move gpu version of soft cascade to dedicated module
This commit is contained in:
566
modules/softcascade/src/cuda/icf-sc.cu
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566
modules/softcascade/src/cuda/icf-sc.cu
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/*M///////////////////////////////////////////////////////////////////////////////////////
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//
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// IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING.
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//
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// By downloading, copying, installing or using the software you agree to this license.
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// If you do not agree to this license, do not download, install,
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// copy or use the software.
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//
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//
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// License Agreement
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// For Open Source Computer Vision Library
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//
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// Copyright (C) 2000-2008, Intel Corporation, all rights reserved.
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// Copyright (C) 2008-2012, Willow Garage Inc., all rights reserved.
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// Third party copyrights are property of their respective owners.
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//
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// Redistribution and use in source and binary forms, with or without modification,
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// are permitted provided that the following conditions are met:
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//
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// * Redistribution's of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// * Redistribution's in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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//
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// * The name of the copyright holders may not be used to endorse or promote products
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// derived from this software without specific prior written permission.
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//
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// This software is provided by the copyright holders and contributors "as is" and
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// any express or implied warranties, including, but not limited to, the implied
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// warranties of merchantability and fitness for a particular purpose are disclaimed.
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// In no event shall the Intel Corporation or contributors be liable for any direct,
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// indirect, incidental, special, exemplary, or consequential damages
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// (including, but not limited to, procurement of substitute goods or services;
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// loss of use, data, or profits; or business interruption) however caused
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// and on any theory of liability, whether in contract, strict liability,
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// or tort (including negligence or otherwise) arising in any way out of
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// the use of this software, even if advised of the possibility of such damage.
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//
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//M*/
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#include <opencv2/gpu/device/common.hpp>
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#include <opencv2/gpu/device/saturate_cast.hpp>
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#include <cuda_invoker.hpp>
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#include <float.h>
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#include <stdio.h>
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namespace cv { namespace softcascade { namespace device {
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template <int FACTOR>
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__device__ __forceinline__ uchar shrink(const uchar* ptr, const int pitch, const int y, const int x)
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{
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int out = 0;
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#pragma unroll
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for(int dy = 0; dy < FACTOR; ++dy)
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#pragma unroll
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for(int dx = 0; dx < FACTOR; ++dx)
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{
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out += ptr[dy * pitch + dx];
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}
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return static_cast<uchar>(out / (FACTOR * FACTOR));
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}
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template<int FACTOR>
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__global__ void shrink(const uchar* __restrict__ hogluv, const int inPitch,
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uchar* __restrict__ shrank, const int outPitch )
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{
