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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 [email protected] | |
| */ | |
| #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 INVERSE 2D covariance matrix computation | |
| // (due to length launched as separate kernel before other | |
| // backward steps contained in preprocess) | |
| __global__ void computeCov2DCUDA(int P, | |
| const float3* means, | |
| const int* radii, | |
| const float* cov3Ds, | |
| const float h_x, float h_y, | |
| const float tan_fovx, float tan_fovy, | |
| const float* view_matrix, | |
| const float* dL_dconics, | |
| float3* dL_dmeans, | |
| float* dL_dcov) | |
| { | |
| auto idx = cg::this_grid().thread_rank(); | |
| if (idx >= P || !(radii[idx] > 0)) | |
| return; | |
| // Reading location of 3D covariance for this Gaussian | |
| const float* cov3D = cov3Ds + 6 * idx; | |
| // Fetch gradients, recompute 2D covariance and relevant | |
| // intermediate forward results needed in the backward. | |
| float3 mean = means[idx]; | |
| float3 dL_dconic = { dL_dconics[4 * idx], dL_dconics[4 * idx + 1], dL_dconics[4 * idx + 3] }; | |
| float3 t = transformPoint4x3(mean, view_matrix); | |
| const float limx = 1.3f * tan_fovx; | |
| const float limy = 1.3f * tan_fovy; | |
| const float txtz = t.x / t.z; | |
| const float tytz = t.y / t.z; | |
| t.x = min(limx, max(-limx, txtz)) * t.z; | |
| t.y = min(limy, max(-limy, tytz)) * t.z; | |
| const float x_grad_mul = txtz < -limx || txtz > limx ? 0 : 1; | |
| const float y_grad_mul = tytz < -limy || tytz > limy ? 0 : 1; | |
| glm::mat3 J = glm::mat3(h_x / t.z, 0.0f, -(h_x * t.x) / (t.z * t.z), | |
| 0.0f, h_y / t.z, -(h_y * t.y) / (t.z * t.z), | |
| 0, 0, 0); | |
| glm::mat3 W = glm::mat3( | |
| view_matrix[0], view_matrix[4], view_matrix[8], | |
| view_matrix[1], view_matrix[5], view_matrix[9], | |
| view_matrix[2], view_matrix[6], view_matrix[10]); | |
| glm::mat3 Vrk = glm::mat3( | |
| cov3D[0], cov3D[1], cov3D[2], | |
| cov3D[1], cov3D[3], cov3D[4], | |
| cov3D[2], cov3D[4], cov3D[5]); | |
| glm::mat3 T = W * J; | |
| glm::mat3 cov2D = glm::transpose(T) * glm::transpose(Vrk) * T; | |
| // Use helper variables for 2D covariance entries. More compact. | |
| float a = cov2D[0][0] += 0.3f; | |
| float b = cov2D[0][1]; | |
| float c = cov2D[1][1] += 0.3f; | |
| float denom = a * c - b * b; | |
| float dL_da = 0, dL_db = 0, dL_dc = 0; | |
| float denom2inv = 1.0f / ((denom * denom) + 0.0000001f); | |
| if (denom2inv != 0) | |
| { | |
| // Gradients of loss w.r.t. entries of 2D covariance matrix, | |
| // given gradients of loss w.r.t. conic matrix (inverse covariance matrix). | |
| // e.g., dL / da = dL / d_conic_a * d_conic_a / d_a | |
| dL_da = denom2inv * (-c * c * dL_dconic.x + 2 * b * c * dL_dconic.y + (denom - a * c) * dL_dconic.z); | |
| dL_dc = denom2inv * (-a * a * dL_dconic.z + 2 * a * b * dL_dconic.y + (denom - a * c) * dL_dconic.x); | |
| dL_db = denom2inv * 2 * (b * c * dL_dconic.x - (denom + 2 * b * b) * dL_dconic.y + a * b * dL_dconic.z); | |
| // Gradients of loss L w.r.t. each 3D covariance matrix (Vrk) entry, | |
