/* * SPDX-FileCopyrightText: Copyright (c) 2025 NVIDIA CORPORATION & AFFILIATES. All rights reserved. * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /** @file testbed.cu * @author Thomas Müller & Alex Evans, NVIDIA */ #include #include #include #include #include #include #include #include #include #include #include #include #ifdef NGP_GUI # include # include # include # include # include # ifdef _WIN32 # include # else # include # endif # include # include # include #endif // Windows.h is evil #undef min #undef max #undef near #undef far using namespace std::literals::chrono_literals; using nlohmann::json; namespace ngp { int do_system(const std::string& cmd) { #ifdef _WIN32 tlog::info() << "> " << cmd; return _wsystem(utf8_to_utf16(cmd).c_str()); #else tlog::info() << "$ " << cmd; return system(cmd.c_str()); #endif } std::atomic g_total_n_bytes_allocated{0}; void Testbed::update_imgui_paths() { snprintf(m_imgui.cam_path_path, sizeof(m_imgui.cam_path_path), "%s", (root_dir() / "cam.json").str().c_str()); snprintf(m_imgui.video_path, sizeof(m_imgui.video_path), "%s", (root_dir() / "video.json").str().c_str()); snprintf(m_imgui.cam_export_path, sizeof(m_imgui.cam_export_path), "%s", (root_dir() / "cam_export.json").str().c_str()); } void Testbed::set_mode(ETestbedMode mode) { if (mode == m_testbed_mode) { return; } // Clear device-owned data that might be mode-specific for (auto&& device : m_devices) { device.clear(); } m_testbed_mode = mode; // Set various defaults depending on mode m_use_aux_devices = false; if (m_testbed_mode == ETestbedMode::Gen3c) { if (m_dlss_provider && m_aperture_size == 0.0f) { m_dlss = true; } } else { m_dlss = false; } m_reproject_enable = m_testbed_mode == ETestbedMode::Gen3c; reset_camera(); #ifdef NGP_GUI update_vr_performance_settings(); #endif } void Testbed::load_file(const fs::path& path) { if (!path.exists()) { tlog::error() << "File '" << path.str() << "' does not exist."; return; } // If we get a json file, we need to parse it to determine its purpose. if (equals_case_insensitive(path.extension(), "json")) { json file; { std::ifstream f{native_string(path)}; file = json::parse(f, nullptr, true, true); } // Camera path if (file.contains("path")) { load_camera_path(path); return; } } tlog::error() << "File '" << path.str() << "' is not a valid file to load."; } void Testbed::reset_accumulation(bool due_to_camera_movement, bool immediate_redraw, bool reset_pip) { if (immediate_redraw) { redraw_next_frame(); } if (!due_to_camera_movement || !reprojection_available()) { m_windowless_render_surface.reset_accumulation(); for (auto& view : m_views) { view.render_buffer->reset_accumulation(); } } if (reset_pip) { m_pip_render_buffer->reset_accumulation(); } } void Testbed::translate_camera(const vec3& rel, const mat3& rot, bool allow_up_down) { vec3 movement = rot * rel; if (!allow_up_down) { movement -= dot(movement, m_up_dir) * m_up_dir; } m_camera[3] += movement; reset_accumulation(true); } vec3 Testbed::look_at() const { return view_pos() + view_dir() * m_scale; } void Testbed::set_look_at(const vec3& pos) { m_camera[3] += pos - look_at(); } void Testbed::set_scale(float scale) { auto prev_look_at = look_at(); m_camera[3] = (view_pos() - prev_look_at) * (scale / m_scale) + prev_look_at; m_scale = scale; } void Testbed::set_view_dir(const vec3& dir) { auto old_look_at = look_at(); m_camera[0] = normalize(cross(dir, m_up_dir)); m_camera[1] = normalize(cross(dir, m_camera[0])); m_camera[2] = normalize(dir); set_look_at(old_look_at); } void Testbed::reset_camera() { m_fov_axis = 1; m_zoom = 1.0f; m_screen_center = vec2(0.5f); set_fov(50.625f); m_scale = 1.5f; m_camera = m_default_camera; m_camera[3] -= m_scale * view_dir(); m_smoothed_camera = m_camera; m_sun_dir = normalize(vec3(1.0f)); reset_accumulation(); } fs::path Testbed::root_dir() { if (m_root_dir.empty()) { set_root_dir(discover_root_dir()); } return m_root_dir; } void Testbed::set_root_dir(const fs::path& dir) { m_root_dir = dir; } inline float linear_to_db(float x) { return -10.f * logf(x) / logf(10.f); } #ifdef NGP_GUI bool imgui_colored_button(const char* name, float hue) { ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); bool rv = ImGui::Button(name); ImGui::PopStyleColor(3); return rv; } void Testbed::overlay_fps() { ImGui::PushFont((ImFont*)m_imgui.overlay_font); ImGui::SetNextWindowPos({10.0f, 10.0f}, ImGuiCond_Always, {0.0f, 0.0f}); ImGui::SetNextWindowBgAlpha(0.35f); if (ImGui::Begin( "Overlay", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoMove )) { ImGui::Text("%.1f FPS", 1000.0f / m_render_ms.ema_val()); } ImGui::PopFont(); } void Testbed::imgui() { // If a GUI interaction causes an error, write that error to the following string and call // ImGui::OpenPopup("Error"); static std::string imgui_error_string = ""; m_picture_in_picture_res = 0; // Good default position and size for the camera path editing window ImGui::SetNextWindowPos({10.0f, 10.0f}, ImGuiCond_FirstUseEver); int window_width, window_height; glfwGetWindowSize(m_glfw_window, &window_width, &window_height); ImGui::SetNextWindowSize({420.0f, window_height - 20.0f}, ImGuiCond_FirstUseEver); if (ImGui::Begin("Camera path & video generation", 0, ImGuiWindowFlags_NoScrollbar)) { if (ImGui::CollapsingHeader("Path manipulation", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("Record camera path", &m_record_camera_path); ImGui::SameLine(); if (ImGui::Button("Clear")) { m_camera_path.clear(); } if (m_reproject_enable) { ImGui::SameLine(); if (ImGui::Button("Init from views")) { init_camera_path_from_reproject_src_cameras(); } } if (int read = m_camera_path.imgui(m_imgui.cam_path_path, m_frame_ms.val(), m_camera, fov(), mat4x3::identity())) { if (!m_camera_path.rendering || m_gen3c_render_with_gen3c) { reset_accumulation(true); if (m_camera_path.update_cam_from_path) { set_camera_from_time(m_camera_path.play_time); // A value of larger than 1 indicates that the camera path wants // to override camera smoothing. if (read > 1) { m_smoothed_camera = m_camera; } } else { m_pip_render_buffer->reset_accumulation(); } } } if (!m_camera_path.keyframes.empty()) { float w = ImGui::GetContentRegionAvail().x; if (m_camera_path.update_cam_from_path) { m_picture_in_picture_res = 0; ImGui::Image((ImTextureID)(size_t)m_rgba_render_textures.front()->texture(), ImVec2(w, w * 9.0f / 16.0f)); } else { m_picture_in_picture_res = (float)std::min((int(w) + 31) & (~31), 1920 / 4); ImGui::Image((ImTextureID)(size_t)m_pip_render_texture->texture(), ImVec2(w, w * 9.0f / 16.0f)); } } } if (!m_camera_path.keyframes.empty() && ImGui::CollapsingHeader("Video generation", ImGuiTreeNodeFlags_DefaultOpen)) { // Render a video // TODO: simplify this (only allow rendering with Gen3C). ImGui::BeginDisabled(m_camera_path.rendering); if (imgui_colored_button(m_camera_path.rendering ? "Waiting for model..." : "Generate video", 0.4)) { bool was_rendering = m_camera_path.rendering; m_camera_path.rendering = !m_camera_path.rendering; if (m_gen3c_render_with_gen3c) { if (m_gen3c_cb) { m_gen3c_cb(was_rendering ? "abort_inference" : "request_inference"); } } else { if (!clear_tmp_dir()) { imgui_error_string = "Failed to clear temporary directory 'tmp' to hold rendered images."; ImGui::OpenPopup("Error"); m_camera_path.rendering = false; } if (m_camera_path.rendering) { m_camera_path.render_start_time = std::chrono::steady_clock::now(); m_camera_path.update_cam_from_path = true; m_camera_path.play_time = 0.0f; m_camera_path.auto_play_speed = 1.0f; m_camera_path.render_frame_idx = 0; m_dlss = false; reset_accumulation(true); set_camera_from_time(m_camera_path.play_time); m_smoothed_camera = m_camera; } else { m_camera_path.update_cam_from_path = false; m_camera_path.play_time = 0.0f; m_camera_path.auto_play_speed = 0.0f; } } } ImGui::EndDisabled(); ImGui::SameLine(); ImGui::BeginDisabled(!m_gen3c_inference_is_connected || !m_gen3c_cb); ImGui::Checkbox("Gen3C inference", &m_gen3c_render_with_gen3c); ImGui::EndDisabled(); if (m_camera_path.rendering) { const auto elapsed = std::chrono::steady_clock::now() - m_camera_path.render_start_time; const float duration = m_camera_path.duration_seconds(); const uint32_t progress = m_camera_path.render_frame_idx * m_camera_path.render_settings.spp + m_views.front().render_buffer->spp(); const uint32_t goal = m_camera_path.render_settings.n_frames(duration) * m_camera_path.render_settings.spp; const auto est_remaining = elapsed * (float)(goal - progress) / std::max(progress, 1u); if (m_gen3c_render_with_gen3c) { if (!m_gen3c_inference_info.empty()) { ImGui::TextWrapped("%s", m_gen3c_inference_info.c_str()); } if (m_gen3c_inference_progress > 0) { ImGui::ProgressBar(m_gen3c_inference_progress); } } else { ImGui::Text( "%s", fmt::format( "Frame {}/{}, Elapsed: {}, Remaining: {}", m_camera_path.render_frame_idx + 1, m_camera_path.render_settings.n_frames(duration), tlog::durationToString(std::chrono::steady_clock::now() - m_camera_path.render_start_time), tlog::durationToString(est_remaining) ) .c_str() ); ImGui::ProgressBar((float)progress / goal); } } ImGui::BeginDisabled(m_camera_path.rendering); ImGui::Checkbox("Show rendered Gen3C cache in video", &m_gen3c_show_cache_renderings); // Note: 3D cache visualization is incompatible with adding Gen3C frames to the viewport. if (m_gen3c_show_cache_renderings) m_gen3c_display_frames = false; ImGui::BeginDisabled(m_gen3c_show_cache_renderings); ImGui::Checkbox("Add Gen3C keyframes to viewport after inference", &m_gen3c_display_frames); ImGui::EndDisabled(); // m_gen3c_show_cache_renderings ImGui::InputText("Video file##Video file path", m_imgui.video_path, sizeof(m_imgui.video_path)); m_camera_path.render_settings.filename = m_imgui.video_path; ImGui::SliderInt("MP4 quality", &m_camera_path.render_settings.quality, 0, 10); float duration_seconds = m_camera_path.duration_seconds(); if (ImGui::InputFloat("Duration (seconds)", &duration_seconds) && duration_seconds > 0.0f) { m_camera_path.set_duration_seconds(duration_seconds); } ImGui::InputFloat("FPS (frames/second)", &m_camera_path.render_settings.fps); ImGui::BeginDisabled(m_gen3c_render_with_gen3c); ImGui::InputInt2("Resolution", &m_camera_path.render_settings.resolution.x); // ImGui::InputInt("SPP (samples/pixel)", &m_camera_path.render_settings.spp); if (m_gen3c_render_with_gen3c) { m_camera_path.render_settings.spp = 1; } // ImGui::SliderFloat("Shutter fraction", &m_camera_path.render_settings.shutter_fraction, 0.0f, 1.0f); ImGui::EndDisabled(); // end m_gen3c_render_with_gen3c ImGui::EndDisabled(); // end m_camera_path.rendering ImGui::Spacing(); bool export_cameras = imgui_colored_button("Export cameras", 0.7); ImGui::SameLine(); static bool w2c = false; ImGui::Checkbox("W2C", &w2c); ImGui::InputText("Cameras file##Camera export path", m_imgui.cam_export_path, sizeof(m_imgui.cam_export_path)); m_camera_path.render_settings.filename = m_imgui.video_path; if (export_cameras) { std::vector cameras; const float duration = m_camera_path.duration_seconds(); for (uint32_t i = 0; i < m_camera_path.render_settings.n_frames(duration); ++i) { mat4x3 start_cam = m_camera_path.eval_camera_path((float)i / (m_camera_path.render_settings.n_frames(duration))).m(); mat4x3 end_cam = m_camera_path .eval_camera_path( ((float)i + m_camera_path.render_settings.shutter_fraction) / (m_camera_path.render_settings.n_frames(duration)) ) .m(); if (w2c) { start_cam = inverse(mat4x4(start_cam)); end_cam = inverse(mat4x4(end_cam)); } cameras.push_back({ {"start", start_cam}, {"end", end_cam }, }); } json j; j["cameras"] = cameras; j["resolution"] = m_camera_path.render_settings.resolution; j["duration_seconds"] = m_camera_path.duration_seconds(); j["fps"] = m_camera_path.render_settings.fps; j["spp"] = m_camera_path.render_settings.spp; j["quality"] = m_camera_path.render_settings.quality; j["shutter_fraction"] = m_camera_path.render_settings.shutter_fraction; std::ofstream