92 |
+
int* q = (int*)&p.evHash[idx.get()];
|
93 |
+
int a = atomicCAS(q+2, 0, v);
|
94 |
+
if (a != 0 && a != v)
|
95 |
+
atomicCAS(q+3, 0, v);
|
96 |
+
}
|
97 |
+
|
98 |
+
static __device__ __forceinline__ int2 hash_find(const AntialiasKernelParams& p, uint64_t key)
|
99 |
+
{
|
100 |
+
HashIndex idx(p, key);
|
101 |
+
while(1)
|
102 |
+
{
|
103 |
+
uint4 entry = p.evHash[idx.get()];
|
104 |
+
uint64_t k = ((uint64_t)entry.x) | (((uint64_t)entry.y) << 32);
|
105 |
+
if (k == key || k == 0)
|
106 |
+
return make_int2((int)entry.z, (int)entry.w);
|
107 |
+
idx.next();
|
108 |
+
}
|
109 |
+
}
|
110 |
+
|
111 |
+
static __device__ __forceinline__ void evhash_insert_vertex(const AntialiasKernelParams& p, int va, int vb, int vn)
|
112 |
+
{
|
113 |
+
if (va == vb)
|
114 |
+
return;
|
115 |
+
|
116 |
+
uint64_t v0 = (uint32_t)min(va, vb) + 1; // canonical vertex order
|
117 |
+
uint64_t v1 = (uint32_t)max(va, vb) + 1;
|
118 |
+
uint64_t vk = v0 | (v1 << 32); // hash key
|
119 |
+
hash_insert(p, vk, vn + 1);
|
120 |
+
}
|
121 |
+
|
122 |
+
static __forceinline__ __device__ int evhash_find_vertex(const AntialiasKernelParams& p, int va, int vb, int vr)
|
123 |
+
{
|
124 |
+
if (va == vb)
|
125 |
+
return -1;
|
126 |
+
|
127 |
+
uint64_t v0 = (uint32_t)min(va, vb) + 1; // canonical vertex order
|
128 |
+
uint64_t v1 = (uint32_t)max(va, vb) + 1;
|
129 |
+
uint64_t vk = v0 | (v1 << 32); // hash key
|
130 |
+
int2 vn = hash_find(p, vk) - 1;
|
131 |
+
if (vn.x == vr) return vn.y;
|
132 |
+
if (vn.y == vr) return vn.x;
|
133 |
+
return -1;
|
134 |
+
}
|
135 |
+
|
136 |
+
//------------------------------------------------------------------------
|
137 |
+
// Mesh analysis kernel.
|
138 |
+
|
139 |
+
__global__ void AntialiasFwdMeshKernel(const AntialiasKernelParams p)
|
140 |
+
{
|
141 |
+
int idx = threadIdx.x + blockIdx.x * blockDim.x;
|
142 |
+
if (idx >= p.numTriangles)
|
143 |
+
return;
|
144 |
+
|
145 |
+
int v0 = p.tri[idx * 3 + 0];
|
146 |
+
int v1 = p.tri[idx * 3 + 1];
|
147 |
+
int v2 = p.tri[idx * 3 + 2];
|
148 |
+
|
149 |
+
if (v0 < 0 || v0 >= p.numVertices ||
|
150 |
+
v1 < 0 || v1 >= p.numVertices ||
|
151 |
+
v2 < 0 || v2 >= p.numVertices)
|
152 |
+
return;
|
153 |
+
|
154 |
+
if (v0 == v1 || v1 == v2 || v2 == v0)
|
155 |
+
return;
|
156 |
+
|
157 |
+
evhash_insert_vertex(p, v1, v2, v0);
|
158 |
+
evhash_insert_vertex(p, v2, v0, v1);
|
159 |
+
evhash_insert_vertex(p, v0, v1, v2);
|
160 |
+
}
|
161 |
+
|
162 |
+
//------------------------------------------------------------------------
|
163 |
+
// Discontinuity finder kernel.