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const int y = blockIdx.y * blockDim.y + threadIdx.y;
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const int x = blockIdx.x * blockDim.x + threadIdx.x;
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const uchar* ptr = hogluv + (FACTOR * y) * inPitch + (FACTOR * x);
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shrank[ y * outPitch + x] = shrink<FACTOR>(ptr, inPitch, y, x);
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}
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void shrink(const cv::gpu::PtrStepSzb& channels, cv::gpu::PtrStepSzb shrunk)
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{
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dim3 block(32, 8);
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dim3 grid(shrunk.cols / 32, shrunk.rows / 8);
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shrink<4><<<grid, block>>>((uchar*)channels.ptr(), channels.step, (uchar*)shrunk.ptr(), shrunk.step);
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cudaSafeCall(cudaDeviceSynchronize());
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}
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__device__ __forceinline__ void luv(const float& b, const float& g, const float& r, uchar& __l, uchar& __u, uchar& __v)
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{
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// rgb -> XYZ
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float x = 0.412453f * r + 0.357580f * g + 0.180423f * b;
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float y = 0.212671f * r + 0.715160f * g + 0.072169f * b;
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float z = 0.019334f * r + 0.119193f * g + 0.950227f * b;
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// computed for D65
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const float _ur = 0.19783303699678276f;
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const float _vr = 0.46833047435252234f;
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const float divisor = fmax((x + 15.f * y + 3.f * z), FLT_EPSILON);
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const float _u = __fdividef(4.f * x, divisor);
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const float _v = __fdividef(9.f * y, divisor);
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float hack = static_cast<float>(__float2int_rn(y * 2047)) / 2047;
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const float L = fmax(0.f, ((116.f * cbrtf(hack)) - 16.f));
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const float U = 13.f * L * (_u - _ur);
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const float V = 13.f * L * (_v - _vr);
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// L in [0, 100], u in [-134, 220], v in [-140, 122]
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__l = static_cast<uchar>( L * (255.f / 100.f));
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__u = static_cast<uchar>((U + 134.f) * (255.f / (220.f + 134.f )));
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__v = static_cast<uchar>((V + 140.f) * (255.f / (122.f + 140.f )));
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}
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__global__ void bgr2Luv_d(const uchar* rgb, const int rgbPitch, uchar* luvg, const int luvgPitch)
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{
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const int y = blockIdx.y * blockDim.y + threadIdx.y;
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const int x = blockIdx.x * blockDim.x + threadIdx.x;
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uchar3 color = ((uchar3*)(rgb + rgbPitch * y))[x];
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uchar l, u, v;
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luv(color.x / 255.f, color.y / 255.f, color.z / 255.f, l, u, v);
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luvg[luvgPitch * y + x] = l;
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luvg[luvgPitch * (y + 480) + x] = u;
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luvg[luvgPitch * (y + 2 * 480) + x] = v;
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}
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void bgr2Luv(const PtrStepSzb& bgr, PtrStepSzb luv)
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{
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dim3 block(32, 8);
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dim3 grid(bgr.cols / 32, bgr.rows / 8);
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bgr2Luv_d<<<grid, block>>>((const uchar*)bgr.ptr(0), bgr.step, (uchar*)luv.ptr(0), luv.step);
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cudaSafeCall(cudaDeviceSynchronize());
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}
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template<bool isDefaultNum>
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__device__ __forceinline__ int fast_angle_bin(const float& dx, const float& dy)
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{
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const float angle_quantum = CV_PI / 6.f;
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float angle = atan2(dx, dy) + (angle_quantum / 2.f);
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if (angle < 0) angle += CV_PI;
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const float angle_scaling = 1.f / angle_quantum;
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return static_cast<int>(angle * angle_scaling) % 6;
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}
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template<>
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__device__ __forceinline__ int fast_angle_bin<true>(const float& dy, const float& dx)
