merayxu 9e21659fc5 Fixed windows MSVC build compatibility (#9)
Summary:
Fixed a few MSVC compiler (visual studio 2019, MSVC 19.16.27034) compatibility issues
1. Replaced long with int64_t. aten::data_ptr\<long\> is not supported in MSVC
2. pytorch3d/csrc/rasterize_points/rasterize_points_cpu.cpp, inline function is not correctly recognized by MSVC.
3. pytorch3d/csrc/rasterize_meshes/geometry_utils.cuh
const auto kEpsilon = 1e-30;
MSVC does not compile this const into both host and device, change to a MACRO.
4. pytorch3d/csrc/rasterize_meshes/geometry_utils.cuh,
const float area2 = pow(area, 2.0);
2.0 is considered as double by MSVC and raised an error
5. pytorch3d/csrc/rasterize_points/rasterize_points_cpu.cpp
std::tuple<torch::Tensor, torch::Tensor> RasterizePointsCoarseCpu() return type does not match the declaration in rasterize_points_cpu.h.
Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/9

Reviewed By: nikhilaravi

Differential Revision: D19986567

Pulled By: yuanluxu

fbshipit-source-id: f4d98525d088c99c513b85193db6f0fc69c7f017
2020-02-20 18:43:19 -08:00

355 lines
13 KiB
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// Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
#include <float.h>
#include <math.h>
#include <torch/extension.h>
#include <cstdio>
#include "float_math.cuh"
// Set epsilon for preventing floating point errors and division by 0.
#ifdef _MSC_VER
#define kEpsilon 1e-30f
#else
const auto kEpsilon = 1e-30;
#endif
// Determines whether a point p is on the right side of a 2D line segment
// given by the end points v0, v1.
//
// Args:
// p: vec2 Coordinates of a point.
// v0, v1: vec2 Coordinates of the end points of the edge.
//
// Returns:
// area: The signed area of the parallelogram given by the vectors
// A = p - v0
// B = v1 - v0
//
__device__ inline float
EdgeFunctionForward(const float2& p, const float2& v0, const float2& v1) {
return (p.x - v0.x) * (v1.y - v0.y) - (p.y - v0.y) * (v1.x - v0.x);
}
// Backward pass for the edge function returning partial dervivatives for each
// of the input points.
//
// Args:
// p: vec2 Coordinates of a point.
// v0, v1: vec2 Coordinates of the end points of the edge.
// grad_edge: Upstream gradient for output from edge function.
//
// Returns:
// tuple of gradients for each of the input points:
// (float2 d_edge_dp, float2 d_edge_dv0, float2 d_edge_dv1)
//
__device__ inline thrust::tuple<float2, float2, float2> EdgeFunctionBackward(
const float2& p,
const float2& v0,
const float2& v1,
const float& grad_edge) {
const float2 dedge_dp = make_float2(v1.y - v0.y, v0.x - v1.x);
const float2 dedge_dv0 = make_float2(p.y - v1.y, v1.x - p.x);
const float2 dedge_dv1 = make_float2(v0.y - p.y, p.x - v0.x);
return thrust::make_tuple(
grad_edge * dedge_dp, grad_edge * dedge_dv0, grad_edge * dedge_dv1);
}
// The forward pass for computing the barycentric coordinates of a point
// relative to a triangle.
//
// Args:
// p: Coordinates of a point.
// v0, v1, v2: Coordinates of the triangle vertices.
//
// Returns
// bary: (w0, w1, w2) barycentric coordinates in the range [0, 1].
//
__device__ inline float3 BarycentricCoordsForward(
const float2& p,
const float2& v0,
const float2& v1,
const float2& v2) {
const float area = EdgeFunctionForward(v2, v0, v1) + kEpsilon;
const float w0 = EdgeFunctionForward(p, v1, v2) / area;
const float w1 = EdgeFunctionForward(p, v2, v0) / area;
const float w2 = EdgeFunctionForward(p, v0, v1) / area;
return make_float3(w0, w1, w2);
}
// The backward pass for computing the barycentric coordinates of a point
// relative to a triangle.