| // given gradients w.r.t. 2D covariance matrix (diagonal). | |
| // cov2D = transpose(T) * transpose(Vrk) * T; | |
| dL_dcov[6 * idx + 0] = (T[0][0] * T[0][0] * dL_da + T[0][0] * T[1][0] * dL_db + T[1][0] * T[1][0] * dL_dc); | |
| dL_dcov[6 * idx + 3] = (T[0][1] * T[0][1] * dL_da + T[0][1] * T[1][1] * dL_db + T[1][1] * T[1][1] * dL_dc); | |
| dL_dcov[6 * idx + 5] = (T[0][2] * T[0][2] * dL_da + T[0][2] * T[1][2] * dL_db + T[1][2] * T[1][2] * dL_dc); | |
| // Gradients of loss L w.r.t. each 3D covariance matrix (Vrk) entry, | |
| // given gradients w.r.t. 2D covariance matrix (off-diagonal). | |
| // Off-diagonal elements appear twice --> double the gradient. | |
| // cov2D = transpose(T) * transpose(Vrk) * T; | |
| dL_dcov[6 * idx + 1] = 2 * T[0][0] * T[0][1] * dL_da + (T[0][0] * T[1][1] + T[0][1] * T[1][0]) * dL_db + 2 * T[1][0] * T[1][1] * dL_dc; | |
| dL_dcov[6 * idx + 2] = 2 * T[0][0] * T[0][2] * dL_da + (T[0][0] * T[1][2] + T[0][2] * T[1][0]) * dL_db + 2 * T[1][0] * T[1][2] * dL_dc; | |
| dL_dcov[6 * idx + 4] = 2 * T[0][2] * T[0][1] * dL_da + (T[0][1] * T[1][2] + T[0][2] * T[1][1]) * dL_db + 2 * T[1][1] * T[1][2] * dL_dc; | |
| } | |
| else | |
| { | |
| for (int i = 0; i < 6; i++) | |
| dL_dcov[6 * idx + i] = 0; | |
| } | |
| // Gradients of loss w.r.t. upper 2x3 portion of intermediate matrix T | |
| // cov2D = transpose(T) * transpose(Vrk) * T; | |
| float dL_dT00 = 2 * (T[0][0] * Vrk[0][0] + T[0][1] * Vrk[0][1] + T[0][2] * Vrk[0][2]) * dL_da + | |
| (T[1][0] * Vrk[0][0] + T[1][1] * Vrk[0][1] + T[1][2] * Vrk[0][2]) * dL_db; | |
| float dL_dT01 = 2 * (T[0][0] * Vrk[1][0] + T[0][1] * Vrk[1][1] + T[0][2] * Vrk[1][2]) * dL_da + | |
| (T[1][0] * Vrk[1][0] + T[1][1] * Vrk[1][1] + T[1][2] * Vrk[1][2]) * dL_db; | |
| float dL_dT02 = 2 * (T[0][0] * Vrk[2][0] + T[0][1] * Vrk[2][1] + T[0][2] * Vrk[2][2]) * dL_da + | |
| (T[1][0] * Vrk[2][0] + T[1][1] * Vrk[2][1] + T[1][2] * Vrk[2][2]) * dL_db; | |
| float dL_dT10 = 2 * (T[1][0] * Vrk[0][0] + T[1][1] * Vrk[0][1] + T[1][2] * Vrk[0][2]) * dL_dc + | |
| (T[0][0] * Vrk[0][0] + T[0][1] * Vrk[0][1] + T[0][2] * Vrk[0][2]) * dL_db; | |
| float dL_dT11 = 2 * (T[1][0] * Vrk[1][0] + T[1][1] * Vrk[1][1] + T[1][2] * Vrk[1][2]) * dL_dc + | |
| (T[0][0] * Vrk[1][0] + T[0][1] * Vrk[1][1] + T[0][2] * Vrk[1][2]) * dL_db; | |
| float dL_dT12 = 2 * (T[1][0] * Vrk[2][0] + T[1][1] * Vrk[2][1] + T[1][2] * Vrk[2][2]) * dL_dc + | |
| (T[0][0] * Vrk[2][0] + T[0][1] * Vrk[2][1] + T[0][2] * Vrk[2][2]) * dL_db; | |
| // Gradients of loss w.r.t. upper 3x2 non-zero entries of Jacobian matrix | |
| // T = W * J | |
| float dL_dJ00 = W[0][0] * dL_dT00 + W[0][1] * dL_dT01 + W[0][2] * dL_dT02; | |
| float dL_dJ02 = W[2][0] * dL_dT00 + W[2][1] * dL_dT01 + W[2][2] * dL_dT02; | |
| float dL_dJ11 = W[1][0] * dL_dT10 + W[1][1] * dL_dT11 + W[1][2] * dL_dT12; | |
| float dL_dJ12 = W[2][0] * dL_dT10 + W[2][1] * dL_dT11 + W[2][2] * dL_dT12; | |
| float tz = 1.f / t.z; | |
| float tz2 = tz * tz; | |
| float tz3 = tz2 * tz; | |
| // Gradients of loss w.r.t. transformed Gaussian mean t | |
| float dL_dtx = x_grad_mul * -h_x * tz2 * dL_dJ02; | |