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{
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int index = 0;
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float max_dot = fabs(dx);
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{
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const float dot_product = fabs(dx * 0.8660254037844386f + dy * 0.5f);
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if(dot_product > max_dot)
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{
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max_dot = dot_product;
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index = 1;
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}
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}
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{
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const float dot_product = fabs(dy * 0.8660254037844386f + dx * 0.5f);
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if(dot_product > max_dot)
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{
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max_dot = dot_product;
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index = 2;
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}
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}
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{
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int i = 3;
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float2 bin_vector_i;
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bin_vector_i.x = ::cos(i * (CV_PI / 6.f));
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bin_vector_i.y = ::sin(i * (CV_PI / 6.f));
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const float dot_product = fabs(dx * bin_vector_i.x + dy * bin_vector_i.y);
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if(dot_product > max_dot)
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{
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max_dot = dot_product;
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index = i;
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}
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}
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{
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const float dot_product = fabs(dx * (-0.4999999999999998f) + dy * 0.8660254037844387f);
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if(dot_product > max_dot)
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{
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max_dot = dot_product;
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index = 4;
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}
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}
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{
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const float dot_product = fabs(dx * (-0.8660254037844387f) + dy * 0.49999999999999994f);
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if(dot_product > max_dot)
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{
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max_dot = dot_product;
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index = 5;
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}
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}
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return index;
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}
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texture<uchar, cudaTextureType2D, cudaReadModeElementType> tgray;
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template<bool isDefaultNum>
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__global__ void gray2hog(PtrStepSzb mag)
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{
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const int x = blockIdx.x * blockDim.x + threadIdx.x;
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const int y = blockIdx.y * blockDim.y + threadIdx.y;
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const float dx = tex2D(tgray, x + 1, y + 0) - tex2D(tgray, x - 1, y - 0);
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const float dy = tex2D(tgray, x + 0, y + 1) - tex2D(tgray, x - 0, y - 1);
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const float magnitude = sqrtf((dx * dx) + (dy * dy)) * (1.0f / sqrtf(2));
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const uchar cmag = static_cast<uchar>(magnitude);
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mag( 480 * 6 + y, x) = cmag;
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mag( 480 * fast_angle_bin<isDefaultNum>(dy, dx) + y, x) = cmag;
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}
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void gray2hog(const PtrStepSzb& gray, PtrStepSzb mag, const int bins)
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{
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dim3 block(32, 8);
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dim3 grid(gray.cols / 32, gray.rows / 8);
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cudaChannelFormatDesc desc = cudaCreateChannelDesc<uchar>();
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cudaSafeCall( cudaBindTexture2D(0, tgray, gray.data, desc, gray.cols, gray.rows, gray.step) );
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if (bins == 6)
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gray2hog<true><<<grid, block>>>(mag);
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else
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gray2hog<false><<<grid, block>>>(mag);
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cudaSafeCall(cudaDeviceSynchronize());
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}
