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#ifndef PCL_KINFU_INTERNAL_HPP_
#define PCL_KINFU_INTERNAL_HPP_
#include <pcl/gpu/containers/device_array.h>
//#include <pcl/gpu/utils/safe_call.hpp>
#include "safe_call.hpp"
namespace pcl
{
namespace device
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Types
typedef unsigned short ushort;
typedef DeviceArray2D<float> MapArr;
typedef DeviceArray2D<ushort> DepthMap;
typedef float4 PointType;
//TSDF fixed point divisor (if old format is enabled)
const int DIVISOR = 32767; // SHRT_MAX;
//Should be multiple of 32
enum { VOLUME_X = 512, VOLUME_Y = 512, VOLUME_Z = 512 };
const float VOLUME_SIZE = 3.0f; // in meters
/** \brief Camera intrinsics structure
*/
struct Intr
{
float fx, fy, cx, cy;
Intr () {}
Intr (float fx_, float fy_, float cx_, float cy_) : fx(fx_), fy(fy_), cx(cx_), cy(cy_) {}
Intr operator()(int level_index) const
{
int div = 1 << level_index;
return (Intr (fx / div, fy / div, cx / div, cy / div));
}
};
/** \brief 3x3 Matrix for device code
*/
struct Mat33
{
float3 data[3];
};
/** \brief Light source collection
*/
struct LightSource
{
float3 pos[1];
int number;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Maps
/** \brief Performs bilateral filtering of disparity map
* \param[in] src source map
* \param[out] dst output map
*/
void
bilateralFilter (const DepthMap& src, DepthMap& dst);
/** \brief Computes depth pyramid
* \param[in] src source
* \param[out] dst destination
*/
void
pyrDown (const DepthMap& src, DepthMap& dst);
/** \brief Computes vertex map
* \param[in] intr depth camera intrinsics
* \param[in] depth depth
* \param[out] vmap vertex map
*/
void
createVMap (const Intr& intr, const DepthMap& depth, MapArr& vmap);
/** \brief Computes normal map using cross product
* \param[in] vmap vertex map
* \param[out] nmap normal map
*/
void
createNMap (const MapArr& vmap, MapArr& nmap);
/** \brief Computes normal map using Eigen/PCA approach
* \param[in] vmap vertex map
* \param[out] nmap normal map
*/
void
computeNormalsEigen (const MapArr& vmap, MapArr& nmap);
/** \brief Performs affine transform of vertex and normal maps
* \param[in] vmap_src source vertex map
* \param[in] nmap_src source vertex map
* \param[in] Rmat Rotation mat
* \param[in] tvec translation
* \param[out] vmap_dst destination vertex map
* \param[out] nmap_dst destination vertex map
*/
void
tranformMaps (const MapArr& vmap_src, const MapArr& nmap_src, const Mat33& Rmat, const float3& tvec, MapArr& vmap_dst, MapArr& nmap_dst);
/** \brief Performs depth truncation
* \param[out] depth depth map to truncation
* \param[in] max_distance truncation threshold, values that are higher than the threshold are reset to zero (means not measurement)
*/
void
truncateDepth(DepthMap& depth, float max_distance);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ICP
/** \brief (now it's extra code) Computes corespondances map
* \param[in] vmap_g_curr current vertex map in global coo space
* \param[in] nmap_g_curr current normals map in global coo space
* \param[in] Rprev_inv inverse camera rotation at previous pose
* \param[in] tprev camera translation at previous pose
* \param[in] intr camera intrinsics
* \param[in] vmap_g_prev previous vertex map in global coo space
* \param[in] nmap_g_prev previous vertex map in global coo space
* \param[in] distThres distance filtering threshold
* \param[in] angleThres angle filtering threshold. Represents sine of angle between normals
* \param[out] coresp
*/
void
findCoresp (const MapArr& vmap_g_curr, const MapArr& nmap_g_curr, const Mat33& Rprev_inv, const float3& tprev, const Intr& intr,
const MapArr& vmap_g_prev, const MapArr& nmap_g_prev, float distThres, float angleThres, PtrStepSz<short2> coresp);
/** \brief (now it's extra code) Computation Ax=b for ICP iteration
* \param[in] v_dst destination vertex map (previous frame cloud)
* \param[in] n_dst destination normal map (previous frame normals)
* \param[in] v_src source normal map (current frame cloud)
* \param[in] coresp Corespondances
* \param[out] gbuf temp buffer for GPU reduction
* \param[out] mbuf output GPU buffer for matrix computed
* \param[out] matrixA_host A
* \param[out] vectorB_host b