| float dL_dty = y_grad_mul * -h_y * tz2 * dL_dJ12; | |
| float dL_dtz = -h_x * tz2 * dL_dJ00 - h_y * tz2 * dL_dJ11 + (2 * h_x * t.x) * tz3 * dL_dJ02 + (2 * h_y * t.y) * tz3 * dL_dJ12; | |
| // Account for transformation of mean to t | |
| // t = transformPoint4x3(mean, view_matrix); | |
| float3 dL_dmean = transformVec4x3Transpose({ dL_dtx, dL_dty, dL_dtz }, view_matrix); | |
| // Gradients of loss w.r.t. Gaussian means, but only the portion | |
| // that is caused because the mean affects the covariance matrix. | |
| // Additional mean gradient is accumulated in BACKWARD::preprocess. | |
| dL_dmeans[idx] = dL_dmean; | |
| } | |
| // Backward pass for the conversion of scale and rotation to a | |
| // 3D covariance matrix for each Gaussian. | |
| __device__ void computeCov3D(int idx, const glm::vec3 scale, float mod, const glm::vec4 rot, const float* dL_dcov3Ds, glm::vec3* dL_dscales, glm::vec4* dL_drots) | |
| { | |
| // Recompute (intermediate) results for the 3D covariance computation. | |
| glm::vec4 q = rot;// / glm::length(rot); | |
| float r = q.x; | |
| float x = q.y; | |
| float y = q.z; | |
| float z = q.w; | |
| glm::mat3 R = glm::mat3( | |
| 1.f - 2.f * (y * y + z * z), 2.f * (x * y - r * z), 2.f * (x * z + r * y), | |
| 2.f * (x * y + r * z), 1.f - 2.f * (x * x + z * z), 2.f * (y * z - r * x), | |
| 2.f * (x * z - r * y), 2.f * (y * z + r * x), 1.f - 2.f * (x * x + y * y) | |
| ); | |
| glm::mat3 S = glm::mat3(1.0f); | |
| glm::vec3 s = mod * scale; | |
| S[0][0] = s.x; | |
| S[1][1] = s.y; | |
| S[2][2] = s.z; | |
| glm::mat3 M = S * R; | |
| const float* dL_dcov3D = dL_dcov3Ds + 6 * idx; | |
| glm::vec3 dunc(dL_dcov3D[0], dL_dcov3D[3], dL_dcov3D[5]); | |
| glm::vec3 ounc = 0.5f * glm::vec3(dL_dcov3D[1], dL_dcov3D[2], dL_dcov3D[4]); | |
| // Convert per-element covariance loss gradients to matrix form | |
| glm::mat3 dL_dSigma = glm::mat3( | |
| dL_dcov3D[0], 0.5f * dL_dcov3D[1], 0.5f * dL_dcov3D[2], | |
| 0.5f * dL_dcov3D[1], dL_dcov3D[3], 0.5f * dL_dcov3D[4], | |
| 0.5f * dL_dcov3D[2], 0.5f * dL_dcov3D[4], dL_dcov3D[5] | |
| ); | |
| // Compute loss gradient w.r.t. matrix M | |
| // dSigma_dM = 2 * M | |
| glm::mat3 dL_dM = 2.0f * M * dL_dSigma; | |
| glm::mat3 Rt = glm::transpose(R); | |
| glm::mat3 dL_dMt = glm::transpose(dL_dM); | |
| // Gradients of loss w.r.t. scale | |
| glm::vec3* dL_dscale = dL_dscales + idx; | |
| dL_dscale->x = glm::dot(Rt[0], dL_dMt[0]); | |
| dL_dscale->y = glm::dot(Rt[1], dL_dMt[1]); | |
| dL_dscale->z = glm::dot(Rt[2], dL_dMt[2]); | |
| dL_dMt[0] *= s.x; | |
| dL_dMt[1] *= s.y; | |
| dL_dMt[2] *= s.z; | |
| // Gradients of loss w.r.t. normalized quaternion | |
| glm::vec4 dL_dq; | |
| dL_dq.x = 2 * z * (dL_dMt[0][1] - dL_dMt[1][0]) + 2 * y * (dL_dMt[2][0] - dL_dMt[0][2]) + 2 * x * (dL_dMt[1][2] - dL_dMt[2][1]); | |
| dL_dq.y = 2 * y * (dL_dMt[1][0] + dL_dMt[0][1]) + 2 * z * (dL_dMt[2][0] + dL_dMt[0][2]) + 2 * r * (dL_dMt[1][2] - dL_dMt[2][1]) - 4 * x * (dL_dMt[2][2] + dL_dMt[1][1]); | |
| dL_dq.z = 2 * x * (dL_dMt[1][0] + dL_dMt[0][1]) + 2 * r * (dL_dMt[2][0] - dL_dMt[0][2]) + 2 * z * (dL_dMt[1][2] + dL_dMt[2][1]) - 4 * y * (dL_dMt[2][2] + dL_dMt[0][0]); | |
