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IoUImpl.h
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26 
27 #pragma once
28 
29 #include <math.h>
30 
31 #include "open3d/Macro.h"
32 #include "open3d/core/CUDAUtils.h"
33 
34 namespace open3d {
35 namespace ml {
36 namespace contrib {
37 
38 constexpr int NMS_BLOCK_SIZE = sizeof(uint64_t) * 8;
39 constexpr float EPS = static_cast<float>(1e-8);
40 
41 struct Point {
43  OPEN3D_HOST_DEVICE Point(float x, float y) : x_(x), y_(y) {}
44  OPEN3D_HOST_DEVICE void set(float x, float y) {
45  x_ = x;
46  y_ = y;
47  }
49  return Point(x_ + b.x_, y_ + b.y_);
50  }
52  return Point(x_ - b.x_, y_ - b.y_);
53  }
54  float x_ = 0.0f;
55  float y_ = 0.0f;
56 };
57 
58 OPEN3D_HOST_DEVICE inline float Cross(const Point &a, const Point &b) {
59  return a.x_ * b.y_ - a.y_ * b.x_;
60 }
61 
62 OPEN3D_HOST_DEVICE inline float Cross(const Point &p1,
63  const Point &p2,
64  const Point &p0) {
65  return (p1.x_ - p0.x_) * (p2.y_ - p0.y_) -
66  (p2.x_ - p0.x_) * (p1.y_ - p0.y_);
67 }
68 
70  const Point &p2,
71  const Point &q1,
72  const Point &q2) {
73  int ret = fmin(p1.x_, p2.x_) <= fmax(q1.x_, q2.x_) &&
74  fmin(q1.x_, q2.x_) <= fmax(p1.x_, p2.x_) &&
75  fmin(p1.y_, p2.y_) <= fmax(q1.y_, q2.y_) &&
76  fmin(q1.y_, q2.y_) <= fmax(p1.y_, p2.y_);
77  return ret;
78 }
79 
80 OPEN3D_HOST_DEVICE inline int CheckInBox2D(const float *box, const Point &p) {
81  // box (5): [x1, y1, x2, y2, angle].
82  const float MARGIN = static_cast<float>(1e-5);
83 
84  float center_x = (box[0] + box[2]) / 2;
85  float center_y = (box[1] + box[3]) / 2;
86  // Rotate the point in the opposite direction of box.
87  float angle_cos = cos(-box[4]), angle_sin = sin(-box[4]);
88  float rot_x = (p.x_ - center_x) * angle_cos +
89  (p.y_ - center_y) * angle_sin + center_x;
90  float rot_y = -(p.x_ - center_x) * angle_sin +
91  (p.y_ - center_y) * angle_cos + center_y;
92  return (rot_x > box[0] - MARGIN && rot_x < box[2] + MARGIN &&
93  rot_y > box[1] - MARGIN && rot_y < box[3] + MARGIN);
94 }
95 
96 OPEN3D_HOST_DEVICE inline int Intersection(const Point &p1,
97  const Point &p0,
98  const Point &q1,
99  const Point &q0,
100  Point &ans) {
101  // Fast exclusion.
102  if (CheckRectCross(p0, p1, q0, q1) == 0) return 0;
103 
104  // Check Cross standing
105  float s1 = Cross(q0, p1, p0);
106  float s2 = Cross(p1, q1, p0);
107  float s3 = Cross(p0, q1, q0);
108  float s4 = Cross(q1, p1, q0);
109 
110  if (!(s1 * s2 > 0 && s3 * s4 > 0)) return 0;
111 
112  // Calculate Intersection of two lines.