f(native_string(m_imgui.cam_export_path)); f << j; } } } ImGui::End(); // Good default position and size for the right-hand side window int pane_width = 350; ImGui::SetNextWindowPos({window_width - pane_width - 10.0f, 10.0f}, ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize({(float)pane_width, window_height - 20.0f}, ImGuiCond_FirstUseEver); ImGui::Begin("Gen3C v" NGP_VERSION); size_t n_bytes = tcnn::total_n_bytes_allocated() + g_total_n_bytes_allocated; if (m_dlss_provider) { n_bytes += m_dlss_provider->allocated_bytes(); } ImGui::Text("Frame: %.2f ms (%.1f FPS); Mem: %s", m_frame_ms.ema_val(), 1000.0f / m_frame_ms.ema_val(), bytes_to_string(n_bytes).c_str()); bool accum_reset = false; if (m_testbed_mode == ETestbedMode::Gen3c && ImGui::CollapsingHeader("Video generation server", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::TextWrapped("%s", m_gen3c_info.c_str()); ImGui::Spacing(); // Create a child box with a title and borders if (ImGui::TreeNodeEx("Seeding", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::TextWrapped("Enter the path to an image or a pre-processed video directory."); ImGui::InputText("Path", &m_gen3c_seed_path); ImGui::BeginDisabled(m_gen3c_seed_path.empty()); if (ImGui::Button("Seed") && m_gen3c_cb) { m_gen3c_cb("seed_model"); } if (m_gen3c_seeding_progress > 0) { ImGui::ProgressBar(m_gen3c_seeding_progress); } ImGui::EndDisabled(); ImGui::Spacing(); ImGui::TreePop(); } // ImGui::Separator(); // We need this to be executed even if the panel below is collapsed. switch (m_gen3c_camera_source) { case EGen3cCameraSource::Fake: { m_gen3c_auto_inference = false; break; } case EGen3cCameraSource::Viewpoint: { break; } case EGen3cCameraSource::Authored: { m_gen3c_auto_inference = false; break; } default: throw std::runtime_error("Unsupported Gen3C camera source."); } } if (ImGui::CollapsingHeader("Point cloud", ImGuiTreeNodeFlags_DefaultOpen)) { // accum_reset |= ImGui::Checkbox("Enable reprojection", &m_reproject_enable); if (m_reproject_enable) { int max_views = (int)m_reproject_src_views.size(); int prev_min_src_view_index = m_reproject_min_src_view_index; int prev_max_src_view_index = m_reproject_max_src_view_index; int prev_n_frames_shown = std::max(0, prev_max_src_view_index - prev_min_src_view_index); if (ImGui::SliderInt("Min view index", &m_reproject_min_src_view_index, 0, max_views)) { // If shift, move the range synchronously. if (ImGui::GetIO().KeyShift) { m_reproject_max_src_view_index = std::min(m_reproject_max_src_view_index + m_reproject_min_src_view_index - prev_min_src_view_index, max_views); // Keep the number of frames shown constant. m_reproject_min_src_view_index = m_reproject_max_src_view_index - prev_n_frames_shown; } // Ensure that range remains valid (max index >= min index). m_reproject_max_src_view_index = std::max(m_reproject_max_src_view_index, m_reproject_min_src_view_index); accum_reset = true; } if (ImGui::SliderInt("Max view index", &m_reproject_max_src_view_index, 0, max_views)) { // If shift, move the range synchronously. if (ImGui::GetIO().KeyShift) { m_reproject_min_src_view_index = std::max(m_reproject_min_src_view_index + m_reproject_max_src_view_index - prev_max_src_view_index, 0); // Keep the number of frames shown constant. m_reproject_max_src_view_index = m_reproject_min_src_view_index + prev_n_frames_shown; } // Ensure that range remains valid (max index >= min index). m_reproject_min_src_view_index = std::min(m_reproject_max_src_view_index, m_reproject_min_src_view_index); accum_reset = true; } if (max_views > 0 && ImGui::SliderInt("Snap to view", (int*)&m_reproject_selected_src_view, 0, max_views - 1)) { m_camera = m_smoothed_camera = m_reproject_src_views[std::min((size_t)m_reproject_selected_src_view, m_reproject_src_views.size() - 1)].camera0; accum_reset = true; } accum_reset |= ImGui::Checkbox("Visualize views", &m_reproject_visualize_src_views); ImGui::SameLine(); if (ImGui::Button("Delete views")) { clear_src_views(); } if (ImGui::TreeNodeEx("Advanced reprojection settings")) { accum_reset |= ImGui::SliderFloat( "Reproject min t", &m_reproject_min_t, 0.01f, 16.0f, "%.01f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat ); accum_reset |= ImGui::SliderFloat( "Reproject scaling", &m_reproject_step_factor, 1.003f, 1.5f, "%.001f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat ); accum_reset |= ImGui::Combo("Reproject render mode", (int*)&m_pm_viz_mode, PmVizModeStr); ImGui::TreePop(); } } } if (ImGui::CollapsingHeader("Rendering", m_testbed_mode == ETestbedMode::Gen3c ? 0 : ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("Render", &m_render); ImGui::SameLine(); const auto& render_buffer = m_views.front().render_buffer; std::string spp_string = m_dlss ? std::string{""} : fmt::format("({} spp)", std::max(render_buffer->spp(), 1u)); ImGui::Text( ": %.01fms for %dx%d %s", m_render_ms.ema_val(), render_buffer->in_resolution().x, render_buffer->in_resolution().y, spp_string.c_str() ); ImGui::SameLine(); if (ImGui::Checkbox("VSync", &m_vsync)) { glfwSwapInterval(m_vsync ? 1 : 0); } ImGui::Checkbox("Dynamic resolution", &m_dynamic_res); ImGui::SameLine(); ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.3f); if (m_dynamic_res) { ImGui::SliderFloat( "Target FPS", &m_dynamic_res_target_fps, 2.0f, 144.0f, "%.01f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat ); } else { ImGui::SliderInt("Resolution factor", &m_fixed_res_factor, 8, 64); } ImGui::PopItemWidth(); if (ImGui::TreeNode("Advanced rendering options")) { accum_reset |= ImGui::Combo("Render mode", (int*)&m_render_mode, RenderModeStr); accum_reset |= ImGui::Combo("Tonemap curve", (int*)&m_tonemap_curve, TonemapCurveStr); accum_reset |= ImGui::ColorEdit4("Background", &m_background_color[0]); if (ImGui::SliderFloat("Exposure", &m_exposure, -5.f, 5.f)) { set_exposure(m_exposure); } ImGui::SliderInt("Max spp", &m_max_spp, 0, 1024, "%d", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat); accum_reset |= ImGui::Checkbox("Render transparency as checkerboard", &m_render_transparency_as_checkerboard); accum_reset |= ImGui::Combo("Color space", (int*)&m_color_space, ColorSpaceStr); accum_reset |= ImGui::Checkbox("Snap to pixel centers", &m_snap_to_pixel_centers); ImGui::TreePop(); } } if (ImGui::CollapsingHeader("Camera")) { ImGui::Checkbox("First person controls", &m_fps_camera); ImGui::SameLine(); ImGui::Checkbox("Smooth motion", &m_camera_smoothing); float local_fov = fov(); if (ImGui::SliderFloat("Field of view", &local_fov, 0.0f, 120.0f)) { set_fov(local_fov); accum_reset = true; } if (ImGui::TreeNode("Advanced camera settings")) { accum_reset |= ImGui::SliderFloat2("Screen center", &m_screen_center.x, 0.f, 1.f); accum_reset |= ImGui::SliderFloat2("Parallax shift", &m_parallax_shift.x, -1.f, 1.f); accum_reset |= ImGui::SliderFloat("Slice / focus depth", &m_slice_plane_z, -m_bounding_radius, m_bounding_radius); accum_reset |= ImGui::SliderFloat( "Render near distance", &m_render_near_distance, 0.0f, 1.0f, "%.3f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat ); bool lens_changed = ImGui::Checkbox("Apply lens distortion", &m_render_with_lens_distortion); if (m_render_with_lens_distortion) { lens_changed |= ImGui::Combo("Lens mode", (int*)&m_render_lens.mode, LensModeStr); if (m_render_lens.mode == ELensMode::OpenCV) { accum_reset |= ImGui::InputFloat("k1", &m_render_lens.params[0], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("k2", &m_render_lens.params[1], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("p1", &m_render_lens.params[2], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("p2", &m_render_lens.params[3], 0.f, 0.f, "%.5f"); } else if (m_render_lens.mode == ELensMode::OpenCVFisheye) { accum_reset |= ImGui::InputFloat("k1", &m_render_lens.params[0], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("k2", &m_render_lens.params[1], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("k3", &m_render_lens.params[2], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("k4", &m_render_lens.params[3], 0.f, 0.f, "%.5f"); } else if (m_render_lens.mode == ELensMode::FTheta) { accum_reset |= ImGui::InputFloat("width", &m_render_lens.params[5], 0.f, 0.f, "%.0f"); accum_reset |= ImGui::InputFloat("height", &m_render_lens.params[6], 0.f, 0.f, "%.0f"); accum_reset |= ImGui::InputFloat("f_theta p0", &m_render_lens.params[0], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("f_theta p1", &m_render_lens.params[1], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("f_theta p2", &m_render_lens.params[2], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("f_theta p3", &m_render_lens.params[3], 0.f, 0.f, "%.5f"); accum_reset |= ImGui::InputFloat("f_theta p4", &m_render_lens.params[4], 0.f, 0.f, "%.5f"); } if (lens_changed && !m_render_lens.supports_dlss()) { m_dlss = false; } } ImGui::Spacing(); accum_reset |= lens_changed; char buf[2048]; vec3 v = view_dir(); vec3 p = look_at(); vec3 s = m_sun_dir; vec3 u = m_up_dir; vec4 b = m_background_color; snprintf( buf, sizeof(buf), "testbed.background_color = [%0.3f, %0.3f, %0.3f, %0.3f]\n" "testbed.exposure = %0.3f\n" "testbed.sun_dir = [%0.3f,%0.3f,%0.3f]\n" "testbed.up_dir = [%0.3f,%0.3f,%0.3f]\n" "testbed.view_dir = [%0.3f,%0.3f,%0.3f]\n" "testbed.look_at = [%0.3f,%0.3f,%0.3f]\n" "testbed.scale = %0.3f\n" "testbed.fov,testbed.aperture_size,testbed.slice_plane_z = %0.3f,%0.3f,%0.3f\n" "testbed.autofocus_target = [%0.3f,%0.3f,%0.3f]\n" "testbed.autofocus = %s\n\n", b.r, b.g, b.b, b.a, m_exposure, s.x, s.y, s.z, u.x, u.y, u.z, v.x, v.y, v.z, p.x, p.y, p.z, scale(), fov(), m_aperture_size, m_slice_plane_z, m_autofocus_target.x, m_autofocus_target.y, m_autofocus_target.z, m_autofocus ? "True" : "False" ); ImGui::InputTextMultiline("Params", buf, sizeof(buf)); ImGui::TreePop(); } } if (ImGui::BeginPopupModal("Error", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::Text("%s", imgui_error_string.c_str()); if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } if (accum_reset) { reset_accumulation(); } if (ImGui::Button("Go to Python REPL")) { m_want_repl = true; } ImGui::End(); } void Testbed::init_camera_path_from_reproject_src_cameras() { m_camera_path.clear(); for (int i = m_reproject_min_src_view_index; i < std::min(m_reproject_max_src_view_index, (int)m_reproject_src_views.size()); ++i) { const auto& view = m_reproject_src_views[i]; m_camera_path.add_camera( view.camera0, view.fov()[m_fov_axis], 0.0f // timestamp set to zero: camera path treats keyframes as temporally equidistant ); } m_camera_path.keyframe_subsampling = (int)m_camera_path.keyframes.size(); m_camera_path.editing_kernel_type = EEditingKernel::Gaussian; } void Testbed::visualize_reproject_src_cameras(ImDrawList* list, const mat4& world2proj) { for (size_t i = (size_t)m_reproject_min_src_view_index; i < std::min((size_t)m_reproject_max_src_view_index, m_reproject_src_views.size()); ++i) { const auto& view = m_reproject_src_views[i]; auto res = view.full_resolution; float aspect = float(res.x) / float(res.y); visualize_camera(list, world2proj, view.camera0, aspect, 0xffffffff); } } void Testbed::clear_src_views() { m_reproject_src_views.clear(); reset_accumulation(); } void Testbed::draw_visualizations(ImDrawList* list, const mat4x3& camera_matrix) { mat4 view2world = camera_matrix; mat4 world2view = inverse(view2world); auto focal = calc_focal_length(ivec2(1), m_relative_focal_length, m_fov_axis, m_zoom); float zscale = 1.0f / focal[m_fov_axis]; float xyscale = (float)m_window_res[m_fov_axis]; vec2 screen_center = render_screen_center(m_screen_center); mat4 view2proj = transpose( mat4{ xyscale, 0.0f, (float)m_window_res.x * screen_center.x * zscale, 0.0f, 0.0f, xyscale, (float)m_window_res.y * screen_center.y * zscale, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, zscale, 0.0f, } ); mat4 world2proj = view2proj * world2view; float aspect = (float)m_window_res.x / (float)m_window_res.y; if (m_reproject_visualize_src_views) { visualize_reproject_src_cameras(list, world2proj); } if (m_visualize_unit_cube) { visualize_cube(list, world2proj, vec3(0.f), vec3(1.f), mat3::identity()); } if (m_edit_render_aabb) { ImGuiIO& io = ImGui::GetIO(); // float flx = focal.x; float fly = focal.y; float zfar = m_ndc_zfar; float znear = m_ndc_znear; mat4 view2proj_guizmo = transpose( mat4{ fly * 2.0f / aspect, 0.0f, 0.0f, 0.0f, 0.0f, -fly * 2.f, 0.0f, 0.0f, 0.0f, 0.0f, (zfar + znear) / (zfar - znear), -(2.0f * zfar * znear) / (zfar - znear), 0.0f, 0.0f, 1.0f, 0.0f, } ); ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y); static mat4 matrix = mat4::identity(); static mat4 world2view_guizmo = mat4::identity(); vec3 cen = transpose(m_render_aabb_to_local) * m_render_aabb.center(); if (!ImGuizmo::IsUsing()) { // The the guizmo is being used, it handles updating its matrix on its own. // Outside interference can only lead to trouble. auto rot = transpose(m_render_aabb_to_local); matrix = mat4(mat4x3(rot[0], rot[1], rot[2], cen)); // Additionally, the world2view transform must stay fixed, else the guizmo will incorrectly // interpret the state from past frames. Special handling is necessary here, because below // we emulate world translation and rotation through (inverse) camera movement. world2view_guizmo = world2view; } auto prev_matrix = matrix; if (ImGuizmo::Manipulate( (const float*)&world2view_guizmo, (const float*)&view2proj_guizmo, m_camera_path.m_gizmo_op, ImGuizmo::LOCAL, (float*)&matrix, NULL, NULL )) { if (m_edit_world_transform) { // We transform the world by transforming the camera in the opposite direction. auto rel = prev_matrix * inverse(matrix); m_camera = mat3(rel) * m_camera; m_camera[3] += rel[3].xyz(); m_up_dir = mat3(rel) * m_up_dir; } else { m_render_aabb_to_local = transpose(mat3(matrix)); vec3 new_cen = m_render_aabb_to_local * matrix[3].xyz(); vec3 old_cen = m_render_aabb.center(); m_render_aabb.min += new_cen - old_cen; m_render_aabb.max += new_cen - old_cen; } reset_accumulation(); } } if (m_camera_path.imgui_viz( list, view2proj, world2proj, world2view, focal, aspect, m_ndc_znear, m_ndc_zfar )) { m_pip_render_buffer->reset_accumulation(); } } void glfw_error_callback(int error, const char* description) { tlog::error() << "GLFW error #" << error << ": " << description; } bool Testbed::keyboard_event() { if (ImGui::GetIO().WantCaptureKeyboard) { return false; } if (m_keyboard_event_callback && m_keyboard_event_callback()) { return false; } if (ImGui::IsKeyPressed('Q') && ImGui::GetIO().KeyCtrl) { glfwSetWindowShouldClose(m_glfw_window, GLFW_TRUE); } if ((ImGui::IsKeyPressed(GLFW_KEY_TAB) || ImGui::IsKeyPressed(GLFW_KEY_GRAVE_ACCENT)) && !ImGui::GetIO().KeyCtrl) { m_imgui.mode = (ImGuiMode)(((uint32_t)m_imgui.mode + 1) % (uint32_t)ImGuiMode::NumModes); } for (int idx = 0; idx < std::min((int)ERenderMode::NumRenderModes, 10); ++idx) { char c[] = {"1234567890"}; if (ImGui::IsKeyPressed(c[idx])) { m_render_mode = (ERenderMode)idx; reset_accumulation(); } } bool ctrl = ImGui::GetIO().KeyCtrl; bool shift = ImGui::GetIO().KeyShift; if (ImGui::IsKeyPressed('Z')) { m_camera_path.m_gizmo_op = ImGuizmo::TRANSLATE; } if (ImGui::IsKeyPressed('X')) { m_camera_path.m_gizmo_op = ImGuizmo::ROTATE; } if (ImGui::IsKeyPressed('E')) { set_exposure(m_exposure + (shift ? -0.5f : 0.5f)); redraw_next_frame(); } if (ImGui::IsKeyPressed('R')) { reset_camera(); } if (ImGui::IsKeyPressed('=') || ImGui::IsKeyPressed('+')) { if (m_fps_camera) { m_camera_velocity *= 1.5f; } else { set_scale(m_scale * 1.1f); } } if (ImGui::IsKeyPressed('-') || ImGui::IsKeyPressed('_')) { if (m_fps_camera) { m_camera_velocity /= 1.5f; } else { set_scale(m_scale / 1.1f); } } // WASD camera movement vec3 translate_vec = vec3(0.0f); if (ImGui::IsKeyDown('W')) { translate_vec.z += 1.0f; } if (ImGui::IsKeyDown('A')) { translate_vec.x += -1.0f; } if (ImGui::IsKeyDown('S')) { translate_vec.z += -1.0f; } if (ImGui::IsKeyDown('D')) { translate_vec.x += 1.0f; } if (ImGui::IsKeyDown(' ')) { translate_vec.y += -1.0f; } if (ImGui::IsKeyDown('C')) { translate_vec.y += 1.0f; } translate_vec *= m_camera_velocity * m_frame_ms.val() / 1000.0f; if (shift) { translate_vec *= 5.0f; } if (translate_vec != vec3(0.0f)) { m_fps_camera = true; // If VR is active, movement that isn't aligned with the current view // direction is _very_ jarring to the user, so make keyboard-based // movement aligned with the VR view, even though it is not an intended // movement mechanism. (Users should use controllers.) translate_camera(translate_vec, m_hmd && m_hmd->is_visible() ? mat3(m_views.front().camera0) : mat3(m_camera)); } return false; } void Testbed::mouse_wheel() { float delta = ImGui::GetIO().MouseWheel; if (delta == 0) { return; } float scale_factor = pow(1.1f, -delta); set_scale(m_scale * scale_factor); reset_accumulation(true); } mat3 Testbed::rotation_from_angles(const vec2& angles) const { vec3 up = m_up_dir; vec3 side = m_camera[0]; return rotmat(angles.x, up) * rotmat(angles.y, side); } void Testbed::mouse_drag() { vec2 rel = vec2{ImGui::GetIO().MouseDelta.x, ImGui::GetIO().MouseDelta.y} / (float)m_window_res[m_fov_axis]; vec2 mouse = {ImGui::GetMousePos().x, ImGui::GetMousePos().y}; vec3 side = m_camera[0]; bool shift = ImGui::GetIO().KeyShift; // Left pressed if (ImGui::GetIO().MouseClicked[0] && shift) { m_autofocus_target = get_3d_pos_from_pixel(*m_views.front().render_buffer, mouse); m_autofocus = true; reset_accumulation(); } // Left held if (ImGui::GetIO().MouseDown[0]) { float rot_sensitivity = m_fps_camera ? 0.35f : 1.0f; mat3 rot = rotation_from_angles(-rel * 2.0f * PI() * rot_sensitivity); if (m_fps_camera) { rot *= mat3(m_camera); m_camera = mat4x3(rot[0], rot[1], rot[2], m_camera[3]); } else { // Turntable auto old_look_at = look_at(); set_look_at({0.0f, 0.0f, 0.0f}); m_camera = rot * m_camera; set_look_at(old_look_at); } reset_accumulation(true); } // Right held if (ImGui::GetIO().MouseDown[1]) { mat3 rot = rotation_from_angles(-rel * 2.0f * PI()); if (m_render_mode == ERenderMode::Shade) { m_sun_dir = transpose(rot) * m_sun_dir; } m_slice_plane_z += -rel.y * m_bounding_radius; reset_accumulation(); } // Middle pressed if (ImGui::GetIO().MouseClicked[2]) { m_drag_depth = get_depth_from_renderbuffer(*m_views.front().render_buffer, mouse / vec2(m_window_res)); } // Middle held if (ImGui::GetIO().MouseDown[2]) { vec3 translation = vec3{-rel.x, -rel.y, 0.0f} / m_zoom; bool is_orthographic = m_render_with_lens_distortion && m_render_lens.mode == ELensMode::Orthographic; translation /= m_relative_focal_length[m_fov_axis]; // If we have a valid depth value, scale the scene translation by it such that the // hovered point in 3D space stays under the cursor. if (m_drag_depth < 256.0f && !is_orthographic) { translation *= m_drag_depth; } translate_camera(translation, mat3(m_camera)); } } bool Testbed::begin_frame() { if (glfwWindowShouldClose(m_glfw_window)) { destroy_window(); return false; } { auto now = std::chrono::steady_clock::now(); auto elapsed = now - m_last_frame_time_point; m_last_frame_time_point = now; m_frame_ms.update(std::chrono::duration(elapsed).count()); } glfwPollEvents(); glfwGetFramebufferSize(m_glfw_window, &m_window_res.x, &m_window_res.y); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); ImGuizmo::BeginFrame(); return true; } void Testbed::handle_user_input() { // Only respond to mouse inputs when not interacting with ImGui if (!ImGui::IsAnyItemActive() && !ImGuizmo::IsUsing() && !ImGui::GetIO().WantCaptureMouse) { mouse_wheel(); mouse_drag(); } keyboard_event(); switch (m_imgui.mode) { case ImGuiMode::Enabled: imgui(); break; case ImGuiMode::FpsOverlay: overlay_fps(); break; case ImGuiMode::Disabled: break; default: throw std::runtime_error{fmt::format("Invalid imgui mode: {}", (uint32_t)m_imgui.mode)}; } } vec3 Testbed::vr_to_world(const vec3& pos) const { return mat3(m_camera) * pos * m_scale + m_camera[3]; } void Testbed::begin_vr_frame_and_handle_vr_input() { if (!m_hmd) { m_vr_frame_info = nullptr; return; } m_hmd->poll_events(); if (!m_hmd->must_run_frame_loop()) { m_vr_frame_info = nullptr; return; } m_vr_frame_info = m_hmd->begin_frame(); const auto& views = m_vr_frame_info->views; size_t n_views = views.size(); size_t n_devices = m_devices.size(); if (n_views > 0) { set_n_views(n_views); ivec2 total_size = 0; for (size_t i = 0; i < n_views; ++i) { ivec2 view_resolution = {views[i].view.subImage.imageRect.extent.width, views[i].view.subImage.imageRect.extent.height}; total_size += view_resolution; m_views[i].full_resolution = view_resolution; // Apply the VR pose relative to the world camera transform. m_views[i].camera0 = mat3(m_camera) * views[i].pose; m_views[i].camera0[3] = vr_to_world(views[i].pose[3]); m_views[i].camera1 = m_views[i].camera0; m_views[i].visualized_dimension = m_visualized_dimension; const auto& xr_fov = views[i].view.fov; // Compute the distance on the image plane (1 unit away from the camera) that an angle of the respective FOV spans vec2 rel_focal_length_left_down = 0.5f * fov_to_focal_length(ivec2(1), vec2{360.0f * xr_fov.angleLeft / PI(), 360.0f * xr_fov.angleDown / PI()}); vec2 rel_focal_length_right_up = 0.5f * fov_to_focal_length(ivec2(1), vec2{360.0f * xr_fov.angleRight / PI(), 360.0f * xr_fov.angleUp / PI()}); // Compute total distance (for X and Y) that is spanned on the image plane. m_views[i].relative_focal_length = rel_focal_length_right_up - rel_focal_length_left_down; // Compute fraction of that distance that is spanned by the right-up part and set screen center accordingly. vec2 ratio = rel_focal_length_right_up / m_views[i].relative_focal_length; m_views[i].screen_center = {1.0f - ratio.x, ratio.y}; // Fix up weirdness in the rendering pipeline m_views[i].relative_focal_length[(m_fov_axis + 1) % 2] *= (float)view_resolution[(m_fov_axis + 1) % 2] / (float)view_resolution[m_fov_axis]; m_views[i].render_buffer->set_hidden_area_mask(m_vr_use_hidden_area_mask ? views[i].hidden_area_mask : nullptr); // Render each view on a different GPU (if available) m_views[i].device = m_use_aux_devices ? &m_devices.at(i % m_devices.size()) : &primary_device(); } // Put all the views next to each other, but at half size glfwSetWindowSize(m_glfw_window, total_size.x / 2, (total_size.y / 2) / n_views); // VR controller input const auto& hands = m_vr_frame_info->hands; m_fps_camera = true; // TRANSLATE BY STICK (if not pressing the stick) if (!hands[0].pressing) { vec3 translate_vec = vec3{hands[0].thumbstick.x, 0.0f, hands[0].thumbstick.y} * m_camera_velocity * m_frame_ms.val() / 1000.0f; if (translate_vec != vec3(0.0f)) { translate_camera(translate_vec, mat3(m_views.front().camera0), false); } } // TURN BY STICK (if not pressing the stick) if (!hands[1].pressing) { auto prev_camera = m_camera; // Turn around the up vector (equivalent to x-axis mouse drag) with right joystick left/right float sensitivity = 0.35f; auto rot = rotation_from_angles({-2.0f * PI() * sensitivity * hands[1].thumbstick.x * m_frame_ms.val() / 1000.0f, 0.0f}) * mat3(m_camera); m_camera = mat4x3(rot[0], rot[1], rot[2], m_camera[3]); // Translate camera such that center of rotation was about the current view m_camera[3] += mat3(prev_camera) * views[0].pose[3] * m_scale - mat3(m_camera) * views[0].pose[3] * m_scale; } // TRANSLATE, SCALE, AND ROTATE BY GRAB { bool both_grabbing = hands[0].grabbing && hands[1].grabbing; float drag_factor = both_grabbing ? 