|
164 |
+
|
165 |
+
__global__ void AntialiasFwdDiscontinuityKernel(const AntialiasKernelParams p)
|
166 |
+
{
|
167 |
+
// Calculate pixel position.
|
168 |
+
int px = blockIdx.x * AA_DISCONTINUITY_KERNEL_BLOCK_WIDTH + threadIdx.x;
|
169 |
+
int py = blockIdx.y * AA_DISCONTINUITY_KERNEL_BLOCK_HEIGHT + threadIdx.y;
|
170 |
+
int pz = blockIdx.z;
|
171 |
+
if (px >= p.width || py >= p.height || pz >= p.n)
|
172 |
+
return;
|
173 |
+
|
174 |
+
// Pointer to our TriIdx and fetch.
|
175 |
+
int pidx0 = ((px + p.width * (py + p.height * pz)) << 2) + 3;
|
176 |
+
float tri0 = p.rasterOut[pidx0]; // These can stay as float, as we only compare them against each other.
|
177 |
+
|
178 |
+
// Look right, clamp at edge.
|
179 |
+
int pidx1 = pidx0;
|
180 |
+
if (px < p.width - 1)
|
181 |
+
pidx1 += 4;
|
182 |
+
float tri1 = p.rasterOut[pidx1];
|
183 |
+
|
184 |
+
// Look down, clamp at edge.
|
185 |
+
int pidx2 = pidx0;
|
186 |
+
if (py < p.height - 1)
|
187 |
+
pidx2 += p.width << 2;
|
188 |
+
float tri2 = p.rasterOut[pidx2];
|
189 |
+
|
190 |
+
// Determine amount of work.
|
191 |
+
int count = 0;
|
192 |
+
if (tri1 != tri0) count = 1;
|
193 |
+
if (tri2 != tri0) count += 1;
|
194 |
+
if (!count)
|
195 |
+
return; // Exit warp.
|
196 |
+
|
197 |
+
// Coalesce work counter update to once per CTA.
|
198 |
+
__shared__ int s_temp;
|
199 |
+
s_temp = 0;
|
200 |
+
__syncthreads();
|
201 |
+
int idx = atomicAdd(&s_temp, count);
|
202 |
+
__syncthreads();
|
203 |
+
if (idx == 0)
|
204 |
+
{
|
205 |
+
int base = atomicAdd(&p.workBuffer[0].x, s_temp);
|
206 |
+
s_temp = base + 1; // don't clobber the counters in first slot.
|
207 |
+
}
|
208 |
+
__syncthreads();
|
209 |
+
idx += s_temp;
|
210 |
+
|
211 |
+
// Write to memory.
|
212 |
+
if (tri1 != tri0) p.workBuffer[idx++] = make_int4(px, py, (pz << 16), 0);
|
213 |
+
if (tri2 != tri0) p.workBuffer[idx] = make_int4(px, py, (pz << 16) + (1 << AAWorkItem::FLAG_DOWN_BIT), 0);
|
214 |
+
}
|
215 |
+
|
216 |
+
//------------------------------------------------------------------------
|
217 |
+
// Forward analysis kernel.
|
218 |
+
|
219 |
+
__global__ void AntialiasFwdAnalysisKernel(const AntialiasKernelParams p)
|
220 |
+
{
|
221 |
+
__shared__ int s_base;
|
222 |
+
int workCount = p.workBuffer[0].x;
|
223 |
+
for(;;)
|
224 |
+
{
|
225 |
+
// Persistent threads work fetcher.