*/
void
estimateTransform (const MapArr& v_dst, const MapArr& n_dst, const MapArr& v_src, const PtrStepSz<short2>& coresp,
DeviceArray2D<float>& gbuf, DeviceArray<float>& mbuf, float* matrixA_host, float* vectorB_host);
/** \brief Computation Ax=b for ICP iteration
* \param[in] Rcurr Rotation of current camera pose guess
* \param[in] tcurr translation of current camera pose guess
* \param[in] vmap_curr current vertex map in camera coo space
* \param[in] nmap_curr current vertex map in camera coo space
* \param[in] Rprev_inv inverse camera rotation at previous pose
* \param[in] tprev camera translation at previous pose
* \param[in] intr camera intrinsics
* \param[in] vmap_g_prev previous vertex map in global coo space
* \param[in] nmap_g_prev previous vertex map in global coo space
* \param[in] distThres distance filtering threshold
* \param[in] angleThres angle filtering threshold. Represents sine of angle between normals
* \param[out] gbuf temp buffer for GPU reduction
* \param[out] mbuf output GPU buffer for matrix computed
* \param[out] matrixA_host A
* \param[out] vectorB_host b
*/
void
estimateCombined (const Mat33& Rcurr, const float3& tcurr, const MapArr& vmap_curr, const MapArr& nmap_curr, const Mat33& Rprev_inv, const float3& tprev, const Intr& intr,
const MapArr& vmap_g_prev, const MapArr& nmap_g_prev, float distThres, float angleThres,
DeviceArray2D<float>& gbuf, DeviceArray<float>& mbuf, float* matrixA_host, float* vectorB_host);
void
estimateCombined (const Mat33& Rcurr, const float3& tcurr, const MapArr& vmap_curr, const MapArr& nmap_curr, const Mat33& Rprev_inv, const float3& tprev, const Intr& intr,
const MapArr& vmap_g_prev, const MapArr& nmap_g_prev, float distThres, float angleThres,
DeviceArray2D<double>& gbuf, DeviceArray<double>& mbuf, double* matrixA_host, double* vectorB_host);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// TSDF volume functions
/** \brief Perform tsdf volume initialization
* \param[out] array volume to be initialized
*/
PCL_EXPORTS void
initVolume(PtrStep<short2> array);
//first version
/** \brief Performs Tsfg volume uptation (extra obsolete now)
* \param[in] depth_raw Kinect depth image
* \param[in] intr camera intrinsics
* \param[in] volume_size size of volume in mm
* \param[in] Rcurr_inv inverse rotation for current camera pose
* \param[in] tcurr translation for current camera pose
* \param[in] tranc_dist tsdf truncation distance
* \param[in] volume tsdf volume to be updated
*/
void
integrateTsdfVolume (const PtrStepSz<ushort>& depth_raw, const Intr& intr, const float3& volume_size,
const Mat33& Rcurr_inv, const float3& tcurr, float tranc_dist, PtrStep<short2> volume);
//second version
/** \brief Function that integrates volume if volume element contains: 2 bytes for round(tsdf*SHORT_MAX) and 2 bytes for integer weight.
* \param[in] depth_raw Kinect depth image
* \param[in] intr camera intrinsics
* \param[in] volume_size size of volume in mm
* \param[in] Rcurr_inv inverse rotation for current camera pose
* \param[in] tcurr translation for current camera pose
* \param[in] tranc_dist tsdf truncation distance
* \param[in] volume tsdf volume to be updated
* \param[out] depthRawScaled Buffer for scaled depth along ray
*/
PCL_EXPORTS void
integrateTsdfVolume (const PtrStepSz<ushort>& depth_raw, const Intr& intr, const float3& volume_size,
const Mat33& Rcurr_inv, const float3& tcurr, float tranc_dist, PtrStep<short2> volume, DeviceArray2D<float>& depthRawScaled);
/** \brief Initialzied color volume
* \param[out] color_volume color volume for initialization
*/
void
initColorVolume(PtrStep<uchar4> color_volume);
/** \brief Performs integration in color volume
* \param[in] intr Depth camera intrionsics structure
* \param[in] tranc_dist tsdf truncation distance
* \param[in] R_inv Inverse camera rotation
* \param[in] t camera translation
* \param[in] vmap Raycasted vertex map
* \param[in] colors RGB colors for current frame
* \param[in] volume_size volume size in meters
* \param[in] color_volume color volume to be integrated
* \param[in] max_weight max weight for running color average. Zero means not average, one means average with prev value, etc.