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// ToDo: use textures or uncached load instruction.
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__global__ void magToHist(const uchar* __restrict__ mag,
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const float* __restrict__ angle, const int angPitch,
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uchar* __restrict__ hog, const int hogPitch, const int fh)
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{
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const int y = blockIdx.y * blockDim.y + threadIdx.y;
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const int x = blockIdx.x * blockDim.x + threadIdx.x;
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const int bin = (int)(angle[y * angPitch + x]);
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const uchar val = mag[y * hogPitch + x];
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hog[((fh * bin) + y) * hogPitch + x] = val;
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}
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void fillBins(cv::gpu::PtrStepSzb hogluv, const cv::gpu::PtrStepSzf& nangle,
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const int fw, const int fh, const int bins, cudaStream_t stream )
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{
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const uchar* mag = (const uchar*)hogluv.ptr(fh * bins);
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uchar* hog = (uchar*)hogluv.ptr();
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const float* angle = (const float*)nangle.ptr();
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dim3 block(32, 8);
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dim3 grid(fw / 32, fh / 8);
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magToHist<<<grid, block, 0, stream>>>(mag, angle, nangle.step / sizeof(float), hog, hogluv.step, fh);
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if (!stream)
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{
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cudaSafeCall( cudaGetLastError() );
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cudaSafeCall( cudaDeviceSynchronize() );
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}
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}
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__device__ __forceinline__ float overlapArea(const Detection &a, const Detection &b)
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{
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int w = ::min(a.x + a.w, b.x + b.w) - ::max(a.x, b.x);
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int h = ::min(a.y + a.h, b.y + b.h) - ::max(a.y, b.y);
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return (w < 0 || h < 0)? 0.f : (float)(w * h);
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}
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texture<uint4, cudaTextureType2D, cudaReadModeElementType> tdetections;
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__global__ void overlap(const uint* n, uchar* overlaps)
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{
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const int idx = threadIdx.x;
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const int total = *n;
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for (int i = idx + 1; i < total; i += 192)
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{
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const uint4 _a = tex2D(tdetections, i, 0);
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const Detection& a = *((Detection*)(&_a));
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bool excluded = false;
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for (int j = i + 1; j < total; ++j)
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{
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const uint4 _b = tex2D(tdetections, j, 0);
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const Detection& b = *((Detection*)(&_b));
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float ovl = overlapArea(a, b) / ::min(a.w * a.h, b.w * b.h);
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if (ovl > 0.65f)
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{
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int suppessed = (a.confidence > b.confidence)? j : i;
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overlaps[suppessed] = 1;
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excluded = excluded || (suppessed == i);
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}
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#if defined __CUDA_ARCH__ && (__CUDA_ARCH__ >= 120)
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if (__all(excluded)) break;
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#endif
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}
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}
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}
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__global__ void collect(const uint* n, uchar* overlaps, uint* ctr, uint4* suppressed)
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{
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const int idx = threadIdx.x;
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const int total = *n;
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for (int i = idx; i < total; i += 192)
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{
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if (!overlaps[i])
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{
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int oidx = atomicInc(ctr, 50);
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suppressed[oidx] = tex2D(tdetections, i + 1, 0);