//
// Args:
// p: Coordinates of a point.
// v0, v1, v2: (x, y) coordinates of the triangle vertices.
// grad_bary_upstream: vec3<T> Upstream gradient for each of the
// barycentric coordaintes [grad_w0, grad_w1, grad_w2].
//
// Returns
// tuple of gradients for each of the triangle vertices:
// (float2 grad_v0, float2 grad_v1, float2 grad_v2)
//
__device__ inline thrust::tuple<float2, float2, float2, float2>
BarycentricCoordsBackward(
const float2& p,
const float2& v0,
const float2& v1,
const float2& v2,
const float3& grad_bary_upstream) {
const float area = EdgeFunctionForward(v2, v0, v1) + kEpsilon;
const float area2 = pow(area, 2.0f);
const float e0 = EdgeFunctionForward(p, v1, v2);
const float e1 = EdgeFunctionForward(p, v2, v0);
const float e2 = EdgeFunctionForward(p, v0, v1);
const float grad_w0 = grad_bary_upstream.x;
const float grad_w1 = grad_bary_upstream.y;
const float grad_w2 = grad_bary_upstream.z;
// Calculate component of the gradient from each of w0, w1 and w2.
// e.g. for w0:
// dloss/dw0_v = dl/dw0 * dw0/dw0_top * dw0_top/dv
// + dl/dw0 * dw0/dw0_bot * dw0_bot/dv
const float dw0_darea = -e0 / (area2);
const float dw0_e0 = 1 / area;
const float dloss_d_w0area = grad_w0 * dw0_darea;
const float dloss_e0 = grad_w0 * dw0_e0;
auto de0_dv = EdgeFunctionBackward(p, v1, v2, dloss_e0);
auto dw0area_dv = EdgeFunctionBackward(v2, v0, v1, dloss_d_w0area);
const float2 dw0_p = thrust::get<0>(de0_dv);
const float2 dw0_dv0 = thrust::get<1>(dw0area_dv);
const float2 dw0_dv1 = thrust::get<1>(de0_dv) + thrust::get<2>(dw0area_dv);
const float2 dw0_dv2 = thrust::get<2>(de0_dv) + thrust::get<0>(dw0area_dv);
const float dw1_darea = -e1 / (area2);
const float dw1_e1 = 1 / area;
const float dloss_d_w1area = grad_w1 * dw1_darea;
const float dloss_e1 = grad_w1 * dw1_e1;
auto de1_dv = EdgeFunctionBackward(p, v2, v0, dloss_e1);
auto dw1area_dv = EdgeFunctionBackward(v2, v0, v1, dloss_d_w1area);
const float2 dw1_p = thrust::get<0>(de1_dv);
const float2 dw1_dv0 = thrust::get<2>(de1_dv) + thrust::get<1>(dw1area_dv);
const float2 dw1_dv1 = thrust::get<2>(dw1area_dv);
const float2 dw1_dv2 = thrust::get<1>(de1_dv) + thrust::get<0>(dw1area_dv);
const float dw2_darea = -e2 / (area2);
const float dw2_e2 = 1 / area;
const float dloss_d_w2area = grad_w2 * dw2_darea;
const float dloss_e2 = grad_w2 * dw2_e2;
auto de2_dv = EdgeFunctionBackward(p, v0, v1, dloss_e2);
auto dw2area_dv = EdgeFunctionBackward(v2, v0, v1, dloss_d_w2area);
const float2 dw2_p = thrust::get<0>(de2_dv);
const float2 dw2_dv0 = thrust::get<1>(de2_dv) + thrust::get<1>(dw2area_dv);
const float2 dw2_dv1 = thrust::get<2>(de2_dv) + thrust::get<2>(dw2area_dv);
const float2 dw2_dv2 = thrust::get<0>(dw2area_dv);
const float2 dbary_p = dw0_p + dw1_p + dw2_p;
const float2 dbary_dv0 = dw0_dv0 + dw1_dv0 + dw2_dv0;
const float2 dbary_dv1 = dw0_dv1 + dw1_dv1 + dw2_dv1;
const float2 dbary_dv2 = dw0_dv2 + dw1_dv2 + dw2_dv2;
return thrust::make_tuple(dbary_p, dbary_dv0, dbary_dv1, dbary_dv2);
}
// Forward pass for applying perspective correction to barycentric coordinates.
