Spaces:
Running
on
Zero
Running
on
Zero
/* | |
* 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 | |
*/ | |
#include "backward.h" | |
#include "auxiliary.h" | |
#include <cooperative_groups.h> | |
#include <cooperative_groups/reduce.h> | |
namespace cg = cooperative_groups; | |
// Backward pass for conversion of spherical harmonics to RGB for | |
// each Gaussian. | |
__device__ void computeColorFromSH(int idx, int deg, int max_coeffs, const glm::vec3* means, glm::vec3 campos, const float* shs, const bool* clamped, const glm::vec3* dL_dcolor, glm::vec3* dL_dmeans, glm::vec3* dL_dshs) | |
{ | |
// Compute intermediate values, as it is done during forward | |
glm::vec3 pos = means[idx]; | |
glm::vec3 dir_orig = pos - campos; | |
glm::vec3 dir = dir_orig / glm::length(dir_orig); | |
glm::vec3* sh = ((glm::vec3*)shs) + idx * max_coeffs; | |
// Use PyTorch rule for clamping: if clamping was applied, | |
// gradient becomes 0. | |
glm::vec3 dL_dRGB = dL_dcolor[idx]; | |
dL_dRGB.x *= clamped[3 * idx + 0] ? 0 : 1; | |
dL_dRGB.y *= clamped[3 * idx + 1] ? 0 : 1; | |
dL_dRGB.z *= clamped[3 * idx + 2] ? 0 : 1; | |
glm::vec3 dRGBdx(0, 0, 0); | |
glm::vec3 dRGBdy(0, 0, 0); | |
glm::vec3 dRGBdz(0, 0, 0); | |
float x = dir.x; | |
float y = dir.y; | |
float z = dir.z; | |
// Target location for this Gaussian to write SH gradients to | |
glm::vec3* dL_dsh = dL_dshs + idx * max_coeffs; | |
// No tricks here, just high school-level calculus. | |
float dRGBdsh0 = SH_C0; | |
dL_dsh[0] = dRGBdsh0 * dL_dRGB; | |
if (deg > 0) | |
{ | |
float dRGBdsh1 = -SH_C1 * y; | |
float dRGBdsh2 = SH_C1 * z; | |
float dRGBdsh3 = -SH_C1 * x; | |
dL_dsh[1] = dRGBdsh1 * dL_dRGB; | |
dL_dsh[2] = dRGBdsh2 * dL_dRGB; | |
dL_dsh[3] = dRGBdsh3 * dL_dRGB; | |
dRGBdx = -SH_C1 * sh[3]; | |
dRGBdy = -SH_C1 * sh[1]; | |
dRGBdz = SH_C1 * sh[2]; | |
if (deg > 1) | |
{ | |
float xx = x * x, yy = y * y, zz = z * z; | |
float xy = x * y, yz = y * z, xz = x * z; | |
float dRGBdsh4 = SH_C2[0] * xy; | |
float dRGBdsh5 = SH_C2[1] * yz; | |
float dRGBdsh6 = SH_C2[2] * (2.f * zz - xx - yy); | |
float dRGBdsh7 = SH_C2[3] * xz; | |
float dRGBdsh8 = SH_C2[4] * (xx - yy); | |
dL_dsh[4] = dRGBdsh4 * dL_dRGB; | |
dL_dsh[5] = dRGBdsh5 * dL_dRGB; | |
dL_dsh[6] = dRGBdsh6 * dL_dRGB; | |
dL_dsh[7] = dRGBdsh7 * dL_dRGB; | |
dL_dsh[8] = dRGBdsh8 * dL_dRGB; | |
dRGBdx += SH_C2[0] * y * sh[4] + SH_C2[2] * 2.f * -x * sh[6] + SH_C2[3] * z * sh[7] + SH_C2[4] * 2.f * x * sh[8]; | |
dRGBdy += SH_C2[0] * x * sh[4] + SH_C2[1] * z * sh[5] + SH_C2[2] * 2.f * -y * sh[6] + SH_C2[4] * 2.f * -y * sh[8]; | |
dRGBdz += SH_C2[1] * y * sh[5] + SH_C2[2] * 2.f * 2.f * z * sh[6] + SH_C2[3] * x * sh[7]; | |
if (deg > 2) | |
{ | |
float dRGBdsh9 = SH_C3[0] * y * (3.f * xx - yy); | |
float dRGBdsh10 = SH_C3[1] * xy * z; | |
float dRGBdsh11 = SH_C3[2] * y * (4.f * zz - xx - yy); | |
float dRGBdsh12 = SH_C3[3] * z * (2.f * zz - 3.f * xx - 3.f * yy); | |
float dRGBdsh13 = SH_C3[4] * x * (4.f * zz - xx - yy); | |
float dRGBdsh14 = SH_C3[5] * z * (xx - yy); | |
float dRGBdsh15 = SH_C3[6] * x * (xx - 3.f * yy); | |
dL_dsh[9] = dRGBdsh9 * dL_dRGB; | |