|
226 |
+
__syncthreads();
|
227 |
+
if (threadIdx.x == 0)
|
228 |
+
s_base = atomicAdd(&p.workBuffer[0].y, AA_ANALYSIS_KERNEL_THREADS_PER_BLOCK);
|
229 |
+
__syncthreads();
|
230 |
+
int thread_idx = s_base + threadIdx.x;
|
231 |
+
if (thread_idx >= workCount)
|
232 |
+
return;
|
233 |
+
|
234 |
+
int4* pItem = p.workBuffer + thread_idx + 1;
|
235 |
+
int4 item = *pItem;
|
236 |
+
int px = item.x;
|
237 |
+
int py = item.y;
|
238 |
+
int pz = (int)(((unsigned int)item.z) >> 16);
|
239 |
+
int d = (item.z >> AAWorkItem::FLAG_DOWN_BIT) & 1;
|
240 |
+
|
241 |
+
int pixel0 = px + p.width * (py + p.height * pz);
|
242 |
+
int pixel1 = pixel0 + (d ? p.width : 1);
|
243 |
+
float2 zt0 = ((float2*)p.rasterOut)[(pixel0 << 1) + 1];
|
244 |
+
float2 zt1 = ((float2*)p.rasterOut)[(pixel1 << 1) + 1];
|
245 |
+
int tri0 = float_to_triidx(zt0.y) - 1;
|
246 |
+
int tri1 = float_to_triidx(zt1.y) - 1;
|
247 |
+
|
248 |
+
// Select triangle based on background / depth.
|
249 |
+
int tri = (tri0 >= 0) ? tri0 : tri1;
|
250 |
+
if (tri0 >= 0 && tri1 >= 0)
|
251 |
+
tri = (zt0.x < zt1.x) ? tri0 : tri1;
|
252 |
+
if (tri == tri1)
|
253 |
+
{
|
254 |
+
// Calculate with respect to neighbor pixel if chose that triangle.
|
255 |
+
px += 1 - d;
|
256 |
+
py += d;
|
257 |
+
}
|
258 |
+
|
259 |
+
// Bail out if triangle index is corrupt.
|
260 |
+
if (tri < 0 || tri >= p.numTriangles)
|
261 |
+
continue;
|
262 |
+
|
263 |
+
// Fetch vertex indices.
|
264 |
+
int vi0 = p.tri[tri * 3 + 0];
|
265 |
+
int vi1 = p.tri[tri * 3 + 1];
|
266 |
+
int vi2 = p.tri[tri * 3 + 2];
|
267 |
+
|
268 |
+
// Bail out if vertex indices are corrupt.
|
269 |
+
if (vi0 < 0 || vi0 >= p.numVertices ||
|
270 |
+
vi1 < 0 || vi1 >= p.numVertices ||
|
271 |
+
vi2 < 0 || vi2 >= p.numVertices)
|
272 |
+
continue;
|
273 |
+
|
274 |
+
// Fetch opposite vertex indices. Use vertex itself (always silhouette) if no opposite vertex exists.
|
275 |
+
int op0 = evhash_find_vertex(p, vi2, vi1, vi0);
|
276 |
+
int op1 = evhash_find_vertex(p, vi0, vi2, vi1);
|
277 |
+
int op2 = evhash_find_vertex(p, vi1, vi0, vi2);
|
278 |
+
|
279 |
+
// Instance mode: Adjust vertex indices based on minibatch index.
|
280 |
+
if (p.instance_mode)
|
281 |
+
{
|
282 |
+
int vbase = pz * p.numVertices;
|
283 |
+
vi0 += vbase;
|
284 |
+
vi1 += vbase;
|
285 |
+
vi2 += vbase;
|
286 |
+
if (op0 >= 0) op0 += vbase;
|
287 |
+
if (op1 >= 0) op1 += vbase;
|
288 |
+
if (op2 >= 0) op2 += vbase;
|
289 |
+
}
|
290 |
+
|
291 |
+
// Fetch vertex positions.