| dL_dq.w = 2 * r * (dL_dMt[0][1] - dL_dMt[1][0]) + 2 * x * (dL_dMt[2][0] + dL_dMt[0][2]) + 2 * y * (dL_dMt[1][2] + dL_dMt[2][1]) - 4 * z * (dL_dMt[1][1] + dL_dMt[0][0]); | |
| // Gradients of loss w.r.t. unnormalized quaternion | |
| float4* dL_drot = (float4*)(dL_drots + idx); | |
| *dL_drot = float4{ dL_dq.x, dL_dq.y, dL_dq.z, dL_dq.w };//dnormvdv(float4{ rot.x, rot.y, rot.z, rot.w }, float4{ dL_dq.x, dL_dq.y, dL_dq.z, dL_dq.w }); | |
| } | |
| // Backward pass of the preprocessing steps, except | |
| // for the covariance computation and inversion | |
| // (those are handled by a previous kernel call) | |
| template<int C> | |
| __global__ void preprocessCUDA( | |
| int P, int D, int M, | |
| const float3* means, | |
| const int* radii, | |
| const float* shs, | |
| const bool* clamped, | |
| const glm::vec3* scales, | |
| const glm::vec4* rotations, | |
| const float scale_modifier, | |
| const float* proj, | |
| const glm::vec3* campos, | |
| const float3* dL_dmean2D, | |
| glm::vec3* dL_dmeans, | |
| float* dL_dcolor, | |
| float* dL_dcov3D, | |
| float* dL_dsh, | |
| glm::vec3* dL_dscale, | |
| glm::vec4* dL_drot) | |
| { | |
| auto idx = cg::this_grid().thread_rank(); | |
| if (idx >= P || !(radii[idx] > 0)) | |
| return; | |
| float3 m = means[idx]; | |
| // Taking care of gradients from the screenspace points | |
| float4 m_hom = transformPoint4x4(m, proj); | |
| float m_w = 1.0f / (m_hom.w + 0.0000001f); | |
| // Compute loss gradient w.r.t. 3D means due to gradients of 2D means | |
| // from rendering procedure | |
| glm::vec3 dL_dmean; | |
| float mul1 = (proj[0] * m.x + proj[4] * m.y + proj[8] * m.z + proj[12]) * m_w * m_w; | |
| float mul2 = (proj[1] * m.x + proj[5] * m.y + proj[9] * m.z + proj[13]) * m_w * m_w; | |
| dL_dmean.x = (proj[0] * m_w - proj[3] * mul1) * dL_dmean2D[idx].x + (proj[1] * m_w - proj[3] * mul2) * dL_dmean2D[idx].y; | |
| dL_dmean.y = (proj[4] * m_w - proj[7] * mul1) * dL_dmean2D[idx].x + (proj[5] * m_w - proj[7] * mul2) * dL_dmean2D[idx].y; | |
| dL_dmean.z = (proj[8] * m_w - proj[11] * mul1) * dL_dmean2D[idx].x + (proj[9] * m_w - proj[11] * mul2) * dL_dmean2D[idx].y; | |
| // That's the second part of the mean gradient. Previous computation | |
| // of cov2D and following SH conversion also affects it. | |
| dL_dmeans[idx] += dL_dmean; | |
| // Compute gradient updates due to computing colors from SHs | |
| if (shs) | |
| computeColorFromSH(idx, D, M, (glm::vec3*)means, *campos, shs, clamped, (glm::vec3*)dL_dcolor, (glm::vec3*)dL_dmeans, (glm::vec3*)dL_dsh); | |
| // Compute gradient updates due to computing covariance from scale/rotation | |
| if (scales) | |
| computeCov3D(idx, scales[idx], scale_modifier, rotations[idx], dL_dcov3D, dL_dscale, dL_drot); | |
| } | |
| // 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, | |
| const float* __restrict__ bg_color, | |
| const float2* __restrict__ points_xy_image, | |
| const float4* __restrict__ conic_opacity, | |
| const float3* __restrict__ points_xyz, | |
| const float* __restrict__ colors, | |
| const float* __restrict__ depths, | |