0.5f : 1.0f; if (both_grabbing) { drag_factor = 0.5f; vec3 prev_diff = hands[0].prev_grab_pos - hands[1].prev_grab_pos; vec3 diff = hands[0].grab_pos - hands[1].grab_pos; vec3 center = 0.5f * (hands[0].grab_pos + hands[1].grab_pos); vec3 center_world = vr_to_world(0.5f * (hands[0].grab_pos + hands[1].grab_pos)); // Scale around center position of the two dragging hands. Makes the scaling feel similar to phone pinch-to-zoom float scale = m_scale * length(prev_diff) / length(diff); m_camera[3] = (view_pos() - center_world) * (scale / m_scale) + center_world; m_scale = scale; // Take rotational component and project it to the nearest rotation about the up vector. // We don't want to rotate the scene about any other axis. vec3 rot = cross(normalize(prev_diff), normalize(diff)); float rot_radians = std::asin(dot(m_up_dir, rot)); auto prev_camera = m_camera; auto rotcam = rotmat(rot_radians, m_up_dir) * mat3(m_camera); m_camera = mat4x3(rotcam[0], rotcam[1], rotcam[2], m_camera[3]); m_camera[3] += mat3(prev_camera) * center * m_scale - mat3(m_camera) * center * m_scale; } for (const auto& hand : hands) { if (hand.grabbing) { m_camera[3] -= drag_factor * mat3(m_camera) * hand.drag() * m_scale; } } } } } void Testbed::SecondWindow::draw(GLuint texture) { if (!window) { return; } int display_w, display_h; GLFWwindow* old_context = glfwGetCurrentContext(); glfwMakeContextCurrent(window); glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindVertexArray(vao); if (program) { glUseProgram(program); } glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); glUseProgram(0); glfwSwapBuffers(window); glfwMakeContextCurrent(old_context); } void Testbed::init_opengl_shaders() { static const char* shader_vert = R"glsl(#version 140 out vec2 UVs; void main() { UVs = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2); gl_Position = vec4(UVs * 2.0 - 1.0, 0.0, 1.0); })glsl"; static const char* shader_frag = R"glsl(#version 140 in vec2 UVs; out vec4 frag_color; uniform sampler2D rgba_texture; uniform sampler2D depth_texture; struct FoveationWarp { float al, bl, cl; float am, bm; float ar, br, cr; float switch_left, switch_right; float inv_switch_left, inv_switch_right; }; uniform FoveationWarp warp_x; uniform FoveationWarp warp_y; float unwarp(in FoveationWarp warp, float y) { y = clamp(y, 0.0, 1.0); if (y < warp.inv_switch_left) { return (sqrt(-4.0 * warp.al * warp.cl + 4.0 * warp.al * y + warp.bl * warp.bl) - warp.bl) / (2.0 * warp.al); } else if (y > warp.inv_switch_right) { return (sqrt(-4.0 * warp.ar * warp.cr + 4.0 * warp.ar * y + warp.br * warp.br) - warp.br) / (2.0 * warp.ar); } else { return (y - warp.bm) / warp.am; } } vec2 unwarp(in vec2 pos) { return vec2(unwarp(warp_x, pos.x), unwarp(warp_y, pos.y)); } void main() { vec2 tex_coords = UVs; tex_coords.y = 1.0 - tex_coords.y; tex_coords = unwarp(tex_coords); frag_color = texture(rgba_texture, tex_coords.xy); //Uncomment the following line of code to visualize debug the depth buffer for debugging. // frag_color = vec4(vec3(texture(depth_texture, tex_coords.xy).r), 1.0); gl_FragDepth = texture(depth_texture, tex_coords.xy).r; })glsl"; GLuint vert = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vert, 1, &shader_vert, NULL); glCompileShader(vert); check_shader(vert, "Blit vertex shader", false); GLuint frag = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(frag, 1, &shader_frag, NULL); glCompileShader(frag); check_shader(frag, "Blit fragment shader", false); m_blit_program = glCreateProgram(); glAttachShader(m_blit_program, vert); glAttachShader(m_blit_program, frag); glLinkProgram(m_blit_program); check_shader(m_blit_program, "Blit shader program", true); glDeleteShader(vert); glDeleteShader(frag); glGenVertexArrays(1, &m_blit_vao); } void Testbed::blit_texture( const Foveation& foveation, GLint rgba_texture, GLint rgba_filter_mode, GLint depth_texture, GLint framebuffer, const ivec2& offset, const ivec2& resolution ) { if (m_blit_program == 0) { return; } // Blit image to OpenXR swapchain. // Note that the OpenXR swapchain is 8bit while the rendering is in a float texture. // As some XR runtimes do not support float swapchains, we can't render into it directly. bool tex = glIsEnabled(GL_TEXTURE_2D); bool depth = glIsEnabled(GL_DEPTH_TEST); bool cull = glIsEnabled(GL_CULL_FACE); if (!tex) { glEnable(GL_TEXTURE_2D); } if (!depth) { glEnable(GL_DEPTH_TEST); } if (cull) { glDisable(GL_CULL_FACE); } glDepthFunc(GL_ALWAYS); glDepthMask(GL_TRUE); glBindVertexArray(m_blit_vao); glUseProgram(m_blit_program); glUniform1i(glGetUniformLocation(m_blit_program, "rgba_texture"), 0); glUniform1i(glGetUniformLocation(m_blit_program, "depth_texture"), 1); auto bind_warp = [&](const FoveationPiecewiseQuadratic& warp, const std::string& uniform_name) { glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".al").c_str()), warp.al); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".bl").c_str()), warp.bl); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".cl").c_str()), warp.cl); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".am").c_str()), warp.am); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".bm").c_str()), warp.bm); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".ar").c_str()), warp.ar); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".br").c_str()), warp.br); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".cr").c_str()), warp.cr); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".switch_left").c_str()), warp.switch_left); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".switch_right").c_str()), warp.switch_right); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".inv_switch_left").c_str()), warp.inv_switch_left); glUniform1f(glGetUniformLocation(m_blit_program, (uniform_name + ".inv_switch_right").c_str()), warp.inv_switch_right); }; bind_warp(foveation.warp_x, "warp_x"); bind_warp(foveation.warp_y, "warp_y"); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, depth_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rgba_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rgba_filter_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rgba_filter_mode); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glViewport(offset.x, offset.y, resolution.x, resolution.y); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); glUseProgram(0); glDepthFunc(GL_LESS); // restore old state if (!tex) { glDisable(GL_TEXTURE_2D); } if (!depth) { glDisable(GL_DEPTH_TEST); } if (cull) { glEnable(GL_CULL_FACE); } glBindFramebuffer(GL_FRAMEBUFFER, 0); } void Testbed::draw_gui() { // Make sure all the cuda code finished its business here CUDA_CHECK_THROW(cudaDeviceSynchronize()); if (!m_rgba_render_textures.empty()) { m_second_window.draw((GLuint)m_rgba_render_textures.front()->texture()); } glfwMakeContextCurrent(m_glfw_window); int display_w, display_h; glfwGetFramebufferSize(m_glfw_window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_BLEND); glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); ivec2 extent = {(int)((float)display_w / m_n_views.x), (int)((float)display_h / m_n_views.y)}; int i = 0; for (int y = 0; y < m_n_views.y; ++y) { for (int x = 0; x < m_n_views.x; ++x) { if (i >= m_views.size()) { break; } auto& view = m_views[i]; ivec2 top_left{x * extent.x, display_h - (y + 1) * extent.y}; blit_texture( m_foveated_rendering_visualize ? Foveation{} : view.foveation, m_rgba_render_textures.at(i)->texture(), m_foveated_rendering ? GL_LINEAR : GL_NEAREST, m_depth_render_textures.at(i)->texture(), 0, top_left, extent ); ++i; } } glFinish(); glViewport(0, 0, display_w, display_h); ImDrawList* list = ImGui::GetBackgroundDrawList(); list->AddCallback(ImDrawCallback_ResetRenderState, nullptr); // Visualizations are only meaningful when rendering a single view if (m_views.size() == 1) { draw_visualizations(list, m_smoothed_camera); } if (m_render_ground_truth) { list->AddText(ImVec2(4.f, 4.f), 0xffffffff, "Ground Truth"); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(m_glfw_window); // Make sure all the OGL code finished its business here. // Any code outside of this function needs to be able to freely write to // textures without being worried about interfering with rendering. glFinish(); } #endif // NGP_GUI __global__ void to_8bit_color_kernel(ivec2 resolution, EColorSpace output_color_space, cudaSurfaceObject_t surface, uint8_t* result) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= resolution.x || y >= resolution.y) { return; } vec4 color; surf2Dread((float4*)&color, surface, x * sizeof(float4), y); if (output_color_space == EColorSpace::Linear) { color.rgb() = linear_to_srgb(color.rgb()); } for (uint32_t i = 0; i < 3; ++i) { result[(x + resolution.x * y) * 3 + i] = (uint8_t)(clamp(color[i], 0.0f, 1.0f) * 255.0f + 0.5f); } } void Testbed::prepare_next_camera_path_frame() { if (!m_camera_path.rendering) { return; } // If we're rendering a video, we'd like to accumulate multiple spp // for motion blur. Hence dump the frame once the target spp has been reached // and only reset _then_. if (m_views.front().render_buffer->spp() == m_camera_path.render_settings.spp) { auto tmp_dir = fs::path{"tmp"}; if (!tmp_dir.exists()) { if (!fs::create_directory(tmp_dir)) { m_camera_path.rendering = false; tlog::error() << "Failed to create temporary directory 'tmp' to hold rendered images."; return; } } ivec2 res = m_views.front().render_buffer->out_resolution(); const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1}; GPUMemory image_data(product(res) * 3); to_8bit_color_kernel<<>>( res, EColorSpace::SRGB, // the GUI always renders in SRGB m_views.front().render_buffer->surface(), image_data.data() ); m_render_futures.emplace_back( m_thread_pool.enqueue_task([image_data = std::move(image_data), frame_idx = m_camera_path.render_frame_idx++, res, tmp_dir] { std::vector cpu_image_data(image_data.size()); CUDA_CHECK_THROW(cudaMemcpy(cpu_image_data.data(), image_data.data(), image_data.bytes(), cudaMemcpyDeviceToHost)); write_stbi(tmp_dir / fmt::format("{:06d}.jpg", frame_idx), res.x, res.y, 3, cpu_image_data.data(), 100); }) ); reset_accumulation(true); if (m_camera_path.render_frame_idx == m_camera_path.render_settings.n_frames(m_camera_path.duration_seconds())) { m_camera_path.rendering = false; wait_all(m_render_futures); m_render_futures.clear(); tlog::success() << "Finished rendering '.jpg' video frames to '" << tmp_dir << "'. Assembling them into a video next."; fs::path ffmpeg = "ffmpeg"; #ifdef _WIN32 // Under Windows, try automatically downloading FFmpeg binaries if they don't exist if (system(fmt::format("where {} >nul 2>nul", ffmpeg.str()).c_str()) != 0) { fs::path dir = root_dir(); if ((dir / "external" / "ffmpeg").exists()) { for (const auto& path : fs::directory{dir / "external" / "ffmpeg"}) { ffmpeg = path / "bin" / "ffmpeg.exe"; } } if (!ffmpeg.exists()) { tlog::info() << "FFmpeg not found. Downloading FFmpeg..."; do_system((dir / "scripts" / "download_ffmpeg.bat").str()); } for (const auto& path : fs::directory{dir / "external" / "ffmpeg"}) { ffmpeg = path / "bin" / "ffmpeg.exe"; } if (!ffmpeg.exists()) { tlog::warning() << "FFmpeg download failed. Trying system-wide FFmpeg."; } } #endif auto ffmpeg_command = fmt::format( "{} -loglevel error -y -framerate {} -i tmp/%06d.jpg -c:v libx264 -preset slow -crf {} -pix_fmt yuv420p \"{}\"", ffmpeg.str(), m_camera_path.render_settings.fps, // Quality goes from 0 to 10. This conversion to CRF means a quality of 10 // is a CRF of 17 and a quality of 0 a CRF of 27, which covers the "sane" // range of x264 quality settings according to the FFmpeg docs: // https://trac.ffmpeg.org/wiki/Encode/H.264 27 - m_camera_path.render_settings.quality, m_camera_path.render_settings.filename ); int ffmpeg_result = do_system(ffmpeg_command); if (ffmpeg_result == 0) { tlog::success() << "Saved video '" << m_camera_path.render_settings.filename << "'"; } else if (ffmpeg_result == -1) { tlog::error() << "Video could not be assembled: FFmpeg not found."; } else { tlog::error() << "Video could not be assembled: FFmpeg failed"; } clear_tmp_dir(); } } const auto& rs = m_camera_path.render_settings; const float duration = m_camera_path.duration_seconds(); m_camera_path.play_time = (float)((double)m_camera_path.render_frame_idx / (double)rs.n_frames(duration)); if (m_views.front().render_buffer->spp() == 0) { set_camera_from_time(m_camera_path.play_time); apply_camera_smoothing(rs.frame_milliseconds(duration)); auto smoothed_camera_backup = m_smoothed_camera; // Compute the camera for the next frame in order to be able to compute motion blur // between it and the current one. set_camera_from_time(m_camera_path.play_time + 1.0f / rs.n_frames(duration)); apply_camera_smoothing(rs.frame_milliseconds(duration)); m_camera_path.render_frame_end_camera = m_smoothed_camera; // Revert camera such that the next frame will be computed correctly // (Start camera of next frame should be the same as end camera of this frame) set_camera_from_time(m_camera_path.play_time); m_smoothed_camera = smoothed_camera_backup; } } __global__ void reproject_kernel( BoundingBox render_aabb, mat3 render_aabb_to_local, default_rng_t rng, float near_t, float step_factor, uint32_t spp, uint32_t view_idx, mat4x3 src_camera, vec2 src_screen_center, vec2 src_focal_length, ivec2 src_resolution, Foveation src_foveation, Lens src_lens, MatrixView src_depth_buffer, mat4x3 dst_camera, vec2 dst_screen_center, vec2 dst_focal_length, ivec2 dst_resolution, Foveation dst_foveation, Lens dst_lens, vec4* __restrict__ dst_frame_buffer, MatrixView dst_depth_buffer, MatrixView dst_hole_mask, MatrixView dst_index_field, MatrixView src_hole_mask = {}, MatrixView src_index_field = {} ) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; uint32_t is_hole = dst_hole_mask(y, x); if (x >= dst_resolution.x || y >= dst_resolution.y || (src_hole_mask && !is_hole)) { return; } auto ray = pixel_to_ray( spp, {(int)x, (int)y}, dst_resolution, dst_focal_length, dst_camera, dst_screen_center, vec3(0.0f), // parallax false, // pixel center snap 0.0f, // near dist 1.0f, // focus 0.0f, // aperture dst_foveation, {}, dst_lens ); uint32_t dst_idx = x + dst_resolution.x * y; float t = near_t; rng.advance(dst_idx); t *= std::pow(step_factor, rng.next_float()); struct Result { ViewIdx idx; float dist; float t; }; auto get_reprojected_dist = [&](float t) -> Result { vec3 p = ray(t); vec2 src_px = pos_to_pixel(p, src_resolution, src_focal_length, src_camera, src_screen_center, vec3(0.0f), src_foveation, src_lens); if (src_px.x <= 0 || src_px.x >= src_resolution.x || src_px.y <= 0 || src_px.y >= src_resolution.y) { return { {-1, 0}, -1.0f, -1.0f }; } ViewIdx nearest = {clamp(ivec2(floor(src_px)), 0, src_resolution - 1), view_idx}; if (src_hole_mask) { if (!src_hole_mask(nearest.px.y, nearest.px.x) || src_depth_buffer(nearest.px.y, nearest.px.x) == 0.0f) { return { {-1, 0}, -1.0f, -1.0f }; } } float d = src_depth_buffer(nearest.px.y, nearest.px.x); Ray src_ray = { src_camera[3], p - src_camera[3], }; src_ray.d /= src_lens.is_360() ? length(src_ray.d) : dot(src_ray.d, src_camera[2]); vec3 src_p = src_ray(d); if (src_index_field) { nearest = src_index_field(nearest.px.y, nearest.px.x); } return {nearest, distance(p, src_p), t}; }; auto refine_match = [&](Result match) -> Result { static const uint32_t N_STEPS_PER_REFINEMENT = 10; static const uint32_t N_REFINEMENTS = 3; float prev_t = match.t / step_factor; float next_t = match.t * step_factor; NGP_PRAGMA_UNROLL for (uint32_t j = 0; j < N_REFINEMENTS; ++j) { float step_size = (next_t - prev_t) / (N_STEPS_PER_REFINEMENT - 1); float t = prev_t; NGP_PRAGMA_UNROLL for (uint32_t i = 0; i < N_STEPS_PER_REFINEMENT; ++i) { auto res = get_reprojected_dist(t); if (res.idx.px.x >= 0 && res.dist < match.dist) { match = res; prev_t = t - step_size; next_t = t + step_size; } t += step_size; } } return match; }; Result final = { {-1, 0}, std::numeric_limits::infinity(), 0 }; Result fallback = final; float mint = fmaxf(render_aabb.ray_intersect(render_aabb_to_local * ray.o, render_aabb_to_local * ray.d).x, 0.0f) + 1e-6f; if (mint < MAX_DEPTH()) { while (t <= mint) { t *= step_factor; } } // float last_dist = std::numeric_limits::infinity(); for (; render_aabb.contains(render_aabb_to_local * ray(t)); t *= step_factor) { auto res = get_reprojected_dist(t); if (res.idx.px.x >= 0) { if (res.dist < t * (step_factor - 1.0f)) { res = refine_match(res); if (res.dist < final.dist) { if (res.dist / res.t < 4.0f / dst_focal_length.x) { final = res; break; } } } // if (res.dist < last_dist) { // fallback = res; // } // last_dist = res.dist; } } if (final.idx.px.x == -1) { final = fallback; } float prev_depth = dst_depth_buffer(y, x); dst_frame_buffer[dst_idx] = vec4::zero(); if (final.idx.px.x == -1) { if (is_hole) { dst_depth_buffer(y, x) = MAX_DEPTH(); dst_hole_mask(y, x) = 1; dst_index_field(y, x) = {-1, 0}; } } else { if (is_hole || final.t * step_factor < prev_depth) { dst_depth_buffer(y, x) = final.t; dst_hole_mask(y, x) = src_index_field ? 2 : 0; dst_index_field(y, x) = final.idx; } } } __global__ void dilate_holes_kernel(ivec2 res, MatrixView old_hole_mask, MatrixView hole_mask) { int32_t x = threadIdx.x + blockDim.x * blockIdx.x; int32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= res.x || y >= res.y) { return; } auto is_hole = [&](const ivec2& offset) { auto clamped = clamp(ivec2{x, y} + offset, 0, res - 1); return old_hole_mask(clamped.y, clamped.x); }; hole_mask(y, x) = is_hole({1, 0}) || is_hole({-1, 0}) || is_hole({1, 1}) || is_hole({-1, 1}) || is_hole({1, -1}) || is_hole({-1, -1}) || is_hole({0, 1}) || is_hole({0, -1}); } __global__ void generate_alt_depth_kernel( mat4x3 src_camera, vec2 src_screen_center, vec2 src_focal_length, ivec2 src_resolution, const vec4* __restrict__ src_frame_buffer, const float* __restrict__ src_depth_buffer, Foveation src_foveation, Lens src_lens, mat4x3 dst_camera, Lens dst_lens, MatrixView alt_depth_buffer ) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= src_resolution.x || y >= src_resolution.y) { return; } auto ray = pixel_to_ray( 0, {(int)x, (int)y}, src_resolution, src_focal_length, src_camera, src_screen_center, vec3(0.0f), // parallax false, // pixel center snap 0.0f, // near dist 1.0f, // focus 0.0f, // aperture src_foveation, {}, src_lens ); uint32_t src_idx = x + src_resolution.x * y; vec3 p = ray(src_depth_buffer[src_idx]); alt_depth_buffer(y, x) = dst_lens.is_360() ? distance(p, dst_camera[3]) : dot(p - dst_camera[3], dst_camera[2]); } __global__ void copy_depth_buffer_kernel(ivec2 dst_resolution, const float* __restrict__ src_depth_buffer, MatrixView dst_depth_buffer) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= dst_resolution.x || y >= dst_resolution.y) { return; } uint32_t idx = x + dst_resolution.x * y; dst_depth_buffer(y, x) = src_depth_buffer[idx]; } static constexpr float Z_NEAR = 0.1f; static constexpr float Z_BASE = 1.03f; inline NGP_HOST_DEVICE float to_log_depth(float d) { return logf(d / Z_NEAR) * logf(Z_BASE); } inline NGP_HOST_DEVICE float from_log_depth(float d) { return expf(d / logf(Z_BASE)) * Z_NEAR; } inline NGP_HOST_DEVICE vec4 from_rgbd32(uint32_t val) { vec4 result = rgba32_to_rgba(val); result.a = from_log_depth(result.a); return result; } inline NGP_HOST_DEVICE uint32_t to_rgbd32(vec4 rgbd) { rgbd.a = to_log_depth(rgbd.a); return rgba_to_rgba32(rgbd); } __global__ void reproject_viz_kernel( ivec2 dst_res, const ivec2* src_res, bool pm_enable, MatrixView hole_labels, MatrixView state, MatrixView index_field, MatrixView dst_rgbd, MatrixView dst_depth, const MatrixView* src_rgba, const MatrixView* src_depth, MatrixView frame, MatrixView depth, EPmVizMode viz_mode, float depth_scale ) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= dst_res.x || y >= dst_res.y) { return; } if (!pm_enable && state(y, x) == EPmPixelState::Hole) { if (viz_mode == EPmVizMode::Depth) { frame(y, x).rgb() = vec3(depth(y, x) * depth_scale); } else { frame(y, x).rgb() = vec3(0.0f); } depth(y, x) = MAX_DEPTH(); return; } auto src_idx = index_field(y, x); if (viz_mode == EPmVizMode::Depth) { frame(y, x).rgb() = vec3(dst_depth(y, x) * depth_scale); } else if (viz_mode == EPmVizMode::Offset) { vec2 diff = vec2(x, y) / vec2(dst_res) - vec2(src_idx.px) / vec2(src_res[src_idx.view]); float l = length(diff); frame(y, x).rgb() = hsv_to_rgb({atan2(diff.y / l, diff.x / l) / (PI() * 2.0f) + 0.5f, 1.0f, l}); } else if (viz_mode == EPmVizMode::Holes) { if (state(y, x) == EPmPixelState::Hole) { frame(y, x).rgb() = colormap_turbo(hole_labels(y, x) / (float)product(dst_res)); } } else { vec4 rgbd = rgba32_to_rgba(src_rgba[src_idx.view](src_idx.px.y, src_idx.px.x)); rgbd.rgb() = srgb_to_linear(rgbd.rgb()); frame(y, x) = rgbd; depth(y, x) = src_depth[src_idx.view](src_idx.px.y, src_idx.px.x); } } static constexpr int32_t PM_PATCH_RADIUS = 4; inline NGP_HOST_DEVICE ivec2 mirror(const ivec2& v, const ivec2& res) { return abs(res - abs(res - v - 1) - 1); } __global__ void pm_prepare_padded_src_buffers( ivec2 padded_res, ivec2 res, MatrixView src_rgba, MatrixView src_depth, MatrixView dst_rgbd, MatrixView dst_depth ) { int32_t x = threadIdx.x + blockDim.x * blockIdx.x; int32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= padded_res.x || y >= padded_res.y) { return; } ivec2 padding = (padded_res - res) / 2; ivec2 idx = {(int16_t)(x - padding.x), (int16_t)(y - padding.y)}; // auto clamped_idx = clamp(idx, i16vec2((int16_t)0), i16vec2(res - 1)); auto clamped_idx = mirror(idx, i16vec2(res)); vec4 rgba = src_rgba(clamped_idx.y, clamped_idx.x); rgba.rgb() = linear_to_srgb(rgba.rgb()); dst_rgbd(idx.y, idx.x) = rgba_to_rgba32(rgba); dst_depth(idx.y, idx.x) = src_depth(clamped_idx.y, clamped_idx.x); } __global__ void pm_prepare_padded_dst_buffers( ivec2 padded_dst_res, ivec2 dst_res, uint32_t n_src_views, const ivec2* src_res, default_rng_t fixed_seed_rng, const MatrixView* src_rgbd, const MatrixView* src_depth, MatrixView dst_state, MatrixView dst_index_field, MatrixView dst_rgbd, MatrixView dst_depth, MatrixView dst_depth_threshold, MatrixView hole_mask ) { int32_t x = threadIdx.x + blockDim.x * blockIdx.x; int32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= padded_dst_res.x || y >= padded_dst_res.y) { return; } ivec2 padding = (padded_dst_res - dst_res) / 2; ivec2 idx = {x - padding.x, y - padding.y}; // auto clamped_idx = clamp(idx, i16vec2((int16_t)0), i16vec2(res - 1)); auto clamped_idx = mirror(idx, dst_res); ViewIdx src_idx; uint8_t is_hole = hole_mask(clamped_idx.y, clamped_idx.x); if (is_hole == 1) { fixed_seed_rng.advance((x + y * padded_dst_res.x) * 3); // uint32_t random_view = fixed_seed_rng.next_uint(n_src_views); uint32_t random_view = 0; auto res = src_res[random_view]; src_idx = { i16vec2{(int16_t)fixed_seed_rng.next_uint(res.y), (int16_t)fixed_seed_rng.next_uint(res.x)}, random_view }; } else { src_idx = dst_index_field(clamped_idx.y, clamped_idx.x); } dst_index_field(idx.y, idx.x) = src_idx; if (is_hole == 0) { dst_state(idx.y, idx.x) = EPmPixelState::Reprojected; dst_rgbd(idx.y, idx.x) = src_rgbd[src_idx.view](src_idx.px.y, src_idx.px.x); float depth = src_depth[src_idx.view](src_idx.px.y, src_idx.px.x); dst_depth(idx.y, idx.x) = depth; dst_depth_threshold(idx.y, idx.x) = depth; } else if (is_hole == 1) { dst_state(idx.y, idx.x) = EPmPixelState::Hole; dst_rgbd(idx.y, idx.x) = 0x00FF00FF; dst_depth(idx.y, idx.x) = 0.0f; dst_depth_threshold(idx.y, idx.x) = 0.0f; } else { dst_state(idx.y, idx.x) = EPmPixelState::Reprojected; dst_rgbd(idx.y, idx.x) = src_rgbd[src_idx.view](src_idx.px.y, src_idx.px.x); dst_depth_threshold(idx.y, idx.x) = dst_depth(idx.y, idx.x); } } void Testbed::reproject_views(const std::vector src_views, View& dst_view) { if (src_views.empty()) { dst_view.render_buffer->clear_frame(m_stream.get()); return; } auto dst_res = dst_view.render_buffer->in_resolution(); std::vector src_res(src_views.size()); std::vector src_screen_center(src_views.size()); std::vector src_focal_length(src_views.size()); std::vector> tmp_src_depth_buffer(src_views.size()); for (size_t i = 0; i < src_views.size(); ++i) { src_res[i] = src_views[i]->render_buffer->in_resolution(); src_screen_center[i] = render_screen_center(src_views[i]->screen_center); src_focal_length[i] = calc_focal_length(src_views[i]->render_buffer->in_resolution(), src_views[i]->relative_focal_length, m_fov_axis, m_zoom); // Compute the depth of every pixel in the src_view when reprojected into the dst_view. // This could in principle happen in parallel with the reprojection step happening below. tmp_src_depth_buffer[i] = GPUImage(src_res[i], m_stream.get()); const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)dst_res.x, threads.x), div_round_up((uint32_t)dst_res.y, threads.y), 1}; generate_alt_depth_kernel<<>>( src_views[i]->camera0, src_screen_center[i], src_focal_length[i], src_res[i], src_views[i]->render_buffer->frame_buffer(), src_views[i]->render_buffer->depth_buffer(), src_views[i]->foveation, src_views[i]->lens, dst_view.camera0, dst_view.lens, tmp_src_depth_buffer[i].view() ); } dst_view.render_buffer->clear_frame(m_stream.get()); const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)dst_res.x, threads.x), div_round_up((uint32_t)dst_res.y, threads.y), 1}; auto prev_index_field = std::move(dst_view.index_field); dst_view.index_field = GPUImage(dst_res, PM_PATCH_RADIUS, m_stream.get()); auto prev_hole_mask = std::move(dst_view.hole_mask); dst_view.hole_mask = GPUImage(dst_res, m_stream.get()); dst_view.hole_mask.image.memset_async(m_stream.get(), 1); auto prev_depth_buffer = std::move(dst_view.depth_buffer); dst_view.depth_buffer = GPUImage(dst_res, PM_PATCH_RADIUS, m_stream.get()); auto dst_screen_center = render_screen_center(dst_view.screen_center); auto dst_focal_length = calc_focal_length(dst_res, dst_view.relative_focal_length, m_fov_axis, m_zoom); // First reproject from the source images as much as possible for (size_t i = 0; i < src_views.size(); ++i) { reproject_kernel<<>>( m_render_aabb, m_render_aabb_to_local, m_rng, m_reproject_min_t, m_reproject_step_factor, dst_view.render_buffer->spp(), i, src_views[i]->camera0, src_screen_center[i], src_focal_length[i], src_res[i], src_views[i]->foveation, src_views[i]->lens, MatrixView(src_views[i]->render_buffer->depth_buffer(), src_res[i].x, 1), dst_view.camera0, dst_screen_center, dst_focal_length, dst_res, dst_view.foveation, dst_view.lens, dst_view.render_buffer->frame_buffer(), dst_view.depth_buffer.view(), dst_view.hole_mask.view(), dst_view.index_field.view() ); } // auto old_holes_mask = std::move(dst_view.hole_mask); // dst_view.hole_mask = GPUImage(dst_res, m_stream.get()); // dilate_holes_kernel<<>>(dst_res, old_holes_mask.view(), dst_view.hole_mask.view()); // Then try reprojecting into the remaining holes from the previous rendering if (m_reproject_reuse_last_frame && prev_depth_buffer.data()) { reproject_kernel<<>>( m_render_aabb, m_render_aabb_to_local, m_rng, m_reproject_min_t, m_reproject_step_factor, dst_view.render_buffer->spp(), 0, // Reprojecting from the most recent view will copy the previous index anyway. dst_view.prev_camera, render_screen_center(dst_view.screen_center), calc_focal_length(prev_hole_mask.resolution(), dst_view.relative_focal_length, m_fov_axis, m_zoom), prev_hole_mask.resolution(), dst_view.prev_foveation, dst_view.lens, prev_depth_buffer.view(), dst_view.camera0, dst_screen_center, dst_focal_length, dst_res, dst_view.foveation, dst_view.lens, dst_view.render_buffer->frame_buffer(), dst_view.depth_buffer.view(), dst_view.hole_mask.view(), dst_view.index_field.view(), prev_hole_mask.view(), prev_index_field.view() ); } m_rng.advance(); auto hole_labels = GPUImage(dst_res, m_stream.get()); // Detect holes and label them { init_labels<<>>( dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data(), dst_view.hole_mask.data() ); resolve_labels<<>>(dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data()); label_reduction<<>>( dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data(), dst_view.hole_mask.data() ); resolve_labels<<>>(dst_res.x, dst_res.y, hole_labels.n_elements(), hole_labels.data()); } auto dst_state_buffer = GPUImage(dst_res, PM_PATCH_RADIUS, m_stream.get()); std::vector> src_rgbd_buffer(src_views.size()); std::vector> src_depth_buffer(src_views.size()); std::vector padded_src_res(src_views.size()); std::vector> src_rgbd_views(src_views.size()); std::vector> src_depth_views(src_views.size()); for (size_t i = 0; i < src_views.size(); ++i) { src_rgbd_buffer[i] = GPUImage(src_res[i], PM_PATCH_RADIUS, m_stream.get()); src_depth_buffer[i] = GPUImage(src_res[i], PM_PATCH_RADIUS, m_stream.get()); padded_src_res[i] = src_rgbd_buffer[i].resolution_padded(); const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)padded_src_res[i].x, threads.x), div_round_up((uint32_t)padded_src_res[i].y, threads.y), 1}; pm_prepare_padded_src_buffers<<>>( padded_src_res[i], src_res[i], MatrixView(src_views[i]->render_buffer->frame_buffer(), src_res[i].x, 1), tmp_src_depth_buffer[i].view(), src_rgbd_buffer[i].view(), src_depth_buffer[i].view() ); src_rgbd_views[i] = src_rgbd_buffer[i].view(); src_depth_views[i] = src_depth_buffer[i].view(); } GPUMemoryArena::Allocation views_alloc; auto views_scratch = allocate_workspace_and_distribute, MatrixView, ivec2>( m_stream.get(), &views_alloc, src_views.size(), src_views.size(), src_views.size() ); auto* src_rgba_views_device = std::get<0>(views_scratch); auto* src_depth_views_device = std::get<1>(views_scratch); auto* src_res_device = std::get<2>(views_scratch); CUDA_CHECK_THROW(cudaMemcpyAsync( src_rgba_views_device, src_rgbd_views.data(), src_views.size() * sizeof(MatrixView), cudaMemcpyHostToDevice, m_stream.get() )); CUDA_CHECK_THROW(cudaMemcpyAsync( src_depth_views_device, src_depth_views.data(), src_views.size() * sizeof(MatrixView), cudaMemcpyHostToDevice, m_stream.get() )); CUDA_CHECK_THROW(cudaMemcpyAsync(src_res_device, src_res.data(), src_views.size() * sizeof(ivec2), cudaMemcpyHostToDevice, m_stream.get()) ); auto dst_rgba_buffer = GPUImage(dst_res, PM_PATCH_RADIUS, m_stream.get()); auto dst_depth_threshold_buffer = GPUImage(dst_res, PM_PATCH_RADIUS, m_stream.get()); ivec2 padded_dst_res = dst_rgba_buffer.resolution_padded(); default_rng_t fixed_seed_rng{0x1337}; { const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)padded_dst_res.x, threads.x), div_round_up((uint32_t)padded_dst_res.y, threads.y), 1}; pm_prepare_padded_dst_buffers<<>>( padded_dst_res, dst_res, (uint32_t)src_views.size(), src_res_device, fixed_seed_rng, src_rgba_views_device, src_depth_views_device, dst_state_buffer.view(), dst_view.index_field.view(), dst_rgba_buffer.view(), dst_view.depth_buffer.view(), dst_depth_threshold_buffer.view(), dst_view.hole_mask.view() ); fixed_seed_rng.advance(); } reproject_viz_kernel<<>>( dst_res, src_res_device, m_pm_enable, hole_labels.view(), dst_state_buffer.view(), dst_view.index_field.view(), dst_rgba_buffer.view(), dst_view.depth_buffer.view(), src_rgba_views_device, src_depth_views_device, MatrixView(dst_view.render_buffer->frame_buffer(), dst_res.x, 1), MatrixView(dst_view.render_buffer->depth_buffer(), dst_res.x, 1), m_pm_viz_mode, 1.0f ); } void Testbed::render(bool skip_rendering) { // Don't do any smoothing here if a camera path is being rendered. It'll take care // of the smoothing on its own. float frame_ms = m_camera_path.rendering ? 0.0f : m_frame_ms.val(); apply_camera_smoothing(frame_ms); if (!m_render_window || !m_render || skip_rendering) { return; } auto start = std::chrono::steady_clock::now(); ScopeGuard timing_guard{[&]() { m_render_ms.update(std::chrono::duration(std::chrono::steady_clock::now() - start).count()); }}; if (frobenius_norm(m_smoothed_camera - m_camera) < 0.001f) { m_smoothed_camera = m_camera; } else if (!m_camera_path.rendering) { reset_accumulation(true); } if (m_autofocus) { autofocus(); } Lens lens = m_render_with_lens_distortion ? m_render_lens : Lens{}; #ifdef NGP_GUI if (m_hmd && m_hmd->is_visible()) { for (auto& view : m_views) { view.visualized_dimension = m_visualized_dimension; } m_n_views = {(int)m_views.size(), 1}; m_render_with_lens_distortion = false; reset_accumulation(true); } else { set_n_views(1); m_n_views = {1, 1}; auto& view = m_views.front(); view.full_resolution = m_window_res; view.camera0 = m_smoothed_camera; // Motion blur over the fraction of time that the shutter is open. Interpolate in log-space to preserve rotations. view.camera1 = (m_camera_path.rendering && !m_gen3c_render_with_gen3c) ? camera_log_lerp(m_smoothed_camera, m_camera_path.render_frame_end_camera, m_camera_path.render_settings.shutter_fraction) : view.camera0; view.visualized_dimension = m_visualized_dimension; view.relative_focal_length = m_relative_focal_length; view.screen_center = m_screen_center; view.render_buffer->set_hidden_area_mask(nullptr); view.foveation = {}; view.lens = lens; view.device = &primary_device(); } if (m_dlss) { m_aperture_size = 0.0f; if (!m_render_lens.supports_dlss()) { m_render_with_lens_distortion = false; } } // Update dynamic res and DLSS { // Don't count the time being spent allocating buffers and resetting DLSS as part of the frame time. // Otherwise the dynamic resolution calculations for following frames will be thrown out of whack // and may even start oscillating. auto skip_start = std::chrono::steady_clock::now(); ScopeGuard skip_timing_guard{[&]() { start += std::chrono::steady_clock::now() - skip_start; }}; size_t n_pixels = 0, n_pixels_full_res = 0; for (const auto& view : m_views) { n_pixels += product(view.render_buffer->in_resolution()); n_pixels_full_res += product(view.full_resolution); } float pixel_ratio = n_pixels == 0 ? (1.0f / 256.0f) : ((float)n_pixels / (float)n_pixels_full_res); float last_factor = std::sqrt(pixel_ratio); float factor = std::sqrt(pixel_ratio / m_render_ms.val() * 1000.0f / m_dynamic_res_target_fps); if (!m_dynamic_res) { factor = 8.f / (float)m_fixed_res_factor; } factor = clamp(factor, 1.0f / 16.0f, 1.0f); vec2 avg_screen_center = vec2(0.0f); for (size_t i = 0; i < m_views.size(); ++i) { avg_screen_center += m_views[i].screen_center; } avg_screen_center /= (float)m_views.size(); for (auto&& view : m_views) { if (m_dlss) { view.render_buffer->enable_dlss(*m_dlss_provider, view.full_resolution); } else { view.render_buffer->disable_dlss(); } ivec2 render_res = view.render_buffer->in_resolution(); ivec2 new_render_res = clamp(ivec2(vec2(view.full_resolution) * factor), view.full_resolution / 16, view.full_resolution); if (m_camera_path.rendering && !m_gen3c_render_with_gen3c) { new_render_res = m_camera_path.render_settings.resolution; } float ratio = std::sqrt((float)product(render_res) / (float)product(new_render_res)); if (ratio > 1.2f || ratio < 0.8f || factor == 1.0f || !m_dynamic_res || (m_camera_path.rendering && !m_gen3c_render_with_gen3c)) { render_res = new_render_res; } if (view.render_buffer->dlss()) { render_res = view.render_buffer->dlss()->clamp_resolution(render_res); view.render_buffer->dlss()->update_feature( render_res, view.render_buffer->dlss()->is_hdr(), view.render_buffer->dlss()->sharpen() ); } view.render_buffer->resize(render_res); if (m_foveated_rendering) { if (m_dynamic_foveated_rendering) { vec2 resolution_scale = vec2(render_res) / vec2(view.full_resolution); // Only start foveation when DLSS if off or if DLSS is asked to do more than 1.5x upscaling. // The reason for the 1.5x threshold is that DLSS can do up to 3x upscaling, at which point a // foveation factor of 2x = 3.0x/1.5x corresponds exactly to bilinear super sampling, which is // helpful in suppressing DLSS's artifacts. float foveation_begin_factor = m_dlss ? 