|
292 |
+
float4 p0 = ((float4*)p.pos)[vi0];
|
293 |
+
float4 p1 = ((float4*)p.pos)[vi1];
|
294 |
+
float4 p2 = ((float4*)p.pos)[vi2];
|
295 |
+
float4 o0 = (op0 < 0) ? p0 : ((float4*)p.pos)[op0];
|
296 |
+
float4 o1 = (op1 < 0) ? p1 : ((float4*)p.pos)[op1];
|
297 |
+
float4 o2 = (op2 < 0) ? p2 : ((float4*)p.pos)[op2];
|
298 |
+
|
299 |
+
// Project vertices to pixel space.
|
300 |
+
float w0 = 1.f / p0.w;
|
301 |
+
float w1 = 1.f / p1.w;
|
302 |
+
float w2 = 1.f / p2.w;
|
303 |
+
float ow0 = 1.f / o0.w;
|
304 |
+
float ow1 = 1.f / o1.w;
|
305 |
+
float ow2 = 1.f / o2.w;
|
306 |
+
float fx = (float)px + .5f - p.xh;
|
307 |
+
float fy = (float)py + .5f - p.yh;
|
308 |
+
float x0 = p0.x * w0 * p.xh - fx;
|
309 |
+
float y0 = p0.y * w0 * p.yh - fy;
|
310 |
+
float x1 = p1.x * w1 * p.xh - fx;
|
311 |
+
float y1 = p1.y * w1 * p.yh - fy;
|
312 |
+
float x2 = p2.x * w2 * p.xh - fx;
|
313 |
+
float y2 = p2.y * w2 * p.yh - fy;
|
314 |
+
float ox0 = o0.x * ow0 * p.xh - fx;
|
315 |
+
float oy0 = o0.y * ow0 * p.yh - fy;
|
316 |
+
float ox1 = o1.x * ow1 * p.xh - fx;
|
317 |
+
float oy1 = o1.y * ow1 * p.yh - fy;
|
318 |
+
float ox2 = o2.x * ow2 * p.xh - fx;
|
319 |
+
float oy2 = o2.y * ow2 * p.yh - fy;
|
320 |
+
|
321 |
+
// Signs to kill non-silhouette edges.
|
322 |
+
float bb = (x1-x0)*(y2-y0) - (x2-x0)*(y1-y0); // Triangle itself.
|
323 |
+
float a0 = (x1-ox0)*(y2-oy0) - (x2-ox0)*(y1-oy0); // Wings.
|
324 |
+
float a1 = (x2-ox1)*(y0-oy1) - (x0-ox1)*(y2-oy1);
|
325 |
+
float a2 = (x0-ox2)*(y1-oy2) - (x1-ox2)*(y0-oy2);
|
326 |
+
|
327 |
+
// If no matching signs anywhere, skip the rest.
|
328 |
+
if (same_sign(a0, bb) || same_sign(a1, bb) || same_sign(a2, bb))
|
329 |
+
{
|
330 |
+
// XY flip for horizontal edges.
|
331 |
+
if (d)
|
332 |
+
{
|
333 |
+
swap(x0, y0);
|
334 |
+
swap(x1, y1);
|
335 |
+
swap(x2, y2);
|
336 |
+
}
|
337 |
+
|
338 |
+
float dx0 = x2 - x1;
|
339 |
+
float dx1 = x0 - x2;
|
340 |
+
float dx2 = x1 - x0;
|
341 |
+
float dy0 = y2 - y1;
|
342 |
+
float dy1 = y0 - y2;
|
343 |
+
float dy2 = y1 - y0;
|
344 |
+
|
345 |
+
// Check if an edge crosses between us and the neighbor pixel.