| const float* __restrict__ projmatrix, | |
| const float* __restrict__ final_Ts, | |
| const uint32_t* __restrict__ n_contrib, | |
| const float* __restrict__ dL_dpixels, | |
| const float* __restrict__ dL_depths, | |
| float3* __restrict__ dL_dmean2D, | |
| float4* __restrict__ dL_dconic2D, | |
| float3* __restrict__ dL_dmean3D, | |
| 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_conic_opacity[BLOCK_SIZE]; | |
| __shared__ float collected_colors[C * 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]; | |
| float dL_depth; | |
| float accum_depth_rec = 0; | |
| if (inside) | |
| { | |
| for (int i = 0; i < C; i++) | |
| dL_dpixel[i] = dL_dpixels[i * H * W + pix_id]; | |
| dL_depth = dL_depths[pix_id]; | |
| } | |
| float last_alpha = 0; | |
| float last_color[C] = { 0 }; | |
| float last_depth = 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_conic_opacity[block.thread_rank()] = conic_opacity[coll_id]; | |
| 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 blending values, as before. | |
| const float2 xy = collected_xy[j]; | |
| const float2 d = { xy.x - pixf.x, xy.y - pixf.y }; | |
| const float4 con_o = collected_conic_opacity[j]; | |
| const float power = -0.5f * (con_o.x * d.x * d.x + con_o.z * d.y * d.y) - con_o.y * d.x * d.y; | |
| if (power > 0.0f) | |
| continue; | |
| const float G = exp(power); | |
| const float alpha = min(0.99f, con_o.w * G); | |
| if (alpha < 1.0f / 255.0f) | |
| continue; | |
| T = T / (1.f - alpha); | |
| const float dchannel_dcolor = 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); | |
| } | |
| const float c_d = collected_depths[j]; | |
| 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_depth; | |
| dL_dalpha *= T; | |
| // Update the gradients w.r.t. depth (=z in camera coord.) of the Gaussian. | |
| float3 m = points_xyz[global_id]; | |
| float4 m_hom = transformPoint4x4(m, projmatrix); | |
| float m_w = 1.0f / (m_hom.w + 0.0000001f); | |
| float mul3 = (projmatrix[2] * m.x + projmatrix[6] * m.y + projmatrix[10] * m.z + projmatrix[14]) * m_w * m_w; | |
| // Update gradients w.r.t. 2D mean position of the Gaussian | |
| const float dL_camz = dchannel_dcolor * dL_depth; | |
| atomicAdd(&dL_dmean3D[global_id].x, (projmatrix[2] * m_w - projmatrix[3] * mul3) * dL_camz); | |
| atomicAdd(&dL_dmean3D[global_id].y, (projmatrix[6] * m_w - projmatrix[7] * mul3) * dL_camz); | |
| atomicAdd(&dL_dmean3D[global_id].z, (projmatrix[10] * m_w - projmatrix[11] * mul3) * dL_camz); | |
| // 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 = con_o.w * dL_dalpha; | |
| const float gdx = G * d.x; | |
| const float gdy = G * d.y; | |
| const float dG_ddelx = -gdx * con_o.x - gdy * con_o.y; | |
| const float dG_ddely = -gdy * con_o.z - gdx * con_o.y; | |
| // Update gradients w.r.t. 2D mean position of the Gaussian | |
| atomicAdd(&dL_dmean2D[global_id].x, dL_dG * dG_ddelx * ddelx_dx); | |
| atomicAdd(&dL_dmean2D[global_id].y, dL_dG * dG_ddely * ddely_dy); | |
| // Update gradients w.r.t. 2D covariance (2x2 matrix, symmetric) | |
| atomicAdd(&dL_dconic2D[global_id].x, -0.5f * gdx * d.x * dL_dG); | |
