/* * Copyright 1993-2015 NVIDIA Corporation. All rights reserved. * * NVIDIA Corporation and its licensors retain all intellectual property and * proprietary rights in and to this software and related documentation. * Any use, reproduction, disclosure, or distribution of this software * and related documentation without an express license agreement from * NVIDIA Corporation is strictly prohibited. * * Please refer to the applicable NVIDIA end user license agreement (EULA) * associated with this source code for terms and conditions that govern * your use of this NVIDIA software. * */ #include "common.h" /////////////////////////////////////////////////////////////////////////////// /// \brief warp image with a given displacement field, CUDA kernel. /// \param[in] width image width /// \param[in] height image height /// \param[in] stride image stride /// \param[in] u horizontal displacement /// \param[in] v vertical displacement /// \param[out] out result /////////////////////////////////////////////////////////////////////////////// __global__ void WarpingKernel(int width, int height, int stride, const float *u, const float *v, float *out, cudaTextureObject_t texToWarp) { const int ix = threadIdx.x + blockIdx.x * blockDim.x; const int iy = threadIdx.y + blockIdx.y * blockDim.y; const int pos = ix + iy * stride; if (ix >= width || iy >= height) return; float x = ((float)ix + u[pos] + 0.5f) / (float)width; float y = ((float)iy + v[pos] + 0.5f) / (float)height; out[pos] = tex2D(texToWarp, x, y); } /////////////////////////////////////////////////////////////////////////////// /// \brief warp image with provided vector field, CUDA kernel wrapper. /// /// For each output pixel there is a vector which tells which pixel /// from a source image should be mapped to this particular output /// pixel. /// It is assumed that images and the vector field have the same stride and /// resolution. /// \param[in] src source image /// \param[in] w width /// \param[in] h height /// \param[in] s stride /// \param[in] u horizontal displacement /// \param[in] v vertical displacement /// \param[out] out warped image /////////////////////////////////////////////////////////////////////////////// static void WarpImage(const float *src, int w, int h, int s, const float *u, const float *v, float *out) { dim3 threads(32, 6); dim3 blocks(iDivUp(w, threads.x), iDivUp(h, threads.y)); cudaTextureObject_t texToWarp; cudaResourceDesc texRes; memset(&texRes,0,sizeof(cudaResourceDesc)); texRes.resType = cudaResourceTypePitch2D; texRes.res.pitch2D.devPtr = (void*)src; texRes.res.pitch2D.desc = cudaCreateChannelDesc(); texRes.res.pitch2D.width = w; texRes.res.pitch2D.height = h; texRes.res.pitch2D.pitchInBytes = s * sizeof(float); cudaTextureDesc texDescr; memset(&texDescr,0,sizeof(cudaTextureDesc)); texDescr.normalizedCoords = true; texDescr.filterMode = cudaFilterModeLinear; texDescr.addressMode[0] = cudaAddressModeMirror; texDescr.addressMode[1] = cudaAddressModeMirror; texDescr.readMode = cudaReadModeElementType; checkCudaErrors(cudaCreateTextureObject(&texToWarp, &texRes, &texDescr, NULL)); WarpingKernel<<>>(w, h, s, u, v, out, texToWarp); }