|
346 |
+
float dc = -F32_MAX;
|
347 |
+
float ds = (tri == tri0) ? 1.f : -1.f;
|
348 |
+
float d0 = ds * (x1*dy0 - y1*dx0);
|
349 |
+
float d1 = ds * (x2*dy1 - y2*dx1);
|
350 |
+
float d2 = ds * (x0*dy2 - y0*dx2);
|
351 |
+
|
352 |
+
if (same_sign(y1, y2)) d0 = -F32_MAX, dy0 = 1.f;
|
353 |
+
if (same_sign(y2, y0)) d1 = -F32_MAX, dy1 = 1.f;
|
354 |
+
if (same_sign(y0, y1)) d2 = -F32_MAX, dy2 = 1.f;
|
355 |
+
|
356 |
+
int di = max_idx3(d0, d1, d2, dy0, dy1, dy2);
|
357 |
+
if (di == 0 && same_sign(a0, bb) && fabsf(dy0) >= fabsf(dx0)) dc = d0 / dy0;
|
358 |
+
if (di == 1 && same_sign(a1, bb) && fabsf(dy1) >= fabsf(dx1)) dc = d1 / dy1;
|
359 |
+
if (di == 2 && same_sign(a2, bb) && fabsf(dy2) >= fabsf(dx2)) dc = d2 / dy2;
|
360 |
+
float eps = .0625f; // Expect no more than 1/16 pixel inaccuracy.
|
361 |
+
|
362 |
+
// Adjust output image if a suitable edge was found.
|
363 |
+
if (dc > -eps && dc < 1.f + eps)
|
364 |
+
{
|
365 |
+
dc = fminf(fmaxf(dc, 0.f), 1.f);
|
366 |
+
float alpha = ds * (.5f - dc);
|
367 |
+
const float* pColor0 = p.color + pixel0 * p.channels;
|
368 |
+
const float* pColor1 = p.color + pixel1 * p.channels;
|
369 |
+
float* pOutput = p.output + (alpha > 0.f ? pixel0 : pixel1) * p.channels;
|
370 |
+
for (int i=0; i < p.channels; i++)
|
371 |
+
atomicAdd(&pOutput[i], alpha * (pColor1[i] - pColor0[i]));
|
372 |
+
|
373 |
+
// Rewrite the work item's flags and alpha. Keep original px, py.
|
374 |
+
unsigned int flags = pz << 16;
|
375 |
+
flags |= di;
|
376 |
+
flags |= d << AAWorkItem::FLAG_DOWN_BIT;
|
377 |
+
flags |= (__float_as_uint(ds) >> 31) << AAWorkItem::FLAG_TRI1_BIT;
|
378 |
+
((int2*)pItem)[1] = make_int2(flags, __float_as_int(alpha));
|
379 |
+
}
|
380 |
+
}
|
381 |
+
}
|
382 |
+
}
|
383 |
+
|
384 |
+
//------------------------------------------------------------------------
|
385 |
+
// Gradient kernel.
|
386 |
+
|
387 |
+
__global__ void AntialiasGradKernel(const AntialiasKernelParams p)
|
388 |
+
{
|
389 |
+
// Temporary space for coalesced atomics.
|
390 |
+
CA_DECLARE_TEMP(AA_GRAD_KERNEL_THREADS_PER_BLOCK);
|
391 |
+
__shared__ int s_base; // Work counter communication across entire CTA.
|
392 |
+
|
393 |
+
int workCount = p.workBuffer[0].x;
|
394 |
+
|
395 |
+
for(;;)
|
396 |
+
{
|
397 |
+
// Persistent threads work fetcher.
|
398 |
+
__syncthreads();
|
399 |
+
if (threadIdx.x == 0)
|
400 |
+
s_base = atomicAdd(&p.workBuffer[0].y, AA_GRAD_KERNEL_THREADS_PER_BLOCK);
|
401 |
+
__syncthreads();
|
402 |
+
int thread_idx = s_base + threadIdx.x;
|
403 |
+
if (thread_idx >= workCount)
|
404 |
+
return;
|
405 |
+
|
406 |
+
// Read work item filled out by forward kernel.
|
407 |
+
int4 item = p.workBuffer[thread_idx + 1];
|
408 |
+
unsigned int amask = __ballot_sync(0xffffffffu, item.w);
|
409 |
+
if (item.w == 0)
|
410 |
+
continue; // No effect.