//
// Args:
// bary: Screen-space barycentric coordinates for a point
// z0, z1, z2: Camera-space z-coordinates of the triangle vertices
//
// Returns
// World-space barycentric coordinates
//
__device__ inline float3 BarycentricPerspectiveCorrectionForward(
const float3& bary,
const float z0,
const float z1,
const float z2) {
const float w0_top = bary.x * z1 * z2;
const float w1_top = z0 * bary.y * z2;
const float w2_top = z0 * z1 * bary.z;
const float denom = w0_top + w1_top + w2_top;
const float w0 = w0_top / denom;
const float w1 = w1_top / denom;
const float w2 = w2_top / denom;
return make_float3(w0, w1, w2);
}
// Backward pass for applying perspective correction to barycentric coordinates.
//
// Args:
// bary: Screen-space barycentric coordinates for a point
// z0, z1, z2: Camera-space z-coordinates of the triangle vertices
// grad_out: Upstream gradient of the loss with respect to the corrected
// barycentric coordinates.
//
// Returns a tuple of:
// grad_bary: Downstream gradient of the loss with respect to the the
// uncorrected barycentric coordinates.
// grad_z0, grad_z1, grad_z2: Downstream gradient of the loss with respect
// to the z-coordinates of the triangle verts
__device__ inline thrust::tuple<float3, float, float, float>
BarycentricPerspectiveCorrectionBackward(
const float3& bary,
const float z0,
const float z1,
const float z2,
const float3& grad_out) {
// Recompute forward pass
const float w0_top = bary.x * z1 * z2;
const float w1_top = z0 * bary.y * z2;
const float w2_top = z0 * z1 * bary.z;
const float denom = w0_top + w1_top + w2_top;
// Now do backward pass
const float grad_denom_top =
-w0_top * grad_out.x - w1_top * grad_out.y - w2_top * grad_out.z;
const float grad_denom = grad_denom_top / (denom * denom);
const float grad_w0_top = grad_denom + grad_out.x / denom;
const float grad_w1_top = grad_denom + grad_out.y / denom;
const float grad_w2_top = grad_denom + grad_out.z / denom;
const float grad_bary_x = grad_w0_top * z1 * z2;
const float grad_bary_y = grad_w1_top * z0 * z2;
const float grad_bary_z = grad_w2_top * z0 * z1;
const float3 grad_bary = make_float3(grad_bary_x, grad_bary_y, grad_bary_z);
const float grad_z0 = grad_w1_top * bary.y * z2 + grad_w2_top * bary.z * z1;
const float grad_z1 = grad_w0_top * bary.x * z2 + grad_w2_top * bary.z * z0;
const float grad_z2 = grad_w0_top * bary.x * z1 + grad_w1_top * bary.y * z0;
return thrust::make_tuple(grad_bary, grad_z0, grad_z1, grad_z2);
}
// Return minimum distance between line segment (v1 - v0) and 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.
//
__device__ inline float
PointLineDistanceForward(const float2& p, const float2& a, const float2& b) {
const float2 ba = b - a;
float l2 = dot(ba, ba);
float t = dot(ba, p - a) / l2;
if (l2 <= kEpsilon) {
return dot(p - b, p - b);
}
t = __saturatef(t); // clamp to the interval [+0.0, 1.0]
const float2 p_proj = a + t * ba;
const float2 d = (p_proj - p);
return dot(d, d); // squared distance
}
// Backward pass for point to line distance in 2D.
//
// Args:
// p: Coordinates of a point.
// v0, v1: Coordinates of the end points of the line segment.
// grad_dist: Upstream gradient for the distance.