113  float s5 = Cross(q1, p1, p0);
114  if (fabs(s5 - s1) > EPS) {
115  ans.x_ = (s5 * q0.x_ - s1 * q1.x_) / (s5 - s1);
116  ans.y_ = (s5 * q0.y_ - s1 * q1.y_) / (s5 - s1);
117 
118  } else {
119  float a0 = p0.y_ - p1.y_, b0 = p1.x_ - p0.x_,
120  c0 = p0.x_ * p1.y_ - p1.x_ * p0.y_;
121  float a1 = q0.y_ - q1.y_, b1 = q1.x_ - q0.x_,
122  c1 = q0.x_ * q1.y_ - q1.x_ * q0.y_;
123  float D = a0 * b1 - a1 * b0;
124 
125  ans.x_ = (b0 * c1 - b1 * c0) / D;
126  ans.y_ = (a1 * c0 - a0 * c1) / D;
127  }
128 
129  return 1;
130 }
131 
132 OPEN3D_HOST_DEVICE inline void RotateAroundCenter(const Point &center,
133  const float angle_cos,
134  const float angle_sin,
135  Point &p) {
136  float new_x = (p.x_ - center.x_) * angle_cos +
137  (p.y_ - center.y_) * angle_sin + center.x_;
138  float new_y = -(p.x_ - center.x_) * angle_sin +
139  (p.y_ - center.y_) * angle_cos + center.y_;
140  p.set(new_x, new_y);
141 }
142 
143 OPEN3D_HOST_DEVICE inline int PointCmp(const Point &a,
144  const Point &b,
145  const Point &center) {
146  return atan2(a.y_ - center.y_, a.x_ - center.x_) >
147  atan2(b.y_ - center.y_, b.x_ - center.x_);
148 }
149 
150 OPEN3D_HOST_DEVICE inline float BoxOverlap(const float *box_a,
151  const float *box_b) {
152  // box_a (5) [x1, y1, x2, y2, angle].
153  // box_b (5) [x1, y1, x2, y2, angle].
154  float a_x1 = box_a[0], a_y1 = box_a[1], a_x2 = box_a[2], a_y2 = box_a[3],
155  a_angle = box_a[4];
156  float b_x1 = box_b[0], b_y1 = box_b[1], b_x2 = box_b[2], b_y2 = box_b[3],
157  b_angle = box_b[4];
158 
159  Point center_a((a_x1 + a_x2) / 2, (a_y1 + a_y2) / 2);
160  Point center_b((b_x1 + b_x2) / 2, (b_y1 + b_y2) / 2);
161 
162  Point box_a_corners[5];
163  box_a_corners[0].set(a_x1, a_y1);
164  box_a_corners[1].set(a_x2, a_y1);
165  box_a_corners[2].set(a_x2, a_y2);
166  box_a_corners[3].set(a_x1, a_y2);
167 
168  Point box_b_corners[5];
169  box_b_corners[0].set(b_x1, b_y1);
170  box_b_corners[1].set(b_x2, b_y1);
171  box_b_corners[2].set(b_x2, b_y2);
172  box_b_corners[3].set(b_x1, b_y2);
173 
174  // Get oriented corners.
175  float a_angle_cos = cos(a_angle), a_angle_sin = sin(a_angle);
176  float b_angle_cos = cos(b_angle), b_angle_sin = sin(b_angle);
177 
178  for (int k = 0; k < 4; k++) {
179  RotateAroundCenter(center_a, a_angle_cos, a_angle_sin,
180  box_a_corners[k]);
181  RotateAroundCenter(center_b, b_angle_cos, b_angle_sin,
182  box_b_corners[k]);
183  }
184 
185  box_a_corners[4] = box_a_corners[0];
186  box_b_corners[4] = box_b_corners[0];
187 
188  // Get Intersection of lines.
189  Point cross_points[16];
190  Point poly_center;
191  int cnt = 0, flag = 0;
192 
193  poly_center.set(0, 0);
194  for (int i = 0; i < 4; i++) {
195  for (int j = 0; j < 4; j++) {
196  flag = Intersection(box_a_corners[i + 1], box_a_corners[i],
197  box_b_corners[j + 1], box_b_corners[j],
198  cross_points[cnt]);
199  if (flag) {
200  poly_center = poly_center + cross_points[cnt];
201  cnt++;
202  }
203  }
204  }
205 
206  // Check corners.