dL_dsh[10] = dRGBdsh10 * dL_dRGB; | |
dL_dsh[11] = dRGBdsh11 * dL_dRGB; | |
dL_dsh[12] = dRGBdsh12 * dL_dRGB; | |
dL_dsh[13] = dRGBdsh13 * dL_dRGB; | |
dL_dsh[14] = dRGBdsh14 * dL_dRGB; | |
dL_dsh[15] = dRGBdsh15 * dL_dRGB; | |
dRGBdx += ( | |
SH_C3[0] * sh[9] * 3.f * 2.f * xy + | |
SH_C3[1] * sh[10] * yz + | |
SH_C3[2] * sh[11] * -2.f * xy + | |
SH_C3[3] * sh[12] * -3.f * 2.f * xz + | |
SH_C3[4] * sh[13] * (-3.f * xx + 4.f * zz - yy) + | |
SH_C3[5] * sh[14] * 2.f * xz + | |
SH_C3[6] * sh[15] * 3.f * (xx - yy)); | |
dRGBdy += ( | |
SH_C3[0] * sh[9] * 3.f * (xx - yy) + | |
SH_C3[1] * sh[10] * xz + | |
SH_C3[2] * sh[11] * (-3.f * yy + 4.f * zz - xx) + | |
SH_C3[3] * sh[12] * -3.f * 2.f * yz + | |
SH_C3[4] * sh[13] * -2.f * xy + | |
SH_C3[5] * sh[14] * -2.f * yz + | |
SH_C3[6] * sh[15] * -3.f * 2.f * xy); | |
dRGBdz += ( | |
SH_C3[1] * sh[10] * xy + | |
SH_C3[2] * sh[11] * 4.f * 2.f * yz + | |
SH_C3[3] * sh[12] * 3.f * (2.f * zz - xx - yy) + | |
SH_C3[4] * sh[13] * 4.f * 2.f * xz + | |
SH_C3[5] * sh[14] * (xx - yy)); | |
} | |
} | |
} | |
// The view direction is an input to the computation. View direction | |
// is influenced by the Gaussian's mean, so SHs gradients | |
// must propagate back into 3D position. | |
glm::vec3 dL_ddir(glm::dot(dRGBdx, dL_dRGB), glm::dot(dRGBdy, dL_dRGB), glm::dot(dRGBdz, dL_dRGB)); | |
// Account for normalization of direction | |
float3 dL_dmean = dnormvdv(float3{ dir_orig.x, dir_orig.y, dir_orig.z }, float3{ dL_ddir.x, dL_ddir.y, dL_ddir.z }); | |
// Gradients of loss w.r.t. Gaussian means, but only the portion | |
// that is caused because the mean affects the view-dependent color. | |
// Additional mean gradient is accumulated in below methods. | |
dL_dmeans[idx] += glm::vec3(dL_dmean.x, dL_dmean.y, dL_dmean.z); | |
} | |
// Backward version of the rendering procedure. | |
template <uint32_t C> | |
__global__ void __launch_bounds__(BLOCK_X * BLOCK_Y) | |
renderCUDA( | |
const uint2* __restrict__ ranges, | |
const uint32_t* __restrict__ point_list, | |
int W, int H, | |
float focal_x, float focal_y, | |
const float* __restrict__ bg_color, | |
const float2* __restrict__ points_xy_image, | |
const float4* __restrict__ normal_opacity, | |
const float* __restrict__ transMats, | |
const float* __restrict__ colors, | |
const float* __restrict__ depths, | |
const float* __restrict__ final_Ts, | |
const uint32_t* __restrict__ n_contrib, | |
const float* __restrict__ dL_dpixels, | |
const float* __restrict__ dL_depths, | |
float * __restrict__ dL_dtransMat, | |
float3* __restrict__ dL_dmean2D, | |
float* __restrict__ dL_dnormal3D, | |
float* __restrict__ dL_dopacity, | |
float* __restrict__ dL_dcolors) | |
{ | |
// We rasterize again. Compute necessary block info. | |
auto block = cg::this_thread_block(); | |
const uint32_t horizontal_blocks = (W + BLOCK_X - 1) / BLOCK_X; | |
const uint2 pix_min = { block.group_index().x * BLOCK_X, block.group_index().y * BLOCK_Y }; | |
const uint2 pix_max = { min(pix_min.x + BLOCK_X, W), min(pix_min.y + BLOCK_Y , H) }; | |
const uint2 pix = { pix_min.x + block.thread_index().x, pix_min.y + block.thread_index().y }; | |
