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Note for iou3d
Summary: A note for our new algorithm for IoU of oriented 3D boxes. It includes * A description of the algorithm * A comparison with Objectron Reviewed By: nikhilaravi Differential Revision: D31288066 fbshipit-source-id: 0ea8da887bc5810bf4a3e0848223dd3590df1538
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---
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hide_title: true
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sidebar_label: IoU3D
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---
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# Intersection Over Union of Oriented 3D Boxes: A New Algorithm
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Author: Georgia Gkioxari
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Implementation: Georgia Gkioxari and Nikhila Ravi
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## Description
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Intersection over union (IoU) of boxes is widely used as an evaluation metric in object detection ([1][pascalvoc], [2][coco]).
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In 2D, IoU is commonly applied to axis-aligned boxes, namely boxes with edges parallel to the image axis.
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In 3D, boxes are usually not axis aligned and can be oriented in any way in the world.
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We introduce a new algorithm which computes the *exact* IoU of two *oriented 3D boxes*.
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Our algorithm is based on the simple observation that the intersection of two oriented boxes, `box1` and `box2`, is a convex n-gon with `n > 2` comprised of connected *planar units*.
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In 3D, these planar units are 3D triangular faces.
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In 2D, they are 2D edges.
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Each planar unit belongs strictly to either `box1` or `box2`.
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Our algorithm finds these units by iterating through the sides of each box.
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1. For each 3D triangular face `e` in `box1` we check wether `e` is *inside* `box2`.
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2. If `e` is not *inside*, then we discard it.
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3. If `e` is *inside* or *partially inside*, then the part of `e` *inside* `box2` is added to the units that comprise the final intersection shape.
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4. We repeat for `box2`.
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Below, we show a visualization of our algorithm for the case of 2D oriented boxes.
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<p align="center">
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<img src="assets/iou3d.gif" alt="drawing" width="400"/>
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</p>
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Note that when a box's unit `e` is *partially inside* a `box` then `e` breaks into smaller units. In 2D, `e` is an edge and breaks into smaller edges. In 3D, `e` is a 3D triangular face and is clipped to more and smaller faces by the plane of the `box` it intersects with.
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This is the sole fundamental difference between the algorithms for 2D and 3D.
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## Comparison With Other Algorithms
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Current algorithms for 3D box IoU rely on crude approximations or make box assumptions, for example they restrict the orientation of the 3D boxes.
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[Objectron][objectron] provides a nice discussion on the limitations of prior works.
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[Objectron][objectron] introduces a great algorithm for exact IoU computation of oriented 3D boxes.
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Objectron's algorithm computes the intersection points of two boxes using the [Sutherland-Hodgman algorithm][clipalgo].
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The intersection shape is formed by the convex hull from the intersection points, using the [Qhull library][qhull].
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Our algorithm has several advantages over Objectron's:
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1. Our algorithm also computes the points of intersection, similar to Objectron, but in addition stores the *planar units* the points belong to. This eliminates the need for convex hull computation which is `O(nlogn)` and relies on a third party library which often crashes with nondescript error messages.
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2. Objectron's implementation assumes that boxes are a rotation away from axis aligned. Our algorithm and implementation makes no such assumption and works for any 3D boxes.
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3. Our implementation supports batching, unlike Objectron which assumes single element inputs for `box1` and `box2`.
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4. Our implementation is easily parallelizable and in fact we provide a custom C++/CUDA implementation which is **450 times faster than Objectron**.
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Below we compare the performance for Objectron (in C++) and our algorithm, in C++ and CUDA. We benchmark for a common use case in object detection where `boxes1` hold M predictions and `boxes2` hold N ground truth 3D boxes in an image. We compute the `MxN` IoU matrix and report the time in ms for `M=N=16`.
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<p align="center">
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<img src="assets/iou3d_comp.png" alt="drawing" width="400"/>
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</p>
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## Usage and Code
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```python
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from pytorch3d.ops import box3d_overlap
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# Assume inputs: boxes1 (M, 8, 3) and boxes2 (N, 8, 3)
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intersection_vol, iou_3d = box3d_overal(boxes1, boxes2)
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```
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For more details, read [iou_box3d.py](https://github.com/facebookresearch/pytorch3d/blob/main/pytorch3d/ops/iou_box3d.py).
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Note that our implementation is not differentiable as of now. We plan to add gradient support soon.
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We also include have extensive [tests](https://github.com/facebookresearch/pytorch3d/blob/main/tests/test_iou_box3d.py) comparing our implementation with Objectron and MeshLab.
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## Cite
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If you use our 3D IoU algorithm, please cite PyTorch3D
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```bibtex
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@article{ravi2020pytorch3d,
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author = {Nikhila Ravi and Jeremy Reizenstein and David Novotny and Taylor Gordon
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and Wan-Yen Lo and Justin Johnson and Georgia Gkioxari},
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title = {Accelerating 3D Deep Learning with PyTorch3D},
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journal = {arXiv:2007.08501},
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year = {2020},
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}
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```
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[pascalvoc]: http://host.robots.ox.ac.uk/pascal/VOC/
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[coco]: https://cocodataset.org/
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[objectron]: https://arxiv.org/abs/2012.09988
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[qhull]: http://www.qhull.org/
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[clipalgo]: https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm
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"docs": {
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"Introduction": ["why_pytorch3d"],
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"Data": ["io", "meshes_io", "datasets", "batching"],
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"Ops": ["cubify"],
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"Ops": ["cubify", "iou3d"],
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"Visualization": ["visualization"],
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"Renderer": ["renderer", "renderer_getting_started", "cameras"]
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}
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