207  for (int k = 0; k < 4; k++) {
208  if (CheckInBox2D(box_a, box_b_corners[k])) {
209  poly_center = poly_center + box_b_corners[k];
210  cross_points[cnt] = box_b_corners[k];
211  cnt++;
212  }
213  if (CheckInBox2D(box_b, box_a_corners[k])) {
214  poly_center = poly_center + box_a_corners[k];
215  cross_points[cnt] = box_a_corners[k];
216  cnt++;
217  }
218  }
219 
220  OPEN3D_ASSERT(cnt != 0 && "Invalid value: cnt==0.");
221 
222  poly_center.x_ /= cnt;
223  poly_center.y_ /= cnt;
224 
225  // Sort the points of polygon.
226  Point temp;
227  for (int j = 0; j < cnt - 1; j++) {
228  for (int i = 0; i < cnt - j - 1; i++) {
229  if (PointCmp(cross_points[i], cross_points[i + 1], poly_center)) {
230  temp = cross_points[i];
231  cross_points[i] = cross_points[i + 1];
232  cross_points[i + 1] = temp;
233  }
234  }
235  }
236 
237  // Get the overlap areas.
238  float area = 0;
239  for (int k = 0; k < cnt - 1; k++) {
240  area += Cross(cross_points[k] - cross_points[0],
241  cross_points[k + 1] - cross_points[0]);
242  }
243 
244  return static_cast<float>(fabs(area)) / 2.0f;
245 }
246 
249  const float *box_a,
250  const float *box_b,
251  bool intersection_only = false) {
252  // params: box_a (5) [x1, y1, x2, y2, angle].
253  // params: box_b (5) [x1, y1, x2, y2, angle].
254  float sa = (box_a[2] - box_a[0]) * (box_a[3] - box_a[1]);
255  float sb = (box_b[2] - box_b[0]) * (box_b[3] - box_b[1]);
256  float s_overlap = BoxOverlap(box_a, box_b);
257  if (intersection_only) {
258  return s_overlap;
259  } else {
260  return s_overlap / fmaxf(sa + sb - s_overlap, EPS);
261  }
262 }
263 
266  const float *box_a,
267  const float *box_b,
268  bool intersection_only = false) {
269  float box_a_new[5];
270  box_a_new[0] = box_a[0] - box_a[2] / 2;
271  box_a_new[1] = box_a[1] - box_a[3] / 2;
272  box_a_new[2] = box_a[0] + box_a[2] / 2;
273  box_a_new[3] = box_a[1] + box_a[3] / 2;
274  box_a_new[4] = box_a[4];
275 
276  float box_b_new[5];
277  box_b_new[0] = box_b[0] - box_b[2] / 2;
278  box_b_new[1] = box_b[1] - box_b[3] / 2;
279  box_b_new[2] = box_b[0] + box_b[2] / 2;
280  box_b_new[3] = box_b[1] + box_b[3] / 2;
281  box_b_new[4] = box_b[4];
282  return IoUBev2DWithMinAndMax(box_a_new, box_b_new, intersection_only);
283 }
284 
286 OPEN3D_HOST_DEVICE inline float IoU3DWithCenterAndSize(const float *box_a,
287  const float *box_b) {
288  float box_a_2d[5];
289  box_a_2d[0] = box_a[0];
290  box_a_2d[1] = box_a[2];
291  box_a_2d[2] = box_a[3];
292  box_a_2d[3] = box_a[5];
293  box_a_2d[4] = box_a[6];
294 
295  float box_b_2d[5];
296  box_b_2d[0] = box_b[0];
297  box_b_2d[1] = box_b[2];
298  box_b_2d[2] = box_b[3];
299  box_b_2d[3] = box_b[5];
300  box_b_2d[4] = box_b[6];
301  float intersection_2d = IoUBev2DWithCenterAndSize(box_a_2d, box_b_2d, true);
302 
303  float y_a_min = box_a[1] - box_a[4];
304  float y_a_max = box_a[1];
305  float y_b_min = box_b[1] - box_b[4];