const uint32_t pix_id = W * pix.y + pix.x; | |
const float2 pixf = {(float)pix.x, (float)pix.y}; | |
const bool inside = pix.x < W&& pix.y < H; | |
const uint2 range = ranges[block.group_index().y * horizontal_blocks + block.group_index().x]; | |
const int rounds = ((range.y - range.x + BLOCK_SIZE - 1) / BLOCK_SIZE); | |
bool done = !inside; | |
int toDo = range.y - range.x; | |
__shared__ int collected_id[BLOCK_SIZE]; | |
__shared__ float2 collected_xy[BLOCK_SIZE]; | |
__shared__ float4 collected_normal_opacity[BLOCK_SIZE]; | |
__shared__ float collected_colors[C * BLOCK_SIZE]; | |
__shared__ float3 collected_Tu[BLOCK_SIZE]; | |
__shared__ float3 collected_Tv[BLOCK_SIZE]; | |
__shared__ float3 collected_Tw[BLOCK_SIZE]; | |
// __shared__ float collected_depths[BLOCK_SIZE]; | |
// In the forward, we stored the final value for T, the | |
// product of all (1 - alpha) factors. | |
const float T_final = inside ? final_Ts[pix_id] : 0; | |
float T = T_final; | |
// We start from the back. The ID of the last contributing | |
// Gaussian is known from each pixel from the forward. | |
uint32_t contributor = toDo; | |
const int last_contributor = inside ? n_contrib[pix_id] : 0; | |
float accum_rec[C] = { 0 }; | |
float dL_dpixel[C]; | |
#if RENDER_AXUTILITY | |
float dL_dreg; | |
float dL_ddepth; | |
float dL_daccum; | |
float dL_dnormal2D[3]; | |
const int median_contributor = inside ? n_contrib[pix_id + H * W] : 0; | |
float dL_dmedian_depth; | |
float dL_dmax_dweight; | |
if (inside) { | |
dL_ddepth = dL_depths[DEPTH_OFFSET * H * W + pix_id]; | |
dL_daccum = dL_depths[ALPHA_OFFSET * H * W + pix_id]; | |
dL_dreg = dL_depths[DISTORTION_OFFSET * H * W + pix_id]; | |
for (int i = 0; i < 3; i++) | |
dL_dnormal2D[i] = dL_depths[(NORMAL_OFFSET + i) * H * W + pix_id]; | |
dL_dmedian_depth = dL_depths[MIDDEPTH_OFFSET * H * W + pix_id]; | |
// dL_dmax_dweight = dL_depths[MEDIAN_WEIGHT_OFFSET * H * W + pix_id]; | |
} | |
// for compute gradient with respect to depth and normal | |
float last_depth = 0; | |
float last_normal[3] = { 0 }; | |
float accum_depth_rec = 0; | |
float accum_alpha_rec = 0; | |
float accum_normal_rec[3] = {0}; | |
// for compute gradient with respect to the distortion map | |
const float final_D = inside ? final_Ts[pix_id + H * W] : 0; | |
const float final_D2 = inside ? final_Ts[pix_id + 2 * H * W] : 0; | |
const float final_A = 1 - T_final; | |
float last_dL_dT = 0; | |
#endif | |
if (inside){ | |
for (int i = 0; i < C; i++) | |
dL_dpixel[i] = dL_dpixels[i * H * W + pix_id]; | |
} | |
float last_alpha = 0; | |
float last_color[C] = { 0 }; | |
// Gradient of pixel coordinate w.r.t. normalized | |
// screen-space viewport corrdinates (-1 to 1) | |
const float ddelx_dx = 0.5 * W; | |
const float ddely_dy = 0.5 * H; | |
// Traverse all Gaussians | |
for (int i = 0; i < rounds; i++, toDo -= BLOCK_SIZE) | |
{ | |
// Load auxiliary data into shared memory, start in the BACK | |
// and load them in revers order. | |
block.sync(); | |
const int progress = i * BLOCK_SIZE + block.thread_rank(); | |
if (range.x + progress < range.y) | |