|
411 |
+
|
412 |
+
// Unpack work item and replicate setup from forward analysis kernel.
|
413 |
+
int px = item.x;
|
414 |
+
int py = item.y;
|
415 |
+
int pz = (int)(((unsigned int)item.z) >> 16);
|
416 |
+
int d = (item.z >> AAWorkItem::FLAG_DOWN_BIT) & 1;
|
417 |
+
float alpha = __int_as_float(item.w);
|
418 |
+
int tri1 = (item.z >> AAWorkItem::FLAG_TRI1_BIT) & 1;
|
419 |
+
int di = item.z & AAWorkItem::EDGE_MASK;
|
420 |
+
float ds = __int_as_float(__float_as_int(1.0) | (tri1 << 31));
|
421 |
+
int pixel0 = px + p.width * (py + p.height * pz);
|
422 |
+
int pixel1 = pixel0 + (d ? p.width : 1);
|
423 |
+
int tri = float_to_triidx(p.rasterOut[((tri1 ? pixel1 : pixel0) << 2) + 3]) - 1;
|
424 |
+
if (tri1)
|
425 |
+
{
|
426 |
+
px += 1 - d;
|
427 |
+
py += d;
|
428 |
+
}
|
429 |
+
|
430 |
+
// Bail out if triangle index is corrupt.
|
431 |
+
bool triFail = (tri < 0 || tri >= p.numTriangles);
|
432 |
+
amask = __ballot_sync(amask, !triFail);
|
433 |
+
if (triFail)
|
434 |
+
continue;
|
435 |
+
|
436 |
+
// Outgoing color gradients.
|
437 |
+
float* pGrad0 = p.gradColor + pixel0 * p.channels;
|
438 |
+
float* pGrad1 = p.gradColor + pixel1 * p.channels;
|
439 |
+
|
440 |
+
// Incoming color gradients.
|
441 |
+
const float* pDy = p.dy + (alpha > 0.f ? pixel0 : pixel1) * p.channels;
|
442 |
+
|
443 |
+
// Position gradient weight based on colors and incoming gradients.
|
444 |
+
float dd = 0.f;
|
445 |
+
const float* pColor0 = p.color + pixel0 * p.channels;
|
446 |
+
const float* pColor1 = p.color + pixel1 * p.channels;
|
447 |
+
|
448 |
+
// Loop over channels and accumulate.
|
449 |
+
for (int i=0; i < p.channels; i++)
|
450 |
+
{
|
451 |
+
float dy = pDy[i];
|
452 |
+
if (dy != 0.f)
|
453 |
+
{
|
454 |
+
// Update position gradient weight.
|
455 |
+
dd += dy * (pColor1[i] - pColor0[i]);
|
456 |
+
|
457 |
+
// Update color gradients. No coalescing because all have different targets.
|
458 |
+
float v = alpha * dy;
|
459 |
+
atomicAdd(&pGrad0[i], -v);
|
460 |
+
atomicAdd(&pGrad1[i], v);
|
461 |
+
}
|
462 |
+
}
|
463 |
+
|
464 |
+
// If position weight is zero, skip the rest.
|
465 |
+
bool noGrad = (dd == 0.f);
|
466 |
+
amask = __ballot_sync(amask, !noGrad);
|
467 |
+
if (noGrad)
|
468 |
+
continue;
|
469 |
+
|
470 |
+
// Fetch vertex indices of the active edge and their positions.
|
471 |
+
int i1 = (di < 2) ? (di + 1) : 0;
|
472 |
+
int i2 = (i1 < 2) ? (i1 + 1) : 0;
|
473 |
+
int vi1 = p.tri[3 * tri + i1];
|
474 |
+
int vi2 = p.tri[3 * tri + i2];
|
475 |
+
|
476 |
+
// Bail out if vertex indices are corrupt.
