squared distance in comments

Summary: Comments were describing squared distance as absolute distance in a few places.

Reviewed By: nikhilaravi

Differential Revision: D20426020

fbshipit-source-id: 009946867c4a98f61f5ce7158542d41e22bf8346
This commit is contained in:
Jeremy Reizenstein 2020-03-13 04:32:30 -07:00 committed by Facebook GitHub Bot
parent d91c1d365b
commit 2361845548
3 changed files with 12 additions and 9 deletions

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@ -218,14 +218,15 @@ BarycentricPerspectiveCorrectionBackward(
return thrust::make_tuple(grad_bary, grad_z0, grad_z1, grad_z2);
}
// Return minimum distance between line segment (v1 - v0) and point p.
// Calculate minimum squared distance between a line segment (v1 - v0) and a
// point p.
//
// Args:
// p: Coordinates of a point.
// v0, v1: Coordinates of the end points of the line segment.
//
// Returns:
// non-square distance to the boundary of the triangle.
// squared distance to the boundary of the triangle.
//
__device__ inline float
PointLineDistanceForward(const float2& p, const float2& a, const float2& b) {
@ -284,7 +285,7 @@ PointLineDistanceBackward(
// v0, v1, v2: Coordinates of the three triangle vertices.
//
// Returns:
// shortest absolute distance from a point to a triangle.
// shortest squared distance from a point to a triangle.
//
__device__ inline float PointTriangleDistanceForward(
const float2& p,

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@ -241,14 +241,15 @@ inline std::tuple<vec3<T>, T, T, T> BarycentricPerspectiveCorrectionBackward(
return std::make_tuple(grad_bary, grad_z0, grad_z1, grad_z2);
}
// Calculate minimum distance between a line segment (v1 - v0) and point p.
// Calculate minimum squared distance between a line segment (v1 - v0) and a
// point p.
//
// Args:
// p: Coordinates of a point.
// v0, v1: Coordinates of the end points of the line segment.
//
// Returns:
// non-square distance of the point to the line.
// squared distance of the point to the line.
//
// Consider the line extending the segment - this can be parameterized as:
// v0 + t (v1 - v0).
@ -322,7 +323,7 @@ inline std::tuple<vec2<T>, vec2<T>, vec2<T>> PointLineDistanceBackward(
// v0, v1, v2: Coordinates of the three triangle vertices.
//
// Returns:
// shortest absolute distance from a point to a triangle.
// shortest squared distance from a point to a triangle.
//
//
template <typename T>

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@ -214,14 +214,15 @@ RasterizeMeshesNaiveCpu(
continue; // Point is behind the image plane so ignore.
}
// Compute absolute distance of the point to the triangle.
// If the point is inside the triangle then the distance
// is negative.
// Compute squared distance of the point to the triangle.
const float dist = PointTriangleDistanceForward(pxy, v0, v1, v2);
// Use the bary coordinates to determine if the point is
// inside the face.
const bool inside = bary.x > 0.0f && bary.y > 0.0f && bary.z > 0.0f;
// If the point is inside the triangle then signed_dist
// is negative.
const float signed_dist = inside ? -dist : dist;
// Check if pixel is outside blur region