{ | |
const int coll_id = point_list[range.y - progress - 1]; | |
collected_id[block.thread_rank()] = coll_id; | |
collected_xy[block.thread_rank()] = points_xy_image[coll_id]; | |
collected_normal_opacity[block.thread_rank()] = normal_opacity[coll_id]; | |
collected_Tu[block.thread_rank()] = {transMats[9 * coll_id+0], transMats[9 * coll_id+1], transMats[9 * coll_id+2]}; | |
collected_Tv[block.thread_rank()] = {transMats[9 * coll_id+3], transMats[9 * coll_id+4], transMats[9 * coll_id+5]}; | |
collected_Tw[block.thread_rank()] = {transMats[9 * coll_id+6], transMats[9 * coll_id+7], transMats[9 * coll_id+8]}; | |
for (int i = 0; i < C; i++) | |
collected_colors[i * BLOCK_SIZE + block.thread_rank()] = colors[coll_id * C + i]; | |
// collected_depths[block.thread_rank()] = depths[coll_id]; | |
} | |
block.sync(); | |
// Iterate over Gaussians | |
for (int j = 0; !done && j < min(BLOCK_SIZE, toDo); j++) | |
{ | |
// Keep track of current Gaussian ID. Skip, if this one | |
// is behind the last contributor for this pixel. | |
contributor--; | |
if (contributor >= last_contributor) | |
continue; | |
// compute ray-splat intersection as before | |
// Fisrt compute two homogeneous planes, See Eq. (8) | |
const float2 xy = collected_xy[j]; | |
const float3 Tu = collected_Tu[j]; | |
const float3 Tv = collected_Tv[j]; | |
const float3 Tw = collected_Tw[j]; | |
float3 k = pix.x * Tw - Tu; | |
float3 l = pix.y * Tw - Tv; | |
float3 p = cross(k, l); | |
if (p.z == 0.0) continue; | |
float2 s = {p.x / p.z, p.y / p.z}; | |
float rho3d = (s.x * s.x + s.y * s.y); | |
float2 d = {xy.x - pixf.x, xy.y - pixf.y}; | |
float rho2d = FilterInvSquare * (d.x * d.x + d.y * d.y); | |
float rho = min(rho3d, rho2d); | |
// compute depth | |
float c_d = (s.x * Tw.x + s.y * Tw.y) + Tw.z; // Tw * [u,v,1] | |
// if a point is too small, its depth is not reliable? | |
// c_d = (rho3d <= rho2d) ? c_d : Tw.z; | |
if (c_d < near_n) continue; | |
float4 nor_o = collected_normal_opacity[j]; | |
float normal[3] = {nor_o.x, nor_o.y, nor_o.z}; | |
float opa = nor_o.w; | |
// accumulations | |
float power = -0.5f * rho; | |
if (power > 0.0f) | |
continue; | |
const float G = exp(power); | |
const float alpha = min(0.99f, opa * G); | |
if (alpha < 1.0f / 255.0f) | |
continue; | |
T = T / (1.f - alpha); | |
const float dchannel_dcolor = alpha * T; | |
const float w = alpha * T; | |
// Propagate gradients to per-Gaussian colors and keep | |
// gradients w.r.t. alpha (blending factor for a Gaussian/pixel | |
// pair). | |
float dL_dalpha = 0.0f; | |
const int global_id = collected_id[j]; | |
for (int ch = 0; ch < C; ch++) | |
{ | |
const float c = collected_colors[ch * BLOCK_SIZE + j]; | |
// Update last color (to be used in the next iteration) | |
accum_rec[ch] = last_alpha * last_color[ch] + (1.f - last_alpha) * accum_rec[ch]; | |
last_color[ch] = c; | |
const float dL_dchannel = dL_dpixel[ch]; | |
dL_dalpha += (c - accum_rec[ch]) * dL_dchannel; | |
// Update the gradients w.r.t. color of the Gaussian. | |
// Atomic, since this pixel is just one of potentially | |