|
477 |
+
bool vtxFail = (vi1 < 0 || vi1 >= p.numVertices || vi2 < 0 || vi2 >= p.numVertices);
|
478 |
+
amask = __ballot_sync(amask, !vtxFail);
|
479 |
+
if (vtxFail)
|
480 |
+
continue;
|
481 |
+
|
482 |
+
// Instance mode: Adjust vertex indices based on minibatch index.
|
483 |
+
if (p.instance_mode)
|
484 |
+
{
|
485 |
+
vi1 += pz * p.numVertices;
|
486 |
+
vi2 += pz * p.numVertices;
|
487 |
+
}
|
488 |
+
|
489 |
+
// Fetch vertex positions.
|
490 |
+
float4 p1 = ((float4*)p.pos)[vi1];
|
491 |
+
float4 p2 = ((float4*)p.pos)[vi2];
|
492 |
+
|
493 |
+
// Project vertices to pixel space.
|
494 |
+
float pxh = p.xh;
|
495 |
+
float pyh = p.yh;
|
496 |
+
float fx = (float)px + .5f - pxh;
|
497 |
+
float fy = (float)py + .5f - pyh;
|
498 |
+
|
499 |
+
// XY flip for horizontal edges.
|
500 |
+
if (d)
|
501 |
+
{
|
502 |
+
swap(p1.x, p1.y);
|
503 |
+
swap(p2.x, p2.y);
|
504 |
+
swap(pxh, pyh);
|
505 |
+
swap(fx, fy);
|
506 |
+
}
|
507 |
+
|
508 |
+
// Gradient calculation setup.
|
509 |
+
float w1 = 1.f / p1.w;
|
510 |
+
float w2 = 1.f / p2.w;
|
511 |
+
float x1 = p1.x * w1 * pxh - fx;
|
512 |
+
float y1 = p1.y * w1 * pyh - fy;
|
513 |
+
float x2 = p2.x * w2 * pxh - fx;
|
514 |
+
float y2 = p2.y * w2 * pyh - fy;
|
515 |
+
float dx = x2 - x1;
|
516 |
+
float dy = y2 - y1;
|
517 |
+
float db = x1*dy - y1*dx;
|
518 |
+
|
519 |
+
// Compute inverse delta-y with epsilon.
|
520 |
+
float ep = copysignf(1e-3f, dy); // ~1/1000 pixel.
|
521 |
+
float iy = 1.f / (dy + ep);
|
522 |
+
|
523 |
+
// Compute position gradients.
|
524 |
+
float dby = db * iy;
|
525 |
+
float iw1 = -w1 * iy * dd;
|
526 |
+
float iw2 = w2 * iy * dd;
|
527 |
+
float gp1x = iw1 * pxh * y2;
|
528 |
+
float gp2x = iw2 * pxh * y1;
|
529 |
+
float gp1y = iw1 * pyh * (dby - x2);
|
530 |
+
float gp2y = iw2 * pyh * (dby - x1);
|
531 |
+
float gp1w = -(p1.x * gp1x + p1.y * gp1y) * w1;
|
532 |
+
float gp2w = -(p2.x * gp2x + p2.y * gp2y) * w2;
|
533 |
+
|
534 |
+
// XY flip the gradients.
|
535 |
+
if (d)
|
536 |
+
{
|
537 |
+
swap(gp1x, gp1y);
|
538 |
+
swap(gp2x, gp2y);
|
539 |
+
}
|
540 |
+
|
541 |
+
// Kill position gradients if alpha was saturated.
|
542 |
+
if (fabsf(alpha) >= 0.5f)
|
543 |
+
{
|
544 |
+
gp1x = gp1y = gp1w = 0.f;
|
545 |
+
gp2x = gp2y = gp2w = 0.f;
|
546 |
+
}
|
547 |
+
|
548 |
+
// Initialize coalesced atomics. Match both triangle ID and edge index.
|
549 |
+
// Also note that some threads may be inactive.
|
550 |
+
CA_SET_GROUP_MASK(tri ^ (di << 30), amask);
|
551 |
+
|
552 |
+
// Accumulate gradients.