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}
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}
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}
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void suppress(const PtrStepSzb& objects, PtrStepSzb overlaps, PtrStepSzi ndetections,
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PtrStepSzb suppressed, cudaStream_t stream)
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{
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int block = 192;
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int grid = 1;
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cudaChannelFormatDesc desc = cudaCreateChannelDesc<uint4>();
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size_t offset;
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cudaSafeCall( cudaBindTexture2D(&offset, tdetections, objects.data, desc, objects.cols / sizeof(uint4), objects.rows, objects.step));
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overlap<<<grid, block>>>((uint*)ndetections.ptr(0), (uchar*)overlaps.ptr(0));
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collect<<<grid, block>>>((uint*)ndetections.ptr(0), (uchar*)overlaps.ptr(0), (uint*)suppressed.ptr(0), ((uint4*)suppressed.ptr(0)) + 1);
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if (!stream)
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{
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cudaSafeCall( cudaGetLastError());
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cudaSafeCall( cudaDeviceSynchronize());
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}
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}
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template<typename Policy>
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struct PrefixSum
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{
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__device_inline__ static void apply(float& impact)
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{
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#if defined __CUDA_ARCH__ && __CUDA_ARCH__ >= 300
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#pragma unroll
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// scan on shuffle functions
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for (int i = 1; i < Policy::WARP; i *= 2)
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{
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const float n = __shfl_up(impact, i, Policy::WARP);
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if (threadIdx.x >= i)
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impact += n;
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}
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#else
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__shared__ volatile float ptr[Policy::STA_X * Policy::STA_Y];
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const int idx = threadIdx.y * Policy::STA_X + threadIdx.x;
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ptr[idx] = impact;
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if ( threadIdx.x >= 1) ptr [idx ] = (ptr [idx - 1] + ptr [idx]);
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if ( threadIdx.x >= 2) ptr [idx ] = (ptr [idx - 2] + ptr [idx]);
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if ( threadIdx.x >= 4) ptr [idx ] = (ptr [idx - 4] + ptr [idx]);
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if ( threadIdx.x >= 8) ptr [idx ] = (ptr [idx - 8] + ptr [idx]);
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if ( threadIdx.x >= 16) ptr [idx ] = (ptr [idx - 16] + ptr [idx]);
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impact = ptr[idx];
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#endif
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||||
}
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||||
};
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|
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texture<int, cudaTextureType2D, cudaReadModeElementType> thogluv;
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template<bool isUp>
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__device__ __forceinline__ float rescale(const Level& level, Node& node)
|
||||
{
|
||||
uchar4& scaledRect = node.rect;
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float relScale = level.relScale;
|
||||
float farea = (scaledRect.z - scaledRect.x) * (scaledRect.w - scaledRect.y);
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||||
|
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// rescale
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scaledRect.x = __float2int_rn(relScale * scaledRect.x);
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scaledRect.y = __float2int_rn(relScale * scaledRect.y);
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scaledRect.z = __float2int_rn(relScale * scaledRect.z);
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scaledRect.w = __float2int_rn(relScale * scaledRect.w);
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float sarea = (scaledRect.z - scaledRect.x) * (scaledRect.w - scaledRect.y);
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|
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const float expected_new_area = farea * relScale * relScale;
|
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float approx = (sarea == 0)? 1: __fdividef(sarea, expected_new_area);
|
||||
|
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float rootThreshold = (node.threshold & 0x0FFFFFFFU) * approx * level.scaling[(node.threshold >> 28) > 6];
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||||
|
||||
return rootThreshold;
|
||||
}
|
||||
|
||||
template<>
|
||||
__device__ __forceinline__ float rescale<true>(const Level& level, Node& node)
|