// many that were affected by this Gaussian. | |
atomicAdd(&(dL_dcolors[global_id * C + ch]), dchannel_dcolor * dL_dchannel); | |
} | |
float dL_dz = 0.0f; | |
float dL_dweight = 0; | |
#if RENDER_AXUTILITY | |
const float m_d = far_n / (far_n - near_n) * (1 - near_n / c_d); | |
const float dmd_dd = (far_n * near_n) / ((far_n - near_n) * c_d * c_d); | |
if (contributor == median_contributor-1) { | |
dL_dz += dL_dmedian_depth; | |
// dL_dweight += dL_dmax_dweight; | |
} | |
#if DETACH_WEIGHT | |
// if not detached weight, sometimes | |
// it will bia toward creating extragated 2D Gaussians near front | |
dL_dweight += 0; | |
#else | |
dL_dweight += (final_D2 + m_d * m_d * final_A - 2 * m_d * final_D) * dL_dreg; | |
#endif | |
dL_dalpha += dL_dweight - last_dL_dT; | |
// propagate the current weight W_{i} to next weight W_{i-1} | |
last_dL_dT = dL_dweight * alpha + (1 - alpha) * last_dL_dT; | |
const float dL_dmd = 2.0f * (T * alpha) * (m_d * final_A - final_D) * dL_dreg; | |
dL_dz += dL_dmd * dmd_dd; | |
// Propagate gradients w.r.t ray-splat depths | |
accum_depth_rec = last_alpha * last_depth + (1.f - last_alpha) * accum_depth_rec; | |
last_depth = c_d; | |
dL_dalpha += (c_d - accum_depth_rec) * dL_ddepth; | |
// Propagate gradients w.r.t. color ray-splat alphas | |
accum_alpha_rec = last_alpha * 1.0 + (1.f - last_alpha) * accum_alpha_rec; | |
dL_dalpha += (1 - accum_alpha_rec) * dL_daccum; | |
// Propagate gradients to per-Gaussian normals | |
for (int ch = 0; ch < 3; ch++) { | |
accum_normal_rec[ch] = last_alpha * last_normal[ch] + (1.f - last_alpha) * accum_normal_rec[ch]; | |
last_normal[ch] = normal[ch]; | |
dL_dalpha += (normal[ch] - accum_normal_rec[ch]) * dL_dnormal2D[ch]; | |
atomicAdd((&dL_dnormal3D[global_id * 3 + ch]), alpha * T * dL_dnormal2D[ch]); | |
} | |
#endif | |
dL_dalpha *= T; | |
// Update last alpha (to be used in the next iteration) | |
last_alpha = alpha; | |
// Account for fact that alpha also influences how much of | |
// the background color is added if nothing left to blend | |
float bg_dot_dpixel = 0; | |
for (int i = 0; i < C; i++) | |
bg_dot_dpixel += bg_color[i] * dL_dpixel[i]; | |
dL_dalpha += (-T_final / (1.f - alpha)) * bg_dot_dpixel; | |
// Helpful reusable temporary variables | |
const float dL_dG = nor_o.w * dL_dalpha; | |
#if RENDER_AXUTILITY | |
dL_dz += alpha * T * dL_ddepth; | |
#endif | |
if (rho3d <= rho2d) { | |
// Update gradients w.r.t. covariance of Gaussian 3x3 (T) | |
const float2 dL_ds = { | |
dL_dG * -G * s.x + dL_dz * Tw.x, | |
dL_dG * -G * s.y + dL_dz * Tw.y | |
}; | |
const float3 dz_dTw = {s.x, s.y, 1.0}; | |
const float dsx_pz = dL_ds.x / p.z; | |
const float dsy_pz = dL_ds.y / p.z; | |
const float3 dL_dp = {dsx_pz, dsy_pz, -(dsx_pz * s.x + dsy_pz * s.y)}; | |
const float3 dL_dk = cross(l, dL_dp); | |
const float3 dL_dl = cross(dL_dp, k); | |
const float3 dL_dTu = {-dL_dk.x, -dL_dk.y, -dL_dk.z}; | |
const float3 dL_dTv = {-dL_dl.x, -dL_dl.y, -dL_dl.z}; | |
const float3 dL_dTw = { | |
pixf.x * dL_dk.x + pixf.y * dL_dl.x + dL_dz * dz_dTw.x, | |
pixf.x * dL_dk.y + pixf.y * dL_dl.y + dL_dz * dz_dTw.y, | |
