diff --git a/pcdet/ops/iou3d_nms/src/iou3d_cpu.cpp b/pcdet/ops/iou3d_nms/src/iou3d_cpu.cpp new file mode 100644 index 0000000..c0311b3 --- /dev/null +++ b/pcdet/ops/iou3d_nms/src/iou3d_cpu.cpp @@ -0,0 +1,273 @@ +/* +3D Rotated IoU Calculation (CPU) +Written by Shaoshuai Shi +All Rights Reserved 2020. +*/ + +#include +#include +#include +#include +#include +#include +#include +#include "iou3d_cpu.h" + +#define CHECK_CUDA(x) do { \ + if (!x.type().is_cuda()) { \ + fprintf(stderr, "%s must be CUDA tensor at %s:%d\n", #x, __FILE__, __LINE__); \ + exit(-1); \ + } \ +} while (0) +#define CHECK_CONTIGUOUS(x) do { \ + if (!x.is_contiguous()) { \ + fprintf(stderr, "%s must be contiguous tensor at %s:%d\n", #x, __FILE__, __LINE__); \ + exit(-1); \ + } \ +} while (0) +#define CHECK_INPUT(x) CHECK_CUDA(x);CHECK_CONTIGUOUS(x) + +inline float min(float a, float b){ + return a > b ? b : a; +} + +inline float max(float a, float b){ + return a > b ? a : b; +} + +const float EPS = 1e-8; +struct Point { + float x, y; + __device__ Point() {} + __device__ Point(double _x, double _y){ + x = _x, y = _y; + } + + __device__ void set(float _x, float _y){ + x = _x; y = _y; + } + + __device__ Point operator +(const Point &b)const{ + return Point(x + b.x, y + b.y); + } + + __device__ Point operator -(const Point &b)const{ + return Point(x - b.x, y - b.y); + } +}; + +inline float cross(const Point &a, const Point &b){ + return a.x * b.y - a.y * b.x; +} + +inline float cross(const Point &p1, const Point &p2, const Point &p0){ + return (p1.x - p0.x) * (p2.y - p0.y) - (p2.x - p0.x) * (p1.y - p0.y); +} + +inline int check_rect_cross(const Point &p1, const Point &p2, const Point &q1, const Point &q2){ + int ret = min(p1.x,p2.x) <= max(q1.x,q2.x) && + min(q1.x,q2.x) <= max(p1.x,p2.x) && + min(p1.y,p2.y) <= max(q1.y,q2.y) && + min(q1.y,q2.y) <= max(p1.y,p2.y); + return ret; +} + +inline int check_in_box2d(const float *box, const Point &p){ + //params: (7) [x, y, z, dx, dy, dz, heading] + const float MARGIN = 1e-2; + + float center_x = box[0], center_y = box[1]; + float angle_cos = cos(-box[6]), angle_sin = sin(-box[6]); // rotate the point in the opposite direction of box + float rot_x = (p.x - center_x) * angle_cos + (p.y - center_y) * (-angle_sin); + float rot_y = (p.x - center_x) * angle_sin + (p.y - center_y) * angle_cos; + + return (fabs(rot_x) < box[3] / 2 + MARGIN && fabs(rot_y) < box[4] / 2 + MARGIN); +} + +inline int intersection(const Point &p1, const Point &p0, const Point &q1, const Point &q0, Point &ans){ + // fast exclusion + if (check_rect_cross(p0, p1, q0, q1) == 0) return 0; + + // check cross standing + float s1 = cross(q0, p1, p0); + float s2 = cross(p1, q1, p0); + float s3 = cross(p0, q1, q0); + float s4 = cross(q1, p1, q0); + + if (!