|
553 |
+
caAtomicAdd3_xyw(p.gradPos + 4 * vi1, gp1x, gp1y, gp1w);
|
554 |
+
caAtomicAdd3_xyw(p.gradPos + 4 * vi2, gp2x, gp2y, gp2w);
|
555 |
+
}
|
556 |
+
}
|
557 |
+
|
558 |
+
//------------------------------------------------------------------------
|
extensions/nvdiffrast/nvdiffrast/common/antialias.h
ADDED
@@ -0,0 +1,50 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
2 |
+
//
|
3 |
+
// NVIDIA CORPORATION and its licensors retain all intellectual property
|
4 |
+
// and proprietary rights in and to this software, related documentation
|
5 |
+
// and any modifications thereto. Any use, reproduction, disclosure or
|
6 |
+
// distribution of this software and related documentation without an express
|
7 |
+
// license agreement from NVIDIA CORPORATION is strictly prohibited.
|
8 |
+
|
9 |
+
#pragma once
|
10 |
+
#include "common.h"
|
11 |
+
|
12 |
+
//------------------------------------------------------------------------
|
13 |
+
// Constants and helpers.
|
14 |
+
|
15 |
+
#define AA_DISCONTINUITY_KERNEL_BLOCK_WIDTH 32
|
16 |
+
#define AA_DISCONTINUITY_KERNEL_BLOCK_HEIGHT 8
|
17 |
+
#define AA_ANALYSIS_KERNEL_THREADS_PER_BLOCK 256
|
18 |
+
#define AA_MESH_KERNEL_THREADS_PER_BLOCK 256
|
19 |
+
#define AA_HASH_ELEMENTS_PER_TRIANGLE(alloc) ((alloc) >= (2 << 25) ? 4 : 8) // With more than 16777216 triangles (alloc >= 33554432) use smallest possible value of 4 to conserve memory, otherwise use 8 for fewer collisions.
|
20 |
+
#define AA_LOG_HASH_ELEMENTS_PER_TRIANGLE(alloc) ((alloc) >= (2 << 25) ? 2 : 3)
|
21 |
+
#define AA_GRAD_KERNEL_THREADS_PER_BLOCK 256
|
22 |
+
|
23 |
+
//------------------------------------------------------------------------
|
24 |
+
// CUDA kernel params.
|
25 |
+
|
26 |
+
struct AntialiasKernelParams
|
27 |
+
{
|
28 |
+
const float* color; // Incoming color buffer.
|
29 |
+
const float* rasterOut; // Incoming rasterizer output buffer.
|
30 |
+
const int* tri; // Incoming triangle buffer.
|
31 |
+
const float* pos; // Incoming position buffer.
|
32 |
+
float* output; // Output buffer of forward kernel.
|
33 |
+
const float* dy; // Incoming gradients.
|
34 |
+
float* gradColor; // Output buffer, color gradient.
|
35 |
+
float* gradPos; // Output buffer, position gradient.
|
36 |
+
int4* workBuffer; // Buffer for storing intermediate work items. First item reserved for counters.
|
37 |
+
uint4* evHash; // Edge-vertex hash.
|
38 |
+
int allocTriangles; // Number of triangles accommodated by evHash. Always power of two.
|
39 |
+
int numTriangles; // Number of triangles.
|
40 |
+
int numVertices; // Number of vertices.
|
41 |
+
int width; // Input width.
|
42 |
+
int height; // Input height.
|
43 |
+
int n; // Minibatch size.
|
44 |
+
int channels; // Channel count in color input.
|
45 |
+
float xh, yh; // Transfer to pixel space.
|
46 |
+
int instance_mode; // 0=normal, 1=instance mode.
|
47 |
+
int tri_const; // 1 if triangle array is known to be constant.
|
48 |
+
};
|
49 |
+
|
50 |
+
//------------------------------------------------------------------------
|