*/
void
updateColorVolume(const Intr& intr, float tranc_dist, const Mat33& R_inv, const float3& t, const MapArr& vmap,
const PtrStepSz<uchar3>& colors, const float3& volume_size, PtrStep<uchar4> color_volume, int max_weight = 1);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Raycast and view generation
/** \brief Generation vertex and normal maps from volume for current camera pose
* \param[in] intr camera intrinsices
* \param[in] Rcurr current rotation
* \param[in] tcurr current translation
* \param[in] tranc_dist volume truncation distance
* \param[in] volume_size volume size in mm
* \param[in] volume tsdf volume
* \param[out] vmap output vertex map
* \param[out] nmap output normals map
*/
void
raycast (const Intr& intr, const Mat33& Rcurr, const float3& tcurr, float tranc_dist, const float3& volume_size,
const PtrStep<short2>& volume, MapArr& vmap, MapArr& nmap);
/** \brief Renders 3D image of the scene
* \param[in] vmap vertex map
* \param[in] nmap normals map
* \param[in] light poase of light source
* \param[out] dst buffer where image is generated
*/
void
generateImage (const MapArr& vmap, const MapArr& nmap, const LightSource& light, PtrStepSz<uchar3> dst);
/** \brief Renders depth image from give pose
* \param[in] R_inv inverse camera rotation
* \param[in] t camera translation
* \param[in] vmap vertex map
* \param[out] dst buffer where depth is generated
*/
void
generateDepth (const Mat33& R_inv, const float3& t, const MapArr& vmap, DepthMap& dst);
/** \brief Paints 3D view with color map
* \param[in] colors rgb color frame from OpenNI
* \param[out] dst output 3D view
* \param[in] colors_weight weight for colors
*/
void
paint3DView(const PtrStep<uchar3>& colors, PtrStepSz<uchar3> dst, float colors_weight = 0.5f);
/** \brief Performs resize of vertex map to next pyramid level by averaging each four points
* \param[in] input vertext map
* \param[out] output resized vertex map
*/
void
resizeVMap (const MapArr& input, MapArr& output);
/** \brief Performs resize of vertex map to next pyramid level by averaging each four normals
* \param[in] input normal map
* \param[out] output vertex map
*/
void
resizeNMap (const MapArr& input, MapArr& output);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Cloud extraction
/** \brief Perform point cloud extraction from tsdf volume
* \param[in] volume tsdf volume
* \param[in] volume_size size of the volume
* \param[out] output buffer large enough to store point cloud
* \return number of point stored to passed buffer
*/
PCL_EXPORTS size_t
extractCloud (const PtrStep<short2>& volume, const float3& volume_size, PtrSz<PointType> output);
/** \brief Performs normals computation for given points using tsdf volume
* \param[in] volume tsdf volume
* \param[in] volume_size volume size
* \param[in] input points where normals are computed
* \param[out] output normals. Could be float4 or float8. If for a point normal can't be computed, such normal is marked as nan.
*/
template<typename NormalType>
void
extractNormals (const PtrStep<short2>& volume, const float3& volume_size, const PtrSz<PointType>& input, NormalType* output);
/** \brief Performs colors exctraction from color volume
* \param[in] color_volume color volume
* \param[in] volume_size volume size
* \param[in] points points for which color are computed
* \param[out] colors output array with colors.
*/
void
exctractColors(const PtrStep<uchar4>& color_volume, const float3& volume_size, const PtrSz<PointType>& points, uchar4* colors);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Utility
struct float8 { float x, y, z, w, c1, c2, c3, c4; };
struct float12 { float x, y, z, w, normal_x, normal_y, normal_z, n4, c1, c2, c3, c4; };
/** \brief Conversion from SOA to AOS
* \param[in] vmap SOA map
* \param[out] output Array of 3D points. Can be float4 or float8.
*/
template<typename T>
void
convert (const MapArr& vmap, DeviceArray2D<T>& output);
/** \brief Merges pcl::PointXYZ and pcl::Normal to PointNormal
* \param[in] cloud points cloud
* \param[in] normals normals cloud
* \param[out] output array of PointNomals.
*/
void
mergePointNormal(const DeviceArray<float4>& cloud, const DeviceArray<float8>& normals, const DeviceArray<float12>& output);
/** \brief Check for qnan (unused now)
* \param[in] value
*/
inline bool
valid_host (float value)
{
return *reinterpret_cast<int*>(&value) != 0x7fffffff; //QNAN
}
/** \brief synchronizes CUDA execution */
inline
void
sync () { cudaSafeCall (cudaDeviceSynchronize ()); }
template<class D, class Matx> D&
device_cast (Matx& matx)
{
return (*reinterpret_cast<D*>(matx.data ()));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Marching cubes implementation
/** \brief Binds marching cubes tables to texture references */
void
bindTextures(const int *edgeBuf, const int *triBuf, const int *numVertsBuf);
/** \brief Unbinds */
void
unbindTextures();
/** \brief Scans tsdf volume and retrieves occupied voxels
* \param[in] volume tsdf volume
* \param[out] occupied_voxels buffer for occupied voxels. The function fulfills first row with voxel ids and second row with number of vertices.
* \return number of voxels in the buffer
*/
int
getOccupiedVoxels(const PtrStep<short2>& volume, DeviceArray2D<int>& occupied_voxels);
/** \brief Computes total number of vertexes for all voxels and offsets of vertexes in final triangle array
* \param[out] occupied_voxels buffer with occupied voxels. The function fulfills 3nd only with offsets
* \return total number of vertexes
*/
int
computeOffsetsAndTotalVertexes(DeviceArray2D<int>& occupied_voxels);
/** \brief Generates final triangle array
* \param[in] volume tsdf volume
* \param[in] occupied_voxels occupied voxel ids (first row), number of vertexes(second row), offsets(third row).
* \param[in] volume_size volume size in meters
* \param[out] output triangle array
*/
void
generateTriangles(const PtrStep<short2>& volume, const DeviceArray2D<int>& occupied_voxels, const float3& volume_size, DeviceArray<PointType>& output);
}
}
#endif /* PCL_KINFU_INTERNAL_HPP_ */