||||
{
|
||||
uchar4& scaledRect = node.rect;
|
||||
float relScale = level.relScale;
|
||||
float farea = scaledRect.z * scaledRect.w;
|
||||
|
||||
// rescale
|
||||
scaledRect.x = __float2int_rn(relScale * scaledRect.x);
|
||||
scaledRect.y = __float2int_rn(relScale * scaledRect.y);
|
||||
scaledRect.z = __float2int_rn(relScale * scaledRect.z);
|
||||
scaledRect.w = __float2int_rn(relScale * scaledRect.w);
|
||||
|
||||
float sarea = scaledRect.z * scaledRect.w;
|
||||
|
||||
const float expected_new_area = farea * relScale * relScale;
|
||||
float approx = __fdividef(sarea, expected_new_area);
|
||||
|
||||
float rootThreshold = (node.threshold & 0x0FFFFFFFU) * approx * level.scaling[(node.threshold >> 28) > 6];
|
||||
|
||||
return rootThreshold;
|
||||
}
|
||||
|
||||
template<bool isUp>
|
||||
__device__ __forceinline__ int get(int x, int y, uchar4 area)
|
||||
{
|
||||
int a = tex2D(thogluv, x + area.x, y + area.y);
|
||||
int b = tex2D(thogluv, x + area.z, y + area.y);
|
||||
int c = tex2D(thogluv, x + area.z, y + area.w);
|
||||
int d = tex2D(thogluv, x + area.x, y + area.w);
|
||||
|
||||
return (a - b + c - d);
|
||||
}
|
||||
|
||||
template<>
|
||||
__device__ __forceinline__ int get<true>(int x, int y, uchar4 area)
|
||||
{
|
||||
x += area.x;
|
||||
y += area.y;
|
||||
|
||||
int a = tex2D(thogluv, x, y);
|
||||
int b = tex2D(thogluv, x + area.z, y);
|
||||
int c = tex2D(thogluv, x + area.z, y + area.w);
|
||||
int d = tex2D(thogluv, x, y + area.w);
|
||||
|
||||
return (a - b + c - d);
|
||||
}
|
||||
|
||||
texture<float2, cudaTextureType2D, cudaReadModeElementType> troi;
|
||||
|
||||
template<typename Policy>
|
||||
template<bool isUp>
|
||||
__device_inline__ void CascadeInvoker<Policy>::detect(Detection* objects, const uint ndetections, uint* ctr, const int downscales) const
|
||||
{
|
||||
const int y = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
const int x = blockIdx.x;
|
||||
|
||||
// load Level
|
||||
__shared__ Level level;
|
||||
|
||||
// check POI
|
||||
__shared__ volatile char roiCache[Policy::STA_Y];
|
||||
|
||||
if (!threadIdx.y && !threadIdx.x)
|
||||
((float2*)roiCache)[threadIdx.x] = tex2D(troi, blockIdx.y, x);
|
||||
|
||||
__syncthreads();
|
||||
|
||||
if (!roiCache[threadIdx.y]) return;
|
||||
|
||||
if (!threadIdx.x)
|
||||
level = levels[downscales + blockIdx.z];
|
||||
|
||||
if(x >= level.workRect.x || y >= level.workRect.y) return;
|
||||
|
||||
int st = level.octave * level.step;
|
||||
const int stEnd = st + level.step;
|
||||
|
||||
const int hogluvStep = gridDim.y * Policy::STA_Y;
|
||||
float confidence = 0.f;
|
||||
for(; st < stEnd; st += Policy::WARP)
|
||||
{
|
||||
const int nId = (st + threadIdx.x) * 3;
|
||||
|
||||
Node node = nodes[nId];
|
||||
|
||||
float threshold = rescale<isUp>(level, node);
|
||||
int sum = get<isUp>(x, y + (node.threshold >> 28) * hogluvStep, node.rect);
|
||||
|
||||
int next = 1 + (int)(sum >= threshold);
|
||||
|
||||
node = nodes[nId + next];
|
||||
threshold = rescale<isUp>(level, node);
|
||||
sum = get<isUp>(x, y + (node.threshold >> 28) * hogluvStep, node.rect);
|
||||
|
||||
const int lShift = (next - 1) * 2 + (int)(sum >= threshold);
|
||||
float impact = leaves[(st + threadIdx.x) * 4 + lShift];
|
||||
|
||||
PrefixSum<Policy>::apply(impact);
|
||||
|
||||
#if __CUDA_ARCH__ >= 120
|
||||
if(__any((confidence + impact <= stages[(st + threadIdx.x)]))) st += 2048;
|
||||
#endif
|
||||
#if __CUDA_ARCH__ >= 300
|
||||
impact = __shfl(impact, 31);
|
||||
#endif
|
||||
|
||||
confidence += impact;
|
||||
}
|
||||
|
||||
if(!threadIdx.x && st == stEnd && ((confidence - FLT_EPSILON) >= 0))
|
||||
{
|
||||
int idx = atomicInc(ctr, ndetections);
|
||||
objects[idx] = Detection(__float2int_rn(x * Policy::SHRINKAGE),
|
||||
__float2int_rn(y * Policy::SHRINKAGE), level.objSize.x, level.objSize.y, confidence);
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Policy, bool isUp>
|
||||
__global__ void soft_cascade(const CascadeInvoker<Policy> invoker, Detection* objects, const uint n, uint* ctr, const int downs)
|
||||
{
|
||||
invoker.template detect<isUp>(objects, n, ctr, downs);
|
||||
}
|
||||
|
||||
template<typename Policy>
|
||||
void CascadeInvoker<Policy>::operator()(const PtrStepSzb& roi, const PtrStepSzi& hogluv,
|
||||
PtrStepSz<uchar4> objects, const int downscales, const cudaStream_t& stream) const
|
||||
{
|
||||
int fw = roi.rows;
|
||||
int fh = roi.cols;
|
||||
|
||||
dim3 grid(fw, fh / Policy::STA_Y, downscales);
|
||||
|
||||
uint* ctr = (uint*)(objects.ptr(0));
|
||||
Detection* det = ((Detection*)objects.ptr(0)) + 1;
|
||||
uint max_det = objects.cols / sizeof(Detection);
|
||||
|
||||
cudaChannelFormatDesc desc = cudaCreateChannelDesc<int>();
|
||||
cudaSafeCall( cudaBindTexture2D(0, thogluv, hogluv.data, desc, hogluv.cols, hogluv.rows, hogluv.step));
|
||||
|
||||
cudaChannelFormatDesc desc_roi = cudaCreateChannelDesc<typename Policy::roi_type>();
|
||||
cudaSafeCall( cudaBindTexture2D(0, troi, roi.data, desc_roi, roi.cols / Policy::STA_Y, roi.rows, roi.step));
|
||||
|
||||
const CascadeInvoker<Policy> inv = *this;
|
||||
|
||||
soft_cascade<Policy, false><<<grid, Policy::block(), 0, stream>>>(inv, det, max_det, ctr, 0);
|
||||
cudaSafeCall( cudaGetLastError());
|
||||
|
||||
grid = dim3(fw, fh / Policy::STA_Y, min(38, scales) - downscales);
|
||||
soft_cascade<Policy, true><<<grid, Policy::block(), 0, stream>>>(inv, det, max_det, ctr, downscales);
|
||||
|
||||
if (!stream)
|
||||
{
|
||||
cudaSafeCall( cudaGetLastError());
|
||||
cudaSafeCall( cudaDeviceSynchronize());
|
||||
}
|
||||
}
|
||||
|
||||
template void CascadeInvoker<GK107PolicyX4>::operator()(const PtrStepSzb& roi, const PtrStepSzi& hogluv,
|
||||
PtrStepSz<uchar4> objects, const int downscales, const cudaStream_t& stream) const;
|
||||
|
||||
}}}
|
||||
Reference in New Issue
Block a user