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/*
* Copyright (C) 2023, Inria
* GRAPHDECO research group, https://team.inria.fr/graphdeco
* All rights reserved.
*
* This software is free for non-commercial, research and evaluation use
* under the terms of the LICENSE.md file.
*
* For inquiries contact george.drettakis@inria.fr
*/
#ifndef CUDA_RASTERIZER_FORWARD_H_INCLUDED
#define CUDA_RASTERIZER_FORWARD_H_INCLUDED
#include <cuda.h>
#include "cuda_runtime.h"
#include "device_launch_parameters.h"
#define GLM_FORCE_CUDA
#include <glm/glm.hpp>
namespace FORWARD
{
// Perform initial steps for each Gaussian prior to rasterization.
void preprocess(int P, int D, int M,
const float* orig_points,
const glm::vec3* scales,
const float scale_modifier,
const glm::vec4* rotations,
const float* opacities,
const float* shs,
bool* clamped,
const float* cov3D_precomp,
const float* colors_precomp,
const float* viewmatrix,
const float* projmatrix,
const glm::vec3* cam_pos,
const int W, int H,
const float focal_x, float focal_y,
const float tan_fovx, float tan_fovy,
int* radii,
float2* points_xy_image,
float* depths,
float* cov3Ds,
float* colors,
float4* conic_opacity,
const dim3 grid,
uint32_t* tiles_touched,
bool prefiltered);
// Main rasterization method.
void render(
const dim3 grid, dim3 block,
const uint2* ranges,
const uint32_t* point_list,
int W, int H,
const float2* points_xy_image,
const float* features,
const float* depths,
const float4* conic_opacity,
float* final_T,
uint32_t* n_contrib,
const float* bg_color,
float* out_color,
float* out_depth);
}
#endif