1.5f : 1.0f; resolution_scale = clamp(resolution_scale * foveation_begin_factor, vec2(1.0f / m_foveated_rendering_max_scaling), vec2(1.0f)); view.foveation = {resolution_scale, vec2(1.0f) - view.screen_center, vec2(m_foveated_rendering_full_res_diameter * 0.5f)}; m_foveated_rendering_scaling = 2.0f / sum(resolution_scale); } else { view.foveation = { vec2(1.0f / m_foveated_rendering_scaling), vec2(1.0f) - view.screen_center, vec2(m_foveated_rendering_full_res_diameter * 0.5f) }; } } else { view.foveation = {}; } } } // Make sure all in-use auxiliary GPUs have the latest model and bitfield std::unordered_set devices_in_use; for (auto& view : m_views) { if (!view.device || devices_in_use.count(view.device) != 0) { continue; } devices_in_use.insert(view.device); sync_device(*view.render_buffer, *view.device); } if (m_reproject_enable) { render_by_reprojection(m_stream.get(), m_views); } else { SyncedMultiStream synced_streams{m_stream.get(), m_views.size()}; std::vector> futures(m_views.size()); for (size_t i = 0; i < m_views.size(); ++i) { auto& view = m_views[i]; futures[i] = view.device->enqueue_task([this, &view, stream = synced_streams.get(i)]() { auto device_guard = use_device(stream, *view.render_buffer, *view.device); render_frame_main( *view.device, view.camera0, view.camera1, view.screen_center, view.relative_focal_length, view.foveation, view.lens, view.visualized_dimension ); }); } for (size_t i = 0; i < m_views.size(); ++i) { auto& view = m_views[i]; if (futures[i].valid()) { futures[i].get(); } render_frame_epilogue( synced_streams.get(i), view.camera0, view.prev_camera, view.screen_center, view.relative_focal_length, view.foveation, view.prev_foveation, view.lens, *view.render_buffer, true ); view.prev_camera = view.camera0; view.prev_foveation = view.foveation; } } for (size_t i = 0; i < m_views.size(); ++i) { m_rgba_render_textures.at(i)->blit_from_cuda_mapping(); m_depth_render_textures.at(i)->blit_from_cuda_mapping(); } if (m_picture_in_picture_res > 0) { ivec2 res{(int)m_picture_in_picture_res, (int)(m_picture_in_picture_res * 9.0f / 16.0f)}; m_pip_render_buffer->resize(res); if (m_pip_render_buffer->spp() < 8) { // a bit gross, but let's copy the keyframe's state into the global state in order to not have to plumb // through the fov etc to render_frame. CameraKeyframe backup = copy_camera_to_keyframe(); CameraKeyframe pip_kf = m_camera_path.eval_camera_path(m_camera_path.play_time); set_camera_from_keyframe(pip_kf); if (m_reproject_enable) { std::vector views(1); auto& view = views.front(); view.camera0 = pip_kf.m(); view.camera1 = pip_kf.m(); view.prev_camera = pip_kf.m(); view.screen_center = m_screen_center; view.relative_focal_length = m_relative_focal_length; view.foveation = {}; view.prev_foveation = {}; view.lens = lens; view.visualized_dimension = m_visualized_dimension; view.render_buffer = m_pip_render_buffer; render_by_reprojection(m_stream.get(), views); } else { render_frame( m_stream.get(), pip_kf.m(), pip_kf.m(), pip_kf.m(), m_screen_center, m_relative_focal_length, {}, // foveation {}, // prev foveation lens, m_visualized_dimension, *m_pip_render_buffer ); } set_camera_from_keyframe(backup); m_pip_render_texture->blit_from_cuda_mapping(); } } #endif CUDA_CHECK_THROW(cudaStreamSynchronize(m_stream.get())); } mat4x3 Testbed::view_camera(size_t view_idx) const { if (m_views.size() <= view_idx) { throw std::runtime_error{fmt::format("View #{} does not exist.", view_idx)}; } auto& view = m_views.at(view_idx); return view.camera0; } #ifdef NGP_GUI void Testbed::create_second_window() { if (m_second_window.window) { return; } bool frameless = false; glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, !frameless); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_CENTER_CURSOR, false); glfwWindowHint(GLFW_DECORATED, !frameless); glfwWindowHint(GLFW_SCALE_TO_MONITOR, frameless); glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true); // get the window size / coordinates int win_w = 0, win_h = 0, win_x = 0, win_y = 0; GLuint ps = 0, vs = 0; { win_w = 1920; win_h = 1080; win_x = 0x40000000; win_y = 0x40000000; static const char* copy_shader_vert = "\ in vec2 vertPos_data;\n\ out vec2 texCoords;\n\ void main(){\n\ gl_Position = vec4(vertPos_data.xy, 0.0, 1.0);\n\ texCoords = (vertPos_data.xy + 1.0) * 0.5; texCoords.y=1.0-texCoords.y;\n\ }"; static const char* copy_shader_frag = "\ in vec2 texCoords;\n\ out vec4 fragColor;\n\ uniform sampler2D screenTex;\n\ void main(){\n\ fragColor = texture(screenTex, texCoords.xy);\n\ }"; vs = compile_shader(false, copy_shader_vert); ps = compile_shader(true, copy_shader_frag); } m_second_window.window = glfwCreateWindow(win_w, win_h, "Fullscreen Output", NULL, m_glfw_window); if (win_x != 0x40000000) { glfwSetWindowPos(m_second_window.window, win_x, win_y); } glfwMakeContextCurrent(m_second_window.window); m_second_window.program = glCreateProgram(); glAttachShader(m_second_window.program, vs); glAttachShader(m_second_window.program, ps); glLinkProgram(m_second_window.program); if (!check_shader(m_second_window.program, "shader program", true)) { glDeleteProgram(m_second_window.program); m_second_window.program = 0; } // vbo and vao glGenVertexArrays(1, &m_second_window.vao); glGenBuffers(1, &m_second_window.vbo); glBindVertexArray(m_second_window.vao); const float fsquadVerts[] = {-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f}; glBindBuffer(GL_ARRAY_BUFFER, m_second_window.vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(fsquadVerts), fsquadVerts, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void Testbed::set_n_views(size_t n_views) { bool changed_views = n_views != m_views.size(); while (m_views.size() > n_views) { m_views.pop_back(); } m_rgba_render_textures.resize(n_views); m_depth_render_textures.resize(n_views); while (m_views.size() < n_views) { size_t idx = m_views.size(); m_rgba_render_textures[idx] = std::make_shared(); m_depth_render_textures[idx] = std::make_shared(); m_views.emplace_back(View{std::make_shared(m_rgba_render_textures[idx], m_depth_render_textures[idx])}); } }; #endif // NGP_GUI void Testbed::init_window(int resw, int resh, bool hidden, bool second_window) { #ifndef NGP_GUI throw std::runtime_error{"init_window failed: NGP was built without GUI support"}; #else m_window_res = {resw, resh}; glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) { throw std::runtime_error{"GLFW could not be initialized."}; } # ifdef NGP_VULKAN // Only try to initialize DLSS (Vulkan+NGX) if the // GPU is sufficiently new. Older GPUs don't support // DLSS, so it is preferable to not make a futile // attempt and emit a warning that confuses users. if (primary_device().compute_capability() >= 70) { try { m_dlss_provider = init_vulkan_and_ngx(); } catch (const std::runtime_error& e) { tlog::warning() << "Could not initialize Vulkan and NGX. DLSS not supported. (" << e.what() << ")"; } } # endif glfwWindowHint(GLFW_VISIBLE, hidden ? GLFW_FALSE : GLFW_TRUE); std::string title = "Gen3C GUI"; m_glfw_window = glfwCreateWindow(m_window_res.x, m_window_res.y, title.c_str(), NULL, NULL); if (m_glfw_window == NULL) { throw std::runtime_error{"GLFW window could not be created."}; } glfwMakeContextCurrent(m_glfw_window); # ifdef _WIN32 if (gl3wInit()) { throw std::runtime_error{"GL3W could not be initialized."}; } # else glewExperimental = 1; if (glewInit()) { throw std::runtime_error{"GLEW could not be initialized."}; } # endif glfwSwapInterval(m_vsync ? 1 : 0); // Disable vsync GLint gl_version_minor, gl_version_major; glGetIntegerv(GL_MINOR_VERSION, &gl_version_minor); glGetIntegerv(GL_MAJOR_VERSION, &gl_version_major); if (gl_version_major < 3 || (gl_version_major == 3 && gl_version_minor < 1)) { throw std::runtime_error{ fmt::format("Unsupported OpenGL version {}.{}. Gen3C requires at least OpenGL 3.1", gl_version_major, gl_version_minor) }; } tlog::success() << "Initialized OpenGL version " << glGetString(GL_VERSION); glfwSetWindowUserPointer(m_glfw_window, this); glfwSetDropCallback(m_glfw_window, [](GLFWwindow* window, int count, const char** paths) { Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window); if (!testbed) { return; } if (testbed->m_file_drop_callback) { if (testbed->m_file_drop_callback(std::vector(paths, paths + count))) { // Files were handled by the callback. return; } } for (int i = 0; i < count; i++) { testbed->load_file(paths[i]); } }); glfwSetKeyCallback(m_glfw_window, [](GLFWwindow* window, int key, int scancode, int action, int mods) { Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window); if (testbed) { testbed->redraw_gui_next_frame(); } }); glfwSetCursorPosCallback(m_glfw_window, [](GLFWwindow* window, double xpos, double ypos) { Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window); if (testbed && (ImGui::IsAnyItemActive() || ImGui::GetIO().WantCaptureMouse || ImGuizmo::IsUsing()) && (ImGui::GetIO().MouseDown[0] || ImGui::GetIO().MouseDown[1] || ImGui::GetIO().MouseDown[2])) { testbed->redraw_gui_next_frame(); } }); glfwSetMouseButtonCallback(m_glfw_window, [](GLFWwindow* window, int button, int action, int mods) { Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window); if (testbed) { testbed->redraw_gui_next_frame(); } }); glfwSetScrollCallback(m_glfw_window, [](GLFWwindow* window, double xoffset, double yoffset) { Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window); if (testbed) { testbed->redraw_gui_next_frame(); } }); glfwSetWindowSizeCallback(m_glfw_window, [](GLFWwindow* window, int width, int height) { Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window); if (testbed) { testbed->redraw_next_frame(); } }); glfwSetFramebufferSizeCallback(m_glfw_window, [](GLFWwindow* window, int width, int height) { Testbed* testbed = (Testbed*)glfwGetWindowUserPointer(window); if (testbed) { testbed->redraw_next_frame(); } }); float xscale, yscale; glfwGetWindowContentScale(m_glfw_window, &xscale, &yscale); // IMGUI init IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; // By default, imgui places its configuration (state of the GUI -- size of windows, which regions are expanded, etc.) in ./imgui.ini // relative to the working directory. Instead, we would like to place imgui.ini in the directory that Gen3C project resides in. static std::string ini_filename; ini_filename = (root_dir() / "imgui.ini").str(); io.IniFilename = ini_filename.c_str(); // New ImGui event handling seems to make camera controls laggy if input trickling is true. So disable input trickling. io.ConfigInputTrickleEventQueue = false; ImGui::StyleColorsDark(); ImGui_ImplGlfw_InitForOpenGL(m_glfw_window, true); ImGui_ImplOpenGL3_Init("#version 140"); ImGui::GetStyle().ScaleAllSizes(xscale); ImFontConfig font_cfg; font_cfg.SizePixels = 13.0f * xscale; io.Fonts->AddFontDefault(&font_cfg); ImFontConfig overlay_font_cfg; overlay_font_cfg.SizePixels = 128.0f * xscale; m_imgui.overlay_font = io.Fonts->AddFontDefault(&overlay_font_cfg); init_opengl_shaders(); // Make sure there's at least one usable render texture set_n_views(1); m_views.front().full_resolution = m_window_res; m_views.front().render_buffer->resize(m_views.front().full_resolution); m_pip_render_texture = std::make_shared(); m_pip_render_buffer = std::make_shared(m_pip_render_texture); m_render_window = true; if (m_second_window.window == nullptr && second_window) { create_second_window(); } #endif // NGP_GUI } void Testbed::destroy_window() { #ifndef NGP_GUI throw std::runtime_error{"destroy_window failed: NGP was built without GUI support"}; #else if (!m_render_window) { throw std::runtime_error{"Window must be initialized to be destroyed."