306  float y_b_max = box_b[1];
307  float iw = (y_a_max < y_b_max ? y_a_max : y_b_max) -
308  (y_a_min > y_b_min ? y_a_min : y_b_min);
309  float iou_3d = 0;
310  if (iw > 0) {
311  float intersection_3d = intersection_2d * iw;
312  float volume_a = box_a[3] * box_a[4] * box_a[5];
313  float volume_b = box_b[3] * box_b[4] * box_b[5];
314  float union_3d = volume_a + volume_b - intersection_3d;
315  iou_3d = intersection_3d / union_3d;
316  }
317  return iou_3d;
318 }
319 
320 } // namespace contrib
321 } // namespace ml
322 } // namespace open3d
OPEN3D_HOST_DEVICE float IoUBev2DWithMinAndMax(const float *box_a, const float *box_b, bool intersection_only=false)
(x_min, z_min, x_max, z_max, y_rotate)
Definition: IoUImpl.h:248
OPEN3D_HOST_DEVICE float IoUBev2DWithCenterAndSize(const float *box_a, const float *box_b, bool intersection_only=false)
(x_center, z_center, x_size, z_size, y_rotate)
Definition: IoUImpl.h:265
OPEN3D_HOST_DEVICE int Intersection(const Point &p1, const Point &p0, const Point &q1, const Point &q0, Point &ans)
Definition: IoUImpl.h:96
OPEN3D_HOST_DEVICE Point operator+(const Point &b) const
Definition: IoUImpl.h:48
OPEN3D_HOST_DEVICE float BoxOverlap(const float *box_a, const float *box_b)
Definition: IoUImpl.h:150
constexpr float EPS
Definition: IoUImpl.h:39
const char const char value recording_handle imu_sample recording_handle uint8_t size_t data_size k4a_record_configuration_t config target_format k4a_capture_t capture_handle k4a_imu_sample_t imu_sample uint64_t
Definition: K4aPlugin.cpp:352
float y_
Definition: IoUImpl.h:55
#define OPEN3D_HOST_DEVICE
Definition: CUDAUtils.h:63
OPEN3D_HOST_DEVICE void RotateAroundCenter(const Point &center, const float angle_cos, const float angle_sin, Point &p)
Definition: IoUImpl.h:132
OPEN3D_HOST_DEVICE void set(float x, float y)
Definition: IoUImpl.h:44
OPEN3D_HOST_DEVICE int CheckRectCross(const Point &p1, const Point &p2, const Point &q1, const Point &q2)
Definition: IoUImpl.h:69
constexpr int NMS_BLOCK_SIZE
Definition: IoUImpl.h:38
OPEN3D_HOST_DEVICE Point()
Definition: IoUImpl.h:42
OPEN3D_HOST_DEVICE float IoU3DWithCenterAndSize(const float *box_a, const float *box_b)
(x_center, y_max, z_center, x_size, y_size, z_size, y_rotate)
Definition: IoUImpl.h:286
Definition: IoUImpl.h:41
Definition: PinholeCameraIntrinsic.cpp:35
#define OPEN3D_ASSERT(...)
Definition: Macro.h:67
OPEN3D_HOST_DEVICE int PointCmp(const Point &a, const Point &b, const Point &center)
Definition: IoUImpl.h:143
OPEN3D_HOST_DEVICE float Cross(const Point &a, const Point &b)
Definition: IoUImpl.h:58
Common CUDA utilities.
OPEN3D_HOST_DEVICE Point operator-(const Point &b) const
Definition: IoUImpl.h:51
float x_
Definition: IoUImpl.h:54
OPEN3D_HOST_DEVICE int CheckInBox2D(const float *box, const Point &p)
Definition: IoUImpl.h:80
OPEN3D_HOST_DEVICE Point(float x, float y)
Definition: IoUImpl.h:43