pixf.x * dL_dk.z + pixf.y * dL_dl.z + dL_dz * dz_dTw.z}; | |
// Update gradients w.r.t. 3D covariance (3x3 matrix) | |
atomicAdd(&dL_dtransMat[global_id * 9 + 0], dL_dTu.x); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 1], dL_dTu.y); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 2], dL_dTu.z); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 3], dL_dTv.x); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 4], dL_dTv.y); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 5], dL_dTv.z); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 6], dL_dTw.x); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 7], dL_dTw.y); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 8], dL_dTw.z); | |
} else { | |
// // Update gradients w.r.t. center of Gaussian 2D mean position | |
const float dG_ddelx = -G * FilterInvSquare * d.x; | |
const float dG_ddely = -G * FilterInvSquare * d.y; | |
atomicAdd(&dL_dmean2D[global_id].x, dL_dG * dG_ddelx); // not scaled | |
atomicAdd(&dL_dmean2D[global_id].y, dL_dG * dG_ddely); // not scaled | |
// // Propagate the gradients of depth | |
atomicAdd(&dL_dtransMat[global_id * 9 + 6], s.x * dL_dz); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 7], s.y * dL_dz); | |
atomicAdd(&dL_dtransMat[global_id * 9 + 8], dL_dz); | |
} | |
// Update gradients w.r.t. opacity of the Gaussian | |
atomicAdd(&(dL_dopacity[global_id]), G * dL_dalpha); | |
} | |
} | |
} | |
__device__ void compute_transmat_aabb( | |
int idx, | |
const float* Ts_precomp, | |
const float3* p_origs, | |
const glm::vec2* scales, | |
const glm::vec4* rots, | |
const float* projmatrix, | |
const float* viewmatrix, | |
const int W, const int H, | |
const float3* dL_dnormals, | |
const float3* dL_dmean2Ds, | |
float* dL_dTs, | |
glm::vec3* dL_dmeans, | |
glm::vec2* dL_dscales, | |
glm::vec4* dL_drots) | |
{ | |
glm::mat3 T; | |
float3 normal; | |
glm::mat3x4 P; | |
glm::mat3 R; | |
glm::mat3 S; | |
float3 p_orig; | |
glm::vec4 rot; | |
glm::vec2 scale; | |
// Get transformation matrix of the Gaussian | |
if (Ts_precomp != nullptr) { | |
T = glm::mat3( | |
Ts_precomp[idx * 9 + 0], Ts_precomp[idx * 9 + 1], Ts_precomp[idx * 9 + 2], | |
Ts_precomp[idx * 9 + 3], Ts_precomp[idx * 9 + 4], Ts_precomp[idx * 9 + 5], | |
Ts_precomp[idx * 9 + 6], Ts_precomp[idx * 9 + 7], Ts_precomp[idx * 9 + 8] | |
); | |
normal = {0.0, 0.0, 0.0}; | |
} else { | |
p_orig = p_origs[idx]; | |
rot = rots[idx]; | |
scale = scales[idx]; | |
R = quat_to_rotmat(rot); | |
S = scale_to_mat(scale, 1.0f); | |
glm::mat3 L = R * S; | |
glm::mat3x4 M = glm::mat3x4( | |
glm::vec4(L[0], 0.0), | |
glm::vec4(L[1], 0.0), | |
glm::vec4(p_orig.x, p_orig.y, p_orig.z, 1) | |
); | |
glm::mat4 world2ndc = glm::mat4( | |
projmatrix[0], projmatrix[4], projmatrix[8], projmatrix[12], | |
projmatrix[1], projmatrix[5], projmatrix[9], projmatrix[13], | |
projmatrix[2], projmatrix[6], projmatrix[10], projmatrix[14], | |
projmatrix[3], projmatrix[7], projmatrix[11], projmatrix[15] | |
); | |
glm::mat3x4 ndc2pix = glm::mat3x4( | |
glm::vec4(float(W) / 2.0, 0.0, 0.0, float(W-1) / 2.0), | |