(s1 * s2 > 0 && s3 * s4 > 0)) return 0; + + // calculate intersection of two lines + float s5 = cross(q1, p1, p0); + if(fabs(s5 - s1) > EPS){ + ans.x = (s5 * q0.x - s1 * q1.x) / (s5 - s1); + ans.y = (s5 * q0.y - s1 * q1.y) / (s5 - s1); + + } + else{ + float a0 = p0.y - p1.y, b0 = p1.x - p0.x, c0 = p0.x * p1.y - p1.x * p0.y; + float a1 = q0.y - q1.y, b1 = q1.x - q0.x, c1 = q0.x * q1.y - q1.x * q0.y; + float D = a0 * b1 - a1 * b0; + + ans.x = (b0 * c1 - b1 * c0) / D; + ans.y = (a1 * c0 - a0 * c1) / D; + } + + return 1; +} + +inline void rotate_around_center(const Point ¢er, const float angle_cos, const float angle_sin, Point &p){ + float new_x = (p.x - center.x) * angle_cos + (p.y - center.y) * (-angle_sin) + center.x; + float new_y = (p.x - center.x) * angle_sin + (p.y - center.y) * angle_cos + center.y; + p.set(new_x, new_y); +} + +inline int point_cmp(const Point &a, const Point &b, const Point ¢er){ + return atan2(a.y - center.y, a.x - center.x) > atan2(b.y - center.y, b.x - center.x); +} + +inline float box_overlap(const float *box_a, const float *box_b){ + // params: box_a (7) [x, y, z, dx, dy, dz, heading] + // params: box_b (7) [x, y, z, dx, dy, dz, heading] + +// float a_x1 = box_a[0], a_y1 = box_a[1], a_x2 = box_a[2], a_y2 = box_a[3], a_angle = box_a[4]; +// float b_x1 = box_b[0], b_y1 = box_b[1], b_x2 = box_b[2], b_y2 = box_b[3], b_angle = box_b[4]; + float a_angle = box_a[6], b_angle = box_b[6]; + float a_dx_half = box_a[3] / 2, b_dx_half = box_b[3] / 2, a_dy_half = box_a[4] / 2, b_dy_half = box_b[4] / 2; + float a_x1 = box_a[0] - a_dx_half, a_y1 = box_a[1] - a_dy_half; + float a_x2 = box_a[0] + a_dx_half, a_y2 = box_a[1] + a_dy_half; + float b_x1 = box_b[0] - b_dx_half, b_y1 = box_b[1] - b_dy_half; + float b_x2 = box_b[0] + b_dx_half, b_y2 = box_b[1] + b_dy_half; + + Point center_a(box_a[0], box_a[1]); + Point center_b(box_b[0], box_b[1]); + + Point box_a_corners[5]; + box_a_corners[0].set(a_x1, a_y1); + box_a_corners[1].set(a_x2, a_y1); + box_a_corners[2].set(a_x2, a_y2); + box_a_corners[3].set(a_x1, a_y2); + + Point box_b_corners[5]; + box_b_corners[0].set(b_x1, b_y1); + box_b_corners[1].set(b_x2, b_y1); + box_b_corners[2].set(b_x2, b_y2); + box_b_corners[3].set(b_x1, b_y2); + + // get oriented corners + float a_angle_cos = cos(a_angle), a_angle_sin = sin(a_angle); + float b_angle_cos = cos(b_angle), b_angle_sin = sin(b_angle); + + for (int k = 0; k < 4; k++){ + rotate_around_center(center_a, a_angle_cos, a_angle_sin, box_a_corners[k]); + rotate_around_center(center_b, b_angle_cos, b_angle_sin, box_b_corners[k]); + } + + box_a_corners[4] = box_a_corners[0]; + box_b_corners[4] = box_b_corners[0]; + + // get intersection of lines + Point cross_points[16]; + Point poly_center; + int cnt = 0, flag = 0; + + poly_center.set(0, 0); + for (int i = 0; i < 4; i++){ + for (int j = 0; j < 4; j++){ + flag = intersection(box_a_corners[i + 1], box_a_corners[i], box_b_corners[j + 1], box_b_corners[j], cross_points[cnt]); + if (flag){ + poly_center = poly_center + cross_points[cnt]; + cnt++; + } + } + } + + // check corners + for (int k = 0; k < 4; k++){ + if (check_in_box2d(box_a, box_b_corners[k])){ + poly_center = poly_center + box_b_corners[k]; + cross_points[cnt] = box_b_corners[k]; + cnt++; + } + if (check_in_box2d(box_b, box_a_corners[k])){ + poly_center = poly_center + box_a_corners[k]; + cross_points[cnt] = box_a_corners[k]; + cnt++; + } + } + + poly_center.x /= cnt; + poly_center.y /= cnt; + + // sort the points of polygon + Point temp; + for (int j = 0; j < cnt - 1; j++){ + for (int i = 0; i < cnt - j - 1; i++){ + if (point_cmp(cross_points[i], cross_points[i + 1], poly_center)){ + temp = cross_points[i]; + cross_points[i] = cross_points[i + 1]; + cross_points[i + 1] = temp; + } + } + } + + // get the overlap areas + float area = 0; + for (int k = 0; k < cnt - 1; k++){ + area += cross(cross_points[k] - cross_points[0], cross_points[k + 1] - cross_points[0]); + } + + return fabs(area) / 2.0; +} + +inline float iou_bev(const float *box_a, const float *box_b){ + // params: box_a (7) [x, y, z, dx, dy, dz, heading] + // params: box_b (7) [x, y, z, dx, dy, dz, heading] + float sa = box_a[3] * box_a[4]; + float sb = box_b[3] * box_b[4]; + float s_overlap = box_overlap(box_a, box_b); + return s_overlap / fmaxf(sa + sb - s_overlap, EPS); +} + + +int boxes_iou_bev_cpu(at::Tensor boxes_a_tensor, at::Tensor boxes_b_tensor, at::Tensor ans_iou_tensor){ + // params boxes_a_tensor: (N, 7) [x, y, z, dx, dy, dz, heading] + // params boxes_b_tensor: (M, 7) [x, y, z, dx, dy, dz, heading] + // params ans_iou_tensor: (N, M) + + CHECK_CONTIGUOUS(boxes_a_tensor); + CHECK_CONTIGUOUS(boxes_b_tensor); + + int num_boxes_a = boxes_a_tensor.size(0); + int num_boxes_b = boxes_b_tensor.size(0); + const float *boxes_a = boxes_a_tensor.data(); + const float *boxes_b = boxes_b_tensor.data(); + float *ans_iou = ans_iou_tensor.data(); + + for (int i = 0; i < num_boxes_a; i++){ + for (int j = 0; j < num_boxes_b; j++){ + ans_iou[i * num_boxes_b + j] = iou_bev(boxes_a + i * 7, boxes_b + j * 7); + } + } + return 1; +} + +int boxes_aligned_iou_bev_cpu(at::Tensor boxes_a_tensor, at::Tensor boxes_b_tensor, at::Tensor ans_iou_tensor){ + // params boxes_a_tensor: (N, 7) [x, y, z, dx, dy, dz, heading] + // params boxes_b_tensor: (N, 7) [x, y, z, dx, dy, dz, heading] + // params ans_iou_tensor: (N, 1) + + CHECK_CONTIGUOUS(boxes_a_tensor); + CHECK_CONTIGUOUS(boxes_b_tensor); + + int num_boxes = boxes_a_tensor.size(0); + int num_boxes_b = boxes_b_tensor.size(0); + assert(num_boxes == num_boxes_b); + const float *boxes_a = boxes_a_tensor.data(); + const float *boxes_b = boxes_b_tensor.data(); + float *ans_iou = ans_iou_tensor.data(); + + for (int i = 0; i < num_boxes; i++){ + ans_iou[i] = iou_bev(boxes_a + i * 7, boxes_b + i * 7); + } + return 1; +}