| atomicAdd(&dL_dconic2D[global_id].y, -0.5f * gdx * d.y * dL_dG); | |
| atomicAdd(&dL_dconic2D[global_id].w, -0.5f * gdy * d.y * dL_dG); | |
| // Update gradients w.r.t. opacity of the Gaussian | |
| atomicAdd(&(dL_dopacity[global_id]), G * dL_dalpha); | |
| } | |
| } | |
| } | |
| void BACKWARD::preprocess( | |
| int P, int D, int M, | |
| const float3* means3D, | |
| const int* radii, | |
| const float* shs, | |
| const bool* clamped, | |
| const glm::vec3* scales, | |
| const glm::vec4* rotations, | |
| const float scale_modifier, | |
| const float* cov3Ds, | |
| const float* viewmatrix, | |
| const float* projmatrix, | |
| const float focal_x, float focal_y, | |
| const float tan_fovx, float tan_fovy, | |
| const glm::vec3* campos, | |
| const float3* dL_dmean2D, | |
| const float* dL_dconic, | |
| glm::vec3* dL_dmean3D, | |
| float* dL_dcolor, | |
| float* dL_dcov3D, | |
| float* dL_dsh, | |
| glm::vec3* dL_dscale, | |
| glm::vec4* dL_drot) | |
| { | |
| // Propagate gradients for the path of 2D conic matrix computation. | |
| // Somewhat long, thus it is its own kernel rather than being part of | |
| // "preprocess". When done, loss gradient w.r.t. 3D means has been | |
| // modified and gradient w.r.t. 3D covariance matrix has been computed. | |
| computeCov2DCUDA << <(P + 255) / 256, 256 >> > ( | |
| P, | |
| means3D, | |
| radii, | |
| cov3Ds, | |
| focal_x, | |
| focal_y, | |
| tan_fovx, | |
| tan_fovy, | |
| viewmatrix, | |
| dL_dconic, | |
| (float3*)dL_dmean3D, | |
| dL_dcov3D); | |
| // Propagate gradients for remaining steps: finish 3D mean gradients, | |
| // propagate color gradients to SH (if desireD), propagate 3D covariance | |
| // matrix gradients to scale and rotation. | |
| preprocessCUDA<NUM_CHANNELS> << < (P + 255) / 256, 256 >> > ( | |
| P, D, M, | |
| (float3*)means3D, | |
| radii, | |
| shs, | |
| clamped, | |
| (glm::vec3*)scales, | |
| (glm::vec4*)rotations, | |
| scale_modifier, | |
| projmatrix, | |
| campos, | |
| (float3*)dL_dmean2D, | |
| (glm::vec3*)dL_dmean3D, | |
| dL_dcolor, | |
| dL_dcov3D, | |
| dL_dsh, | |
| dL_dscale, | |
| dL_drot); | |
| } | |
| void BACKWARD::render( | |
| const dim3 grid, const dim3 block, | |
| const uint2* ranges, | |
| const uint32_t* point_list, | |
| int W, int H, | |
| const float* bg_color, | |
| const float2* means2D, | |
| const float4* conic_opacity, | |
| const float3* means3D, | |
| const float* colors, | |
| const float* depths, | |
| const float* projmatrix, | |
| const float* final_Ts, | |
| const uint32_t* n_contrib, | |
| const float* dL_dpixels, | |
| const float* dL_depths, | |
| float3* dL_dmean2D, | |
| float4* dL_dconic2D, | |
| float3* dL_dmean3D, | |
| float* dL_dopacity, | |
| float* dL_dcolors) | |
| { | |
| renderCUDA<NUM_CHANNELS> << <grid, block >> >( | |
| ranges, | |
| point_list, | |
| W, H, | |
| bg_color, | |
| means2D, | |
| conic_opacity, | |
| means3D, | |
| colors, | |
| depths, | |
| projmatrix, | |
| final_Ts, | |
| n_contrib, | |
| dL_dpixels, | |
| dL_depths, | |
| dL_dmean2D, | |
| dL_dconic2D, | |
| dL_dmean3D, | |
| dL_dopacity, | |
| dL_dcolors | |
| ); | |
| } |