glm::vec4(0.0, float(H) / 2.0, 0.0, float(H-1) / 2.0), | |
glm::vec4(0.0, 0.0, 0.0, 1.0) | |
); | |
P = world2ndc * ndc2pix; | |
T = glm::transpose(M) * P; | |
normal = transformVec4x3({L[2].x, L[2].y, L[2].z}, viewmatrix); | |
} | |
// Update gradients w.r.t. transformation matrix of the Gaussian | |
glm::mat3 dL_dT = glm::mat3( | |
dL_dTs[idx*9+0], dL_dTs[idx*9+1], dL_dTs[idx*9+2], | |
dL_dTs[idx*9+3], dL_dTs[idx*9+4], dL_dTs[idx*9+5], | |
dL_dTs[idx*9+6], dL_dTs[idx*9+7], dL_dTs[idx*9+8] | |
); | |
float3 dL_dmean2D = dL_dmean2Ds[idx]; | |
if(dL_dmean2D.x != 0 || dL_dmean2D.y != 0) | |
{ | |
glm::vec3 t_vec = glm::vec3(9.0f, 9.0f, -1.0f); | |
float d = glm::dot(t_vec, T[2] * T[2]); | |
glm::vec3 f_vec = t_vec * (1.0f / d); | |
glm::vec3 dL_dT0 = dL_dmean2D.x * f_vec * T[2]; | |
glm::vec3 dL_dT1 = dL_dmean2D.y * f_vec * T[2]; | |
glm::vec3 dL_dT3 = dL_dmean2D.x * f_vec * T[0] + dL_dmean2D.y * f_vec * T[1]; | |
glm::vec3 dL_df = dL_dmean2D.x * T[0] * T[2] + dL_dmean2D.y * T[1] * T[2]; | |
float dL_dd = glm::dot(dL_df, f_vec) * (-1.0 / d); | |
glm::vec3 dd_dT3 = t_vec * T[2] * 2.0f; | |
dL_dT3 += dL_dd * dd_dT3; | |
dL_dT[0] += dL_dT0; | |
dL_dT[1] += dL_dT1; | |
dL_dT[2] += dL_dT3; | |
if (Ts_precomp != nullptr) { | |
dL_dTs[idx * 9 + 0] = dL_dT[0].x; | |
dL_dTs[idx * 9 + 1] = dL_dT[0].y; | |
dL_dTs[idx * 9 + 2] = dL_dT[0].z; | |
dL_dTs[idx * 9 + 3] = dL_dT[1].x; | |
dL_dTs[idx * 9 + 4] = dL_dT[1].y; | |
dL_dTs[idx * 9 + 5] = dL_dT[1].z; | |
dL_dTs[idx * 9 + 6] = dL_dT[2].x; | |
dL_dTs[idx * 9 + 7] = dL_dT[2].y; | |
dL_dTs[idx * 9 + 8] = dL_dT[2].z; | |
return; | |
} | |
} | |
if (Ts_precomp != nullptr) return; | |
// Update gradients w.r.t. scaling, rotation, position of the Gaussian | |
glm::mat3x4 dL_dM = P * glm::transpose(dL_dT); | |
float3 dL_dtn = transformVec4x3Transpose(dL_dnormals[idx], viewmatrix); | |
#if DUAL_VISIABLE | |
float3 p_view = transformPoint4x3(p_orig, viewmatrix); | |
float cos = -sumf3(p_view * normal); | |
float multiplier = cos > 0 ? 1: -1; | |
dL_dtn = multiplier * dL_dtn; | |
#endif | |
glm::mat3 dL_dRS = glm::mat3( | |
glm::vec3(dL_dM[0]), | |
glm::vec3(dL_dM[1]), | |
glm::vec3(dL_dtn.x, dL_dtn.y, dL_dtn.z) | |
); | |
glm::mat3 dL_dR = glm::mat3( | |
dL_dRS[0] * glm::vec3(scale.x), | |
dL_dRS[1] * glm::vec3(scale.y), | |
dL_dRS[2]); | |
dL_drots[idx] = quat_to_rotmat_vjp(rot, dL_dR); | |
dL_dscales[idx] = glm::vec2( | |
(float)glm::dot(dL_dRS[0], R[0]), | |
(float)glm::dot(dL_dRS[1], R[1]) | |
); | |
dL_dmeans[idx] = glm::vec3(dL_dM[2]); | |
} | |
template<int C> | |
__global__ void preprocessCUDA( | |
int P, int D, int M, | |
const float3* means3D, | |
const float* transMats, | |
const int* radii, | |
const float* shs, | |
const bool* clamped, | |
const glm::vec2* scales, | |
const glm::vec4* rotations, | |
const float scale_modifier, | |
const float* viewmatrix, | |
const float* projmatrix, | |
const float focal_x, | |
const float focal_y, | |
const float tan_fovx, | |
const float tan_fovy, | |
const glm::vec3* campos, | |
// grad input | |
float* dL_dtransMats, | |
const float* dL_dnormal3Ds, | |
float* dL_dcolors, | |
float* dL_dshs, | |
