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 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: // Args:
// p: Coordinates of a point. // p: Coordinates of a point.
// v0, v1: Coordinates of the end points of the line segment. // v0, v1: Coordinates of the end points of the line segment.
// //
// Returns: // Returns:
// non-square distance to the boundary of the triangle. // squared distance to the boundary of the triangle.
// //
__device__ inline float __device__ inline float
PointLineDistanceForward(const float2& p, const float2& a, const float2& b) { PointLineDistanceForward(const float2& p, const float2& a, const float2& b) {
@ -284,7 +285,7 @@ PointLineDistanceBackward(
// v0, v1, v2: Coordinates of the three triangle vertices. // v0, v1, v2: Coordinates of the three triangle vertices.
// //
// Returns: // Returns:
// shortest absolute distance from a point to a triangle. // shortest squared distance from a point to a triangle.
// //
__device__ inline float PointTriangleDistanceForward( __device__ inline float PointTriangleDistanceForward(
const float2& p, 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); 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: // Args:
// p: Coordinates of a point. // p: Coordinates of a point.
// v0, v1: Coordinates of the end points of the line segment. // v0, v1: Coordinates of the end points of the line segment.
// //
// Returns: // 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: // Consider the line extending the segment - this can be parameterized as:
// v0 + t (v1 - v0). // 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. // v0, v1, v2: Coordinates of the three triangle vertices.
// //
// Returns: // Returns:
// shortest absolute distance from a point to a triangle. // shortest squared distance from a point to a triangle.
// //
// //
template <typename T> template <typename T>

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