//
// Returns:
// tuple of gradients for each of the input points:
// (float2 grad_p, float2 grad_v0, float2 grad_v1)
//
__device__ inline thrust::tuple<float2, float2, float2>
PointLineDistanceBackward(
const float2& p,
const float2& v0,
const float2& v1,
const float& grad_dist) {
// Redo some of the forward pass calculations.
const float2 v1v0 = v1 - v0;
const float2 pv0 = p - v0;
const float t_bot = dot(v1v0, v1v0);
const float t_top = dot(v1v0, pv0);
float tt = t_top / t_bot;
tt = __saturatef(tt);
const float2 p_proj = (1.0f - tt) * v0 + tt * v1;
const float2 d = p - p_proj;
const float dist = sqrt(dot(d, d));
const float2 grad_p = -1.0f * grad_dist * 2.0f * (p_proj - p);
const float2 grad_v0 = grad_dist * (1.0f - tt) * 2.0f * (p_proj - p);
const float2 grad_v1 = grad_dist * tt * 2.0f * (p_proj - p);
return thrust::make_tuple(grad_p, grad_v0, grad_v1);
}
// The forward pass for calculating the shortest distance between a point
// and a triangle.
//
// Args:
// p: Coordinates of a point.
// v0, v1, v2: Coordinates of the three triangle vertices.
//
// Returns:
// shortest absolute distance from a point to a triangle.
//
__device__ inline float PointTriangleDistanceForward(
const float2& p,
const float2& v0,
const float2& v1,
const float2& v2) {
// Compute distance to all 3 edges of the triangle and return the min.
const float e01_dist = PointLineDistanceForward(p, v0, v1);
const float e02_dist = PointLineDistanceForward(p, v0, v2);
const float e12_dist = PointLineDistanceForward(p, v1, v2);
const float edge_dist = fminf(fminf(e01_dist, e02_dist), e12_dist);
return edge_dist;
}
// Backward pass for point triangle distance.
//
// Args:
// p: Coordinates of a point.
// v0, v1, v2: Coordinates of the three triangle vertices.
// grad_dist: Upstream gradient for the distance.
//
// Returns:
// tuple of gradients for each of the triangle vertices:
// (float2 grad_v0, float2 grad_v1, float2 grad_v2)
//
__device__ inline thrust::tuple<float2, float2, float2, float2>
PointTriangleDistanceBackward(
const float2& p,
const float2& v0,
const float2& v1,
const float2& v2,
const float& grad_dist) {
// Compute distance to all 3 edges of the triangle.
const float e01_dist = PointLineDistanceForward(p, v0, v1);
const float e02_dist = PointLineDistanceForward(p, v0, v2);
const float e12_dist = PointLineDistanceForward(p, v1, v2);
// Initialize output tensors.
float2 grad_v0 = make_float2(0.0f, 0.0f);
float2 grad_v1 = make_float2(0.0f, 0.0f);
float2 grad_v2 = make_float2(0.0f, 0.0f);
float2 grad_p = make_float2(0.0f, 0.0f);
// Find which edge is the closest and return PointLineDistanceBackward for
// that edge.
if (e01_dist <= e02_dist && e01_dist <= e12_dist) {
// Closest edge is v1 - v0.
auto grad_e01 = PointLineDistanceBackward(p, v0, v1, grad_dist);
grad_p = thrust::get<0>(grad_e01);
grad_v0 = thrust::get<1>(grad_e01);
grad_v1 = thrust::get<2>(grad_e01);
} else if (e02_dist <= e01_dist && e02_dist <= e12_dist) {
// Closest edge is v2 - v0.
auto grad_e02 = PointLineDistanceBackward(p, v0, v2, grad_dist);
grad_p = thrust::get<0>(grad_e02);
grad_v0 = thrust::get<1>(grad_e02);
grad_v2 = thrust::get<2>(grad_e02);
} else if (e12_dist <= e01_dist && e12_dist <= e02_dist) {
// Closest edge is v2 - v1.
auto grad_e12 = PointLineDistanceBackward(p, v1, v2, grad_dist);
grad_p = thrust::get<0>(grad_e12);
grad_v1 = thrust::get<1>(grad_e12);
grad_v2 = thrust::get<2>(grad_e12);
}
return thrust::make_tuple(grad_p, grad_v0, grad_v1, grad_v2);
}