float3* dL_dmean2Ds, | |
glm::vec3* dL_dmean3Ds, | |
glm::vec2* dL_dscales, | |
glm::vec4* dL_drots) | |
{ | |
auto idx = cg::this_grid().thread_rank(); | |
if (idx >= P || !(radii[idx] > 0)) | |
return; | |
const int W = int(focal_x * tan_fovx * 2); | |
const int H = int(focal_y * tan_fovy * 2); | |
const float * Ts_precomp = (scales) ? nullptr : transMats; | |
compute_transmat_aabb( | |
idx, | |
Ts_precomp, | |
means3D, scales, rotations, | |
projmatrix, viewmatrix, W, H, | |
(float3*)dL_dnormal3Ds, | |
dL_dmean2Ds, | |
(dL_dtransMats), | |
dL_dmean3Ds, | |
dL_dscales, | |
dL_drots | |
); | |
if (shs) | |
computeColorFromSH(idx, D, M, (glm::vec3*)means3D, *campos, shs, clamped, (glm::vec3*)dL_dcolors, (glm::vec3*)dL_dmean3Ds, (glm::vec3*)dL_dshs); | |
// hack the gradient here for densitification | |
float depth = transMats[idx * 9 + 8]; | |
dL_dmean2Ds[idx].x = dL_dtransMats[idx * 9 + 2] * depth * 0.5 * float(W); // to ndc | |
dL_dmean2Ds[idx].y = dL_dtransMats[idx * 9 + 5] * depth * 0.5 * float(H); // to ndc | |
} | |
void BACKWARD::preprocess( | |
int P, int D, int M, | |
const float3* means3D, | |
const int* radii, | |
const float* shs, | |
const bool* clamped, | |
const glm::vec2* scales, | |
const glm::vec4* rotations, | |
const float scale_modifier, | |
const float* transMats, | |
const float* viewmatrix, | |
const float* projmatrix, | |
const float focal_x, const float focal_y, | |
const float tan_fovx, const float tan_fovy, | |
const glm::vec3* campos, | |
float3* dL_dmean2Ds, | |
const float* dL_dnormal3Ds, | |
float* dL_dtransMats, | |
float* dL_dcolors, | |
float* dL_dshs, | |
glm::vec3* dL_dmean3Ds, | |
glm::vec2* dL_dscales, | |
glm::vec4* dL_drots) | |
{ | |
preprocessCUDA<NUM_CHANNELS><< <(P + 255) / 256, 256 >> > ( | |
P, D, M, | |
(float3*)means3D, | |
transMats, | |
radii, | |
shs, | |
clamped, | |
(glm::vec2*)scales, | |
(glm::vec4*)rotations, | |
scale_modifier, | |
viewmatrix, | |
projmatrix, | |
focal_x, | |
focal_y, | |
tan_fovx, | |
tan_fovy, | |
campos, | |
dL_dtransMats, | |
dL_dnormal3Ds, | |
dL_dcolors, | |
dL_dshs, | |
dL_dmean2Ds, | |
dL_dmean3Ds, | |
dL_dscales, | |
dL_drots | |
); | |
} | |
void BACKWARD::render( | |
const dim3 grid, const dim3 block, | |
const uint2* ranges, | |
const uint32_t* point_list, | |
int W, int H, | |
float focal_x, float focal_y, | |
const float* bg_color, | |
const float2* means2D, | |
const float4* normal_opacity, | |
const float* colors, | |
const float* transMats, | |
const float* depths, | |
const float* final_Ts, | |
const uint32_t* n_contrib, | |
const float* dL_dpixels, | |
const float* dL_depths, | |
float * dL_dtransMat, | |
float3* dL_dmean2D, | |
float* dL_dnormal3D, | |
float* dL_dopacity, | |
float* dL_dcolors) | |
{ | |
renderCUDA<NUM_CHANNELS> << <grid, block >> >( | |
ranges, | |
point_list, | |
W, H, | |
focal_x, focal_y, | |
bg_color, | |
means2D, | |
normal_opacity, | |
transMats, | |
colors, | |
depths, | |
final_Ts, | |
n_contrib, | |
dL_dpixels, | |
dL_depths, | |
dL_dtransMat, | |
dL_dmean2D, | |
dL_dnormal3D, | |
dL_dopacity, | |
dL_dcolors | |
); | |
} | |