}; } m_hmd.reset(); m_views.clear(); m_rgba_render_textures.clear(); m_depth_render_textures.clear(); m_pip_render_buffer.reset(); m_pip_render_texture.reset(); m_dlss = false; m_dlss_provider.reset(); ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(m_glfw_window); glfwTerminate(); m_blit_program = 0; m_blit_vao = 0; m_glfw_window = nullptr; m_render_window = false; #endif // NGP_GUI } void Testbed::init_vr() { #ifndef NGP_GUI throw std::runtime_error{"init_vr failed: NGP was built without GUI support"}; #else try { if (!m_glfw_window) { throw std::runtime_error{"`init_window` must be called before `init_vr`"}; } # if defined(XR_USE_PLATFORM_WIN32) m_hmd = std::make_unique(wglGetCurrentDC(), glfwGetWGLContext(m_glfw_window)); # elif defined(XR_USE_PLATFORM_XLIB) Display* xDisplay = glfwGetX11Display(); GLXContext glxContext = glfwGetGLXContext(m_glfw_window); int glxFBConfigXID = 0; glXQueryContext(xDisplay, glxContext, GLX_FBCONFIG_ID, &glxFBConfigXID); int attributes[3] = {GLX_FBCONFIG_ID, glxFBConfigXID, 0}; int nelements = 1; GLXFBConfig* pglxFBConfig = glXChooseFBConfig(xDisplay, 0, attributes, &nelements); if (nelements != 1 || !pglxFBConfig) { throw std::runtime_error{"init_vr(): Couldn't obtain GLXFBConfig"}; } GLXFBConfig glxFBConfig = *pglxFBConfig; XVisualInfo* visualInfo = glXGetVisualFromFBConfig(xDisplay, glxFBConfig); if (!visualInfo) { throw std::runtime_error{"init_vr(): Couldn't obtain XVisualInfo"}; } m_hmd = std::make_unique(xDisplay, visualInfo->visualid, glxFBConfig, glXGetCurrentDrawable(), glxContext); # elif defined(XR_USE_PLATFORM_WAYLAND) m_hmd = std::make_unique(glfwGetWaylandDisplay()); # endif // Enable aggressive optimizations to make the VR experience smooth. update_vr_performance_settings(); // If multiple GPUs are available, shoot for 60 fps in VR. // Otherwise, it wouldn't be realistic to expect more than 30. m_dynamic_res_target_fps = m_devices.size() > 1 ? 60 : 30; m_background_color = {0.0f, 0.0f, 0.0f, 0.0f}; } catch (const std::runtime_error& e) { if (std::string{e.what()}.find("XR_ERROR_FORM_FACTOR_UNAVAILABLE") != std::string::npos) { throw std::runtime_error{ "Could not initialize VR. Ensure that SteamVR, OculusVR, or any other OpenXR-compatible runtime is running. Also set it as the active OpenXR runtime." }; } else { throw std::runtime_error{fmt::format("Could not initialize VR: {}", e.what())}; } } #endif // NGP_GUI } void Testbed::update_vr_performance_settings() { #ifdef NGP_GUI if (m_hmd) { auto blend_mode = m_hmd->environment_blend_mode(); // DLSS is instrumental in getting VR to look good. Enable if possible. // If the environment is blended in (such as in XR/AR applications), // DLSS causes jittering at object sillhouettes (doesn't deal well with alpha), // and hence stays disabled. m_dlss = (blend_mode == EEnvironmentBlendMode::Opaque) && m_dlss_provider; // Foveated rendering is similarly vital in getting high performance without losing // resolution in the middle of the view. m_foveated_rendering = true; // Many VR runtimes perform optical flow for automatic reprojection / motion smoothing. // This breaks down for solid-color background, sometimes leading to artifacts. Hence: // set background color to transparent and, in spherical_checkerboard_kernel(...), // blend a checkerboard. If the user desires a solid background nonetheless, they can // set the background color to have an alpha value of 1.0 manually via the GUI or via Python. m_render_transparency_as_checkerboard = (blend_mode == EEnvironmentBlendMode::Opaque); } else { m_foveated_rendering = false; m_render_transparency_as_checkerboard = false; } #endif // NGP_GUI } bool Testbed::frame() { #ifdef NGP_GUI if (m_render_window) { if (!begin_frame()) { return false; } handle_user_input(); begin_vr_frame_and_handle_vr_input(); } #endif bool skip_rendering = false; if (!m_dlss && m_max_spp > 0 && !m_views.empty() && m_views.front().render_buffer->spp() >= m_max_spp) { skip_rendering = true; } if (m_camera_path.rendering && !m_gen3c_render_with_gen3c) { prepare_next_camera_path_frame(); skip_rendering = false; } if (m_record_camera_path && !m_views.empty()) { m_camera_path.spline_order = 1; const float timestamp = m_camera_path.duration_seconds() + m_frame_ms.val() / 1000.0f; m_camera_path.add_camera(m_views[0].camera0, focal_length_to_fov(1.0f, m_views[0].relative_focal_length[m_fov_axis]), timestamp); m_camera_path.keyframe_subsampling = (int)m_camera_path.keyframes.size(); m_camera_path.editing_kernel_type = EEditingKernel::Gaussian; } #ifdef NGP_GUI if (m_hmd && m_hmd->is_visible()) { skip_rendering = false; } #endif if (!skip_rendering || std::chrono::steady_clock::now() - m_last_gui_draw_time_point > 50ms) { redraw_gui_next_frame(); } try { while (true) { (*m_task_queue.tryPop())(); } } catch (const SharedQueueEmptyException&) {} render(skip_rendering); #ifdef NGP_GUI if (m_render_window) { if (m_gui_redraw) { draw_gui(); m_gui_redraw = false; m_last_gui_draw_time_point = std::chrono::steady_clock::now(); } ImGui::EndFrame(); } if (m_hmd && m_vr_frame_info) { // If HMD is visible to the user, splat rendered images to the HMD if (m_hmd->is_visible()) { size_t n_views = std::min(m_views.size(), m_vr_frame_info->views.size()); // Blit textures to the OpenXR-owned framebuffers (each corresponding to one eye) for (size_t i = 0; i < n_views; ++i) { const auto& vr_view = m_vr_frame_info->views.at(i); ivec2 resolution = { vr_view.view.subImage.imageRect.extent.width, vr_view.view.subImage.imageRect.extent.height, }; blit_texture( m_views.at(i).foveation, m_rgba_render_textures.at(i)->texture(), GL_LINEAR, m_depth_render_textures.at(i)->texture(), vr_view.framebuffer, ivec2(0), resolution ); } glFinish(); } // Far and near planes are intentionally reversed, because we map depth inversely // to z. I.e. a window-space depth of 1 refers to the near plane and a depth of 0 // to the far plane. This results in much better numeric precision. m_hmd->end_frame(m_vr_frame_info, m_ndc_zfar / m_scale, m_ndc_znear / m_scale, m_vr_use_depth_reproject); } #endif return true; } bool Testbed::want_repl() { bool b = m_want_repl; m_want_repl = false; return b; } void Testbed::apply_camera_smoothing(float elapsed_ms) { // Ensure our camera rotation remains an orthogonal matrix as numeric // errors accumulate across frames. m_camera = orthogonalize(m_camera); if (m_camera_smoothing) { float decay = std::pow(0.02f, elapsed_ms / 1000.0f); m_smoothed_camera = orthogonalize(camera_log_lerp(m_smoothed_camera, m_camera, 1.0f - decay)); } else { m_smoothed_camera = m_camera; } } CameraKeyframe Testbed::copy_camera_to_keyframe() const { return CameraKeyframe(m_camera, fov(), 0.0f); } void Testbed::set_camera_from_keyframe(const CameraKeyframe& k) { m_camera = k.m(); set_fov(k.fov); } void Testbed::set_camera_from_time(float t) { if (m_camera_path.keyframes.empty()) { return; } set_camera_from_keyframe(m_camera_path.eval_camera_path(t)); } float Testbed::fov() const { return focal_length_to_fov(1.0f, m_relative_focal_length[m_fov_axis]); } void Testbed::set_fov(float val) { m_relative_focal_length = vec2(fov_to_focal_length(1, val)); } vec2 Testbed::fov_xy() const { return focal_length_to_fov(ivec2(1), m_relative_focal_length); } void Testbed::set_fov_xy(const vec2& val) { m_relative_focal_length = fov_to_focal_length(ivec2(1), val); } Testbed::Testbed(ETestbedMode mode) { tcnn::set_log_callback([](LogSeverity severity, const std::string& msg) { tlog::ESeverity s = tlog::ESeverity::Info; switch (severity) { case LogSeverity::Info: s = tlog::ESeverity::Info; break; case LogSeverity::Debug: s = tlog::ESeverity::Debug; break; case LogSeverity::Warning: s = tlog::ESeverity::Warning; break; case LogSeverity::Error: s = tlog::ESeverity::Error; break; case LogSeverity::Success: s = tlog::ESeverity::Success; break; default: break; } tlog::log(s) << msg; }); if (!(__CUDACC_VER_MAJOR__ > 10 || (__CUDACC_VER_MAJOR__ == 10 && __CUDACC_VER_MINOR__ >= 2))) { throw std::runtime_error{"Testbed requires CUDA 10.2 or later."}; } #ifdef NGP_GUI // Ensure we're running on the GPU that'll host our GUI. To do so, try creating a dummy // OpenGL context, figure out the GPU it's running on, and then kill that context again. if (!is_wsl() && glfwInit()) { glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL); if (offscreen_context) { glfwMakeContextCurrent(offscreen_context); int gl_device = -1; unsigned int device_count = 0; if (cudaGLGetDevices(&device_count, &gl_device, 1, cudaGLDeviceListAll) == cudaSuccess) { if (device_count > 0 && gl_device >= 0) { set_cuda_device(gl_device); } } glfwDestroyWindow(offscreen_context); } glfwTerminate(); } #endif // Reset our stream, which was allocated on the originally active device, // to make sure it corresponds to the now active device. m_stream = {}; int active_device = cuda_device(); int active_compute_capability = cuda_compute_capability(); tlog::success() << fmt::format( "Initialized CUDA {}. Active GPU is #{}: {} [{}]", cuda_runtime_version_string(), active_device, cuda_device_name(), active_compute_capability ); if (active_compute_capability < MIN_GPU_ARCH) { tlog::warning() << "Insufficient compute capability " << active_compute_capability << " detected."; tlog::warning() << "This program was compiled for >=" << MIN_GPU_ARCH << " and may thus behave unexpectedly."; } m_devices.emplace_back(active_device, true); int n_devices = cuda_device_count(); for (int i = 0; i < n_devices; ++i) { if (i == active_device) { continue; } if (cuda_compute_capability(i) >= MIN_GPU_ARCH) { m_devices.emplace_back(i, false); } } if (m_devices.size() > 1) { tlog::success() << "Detected auxiliary GPUs:"; for (size_t i = 1; i < m_devices.size(); ++i) { const auto& device = m_devices[i]; tlog::success() << " #" << device.id() << ": " << device.name() << " [" << device.compute_capability() << "]"; } } set_mode(mode); set_exposure(0); reset_camera(); } Testbed::~Testbed() { // If any temporary file was created, make sure it's deleted clear_tmp_dir(); if (m_render_window) { destroy_window(); } } bool Testbed::clear_tmp_dir() { wait_all(m_render_futures); m_render_futures.clear(); bool success = true; auto tmp_dir = fs::path{"tmp"}; if (tmp_dir.exists()) { if (tmp_dir.is_directory()) { for (const auto& path : fs::directory{tmp_dir}) { if (path.is_file()) { success &= path.remove_file(); } } } success &= tmp_dir.remove_file(); } return success; } vec2 Testbed::calc_focal_length(const ivec2& resolution, const vec2& relative_focal_length, int fov_axis, float zoom) const { return relative_focal_length * (float)resolution[fov_axis] * zoom; } vec2 Testbed::render_screen_center(const vec2& screen_center) const { // see pixel_to_ray for how screen center is used; 0.5, 0.5 is 'normal'. we flip so that it becomes the point in the // original image we want to center on. return (0.5f - screen_center) * m_zoom + 0.5f; } __global__ void dlss_prep_kernel( ivec2 resolution, uint32_t sample_index, vec2 focal_length, vec2 screen_center, vec3 parallax_shift, bool snap_to_pixel_centers, float* depth_buffer, const float znear, const float zfar, mat4x3 camera, mat4x3 prev_camera, cudaSurfaceObject_t depth_surface, cudaSurfaceObject_t mvec_surface, cudaSurfaceObject_t exposure_surface, Foveation foveation, Foveation prev_foveation, Lens lens ) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= resolution.x || y >= resolution.y) { return; } uint32_t idx = x + resolution.x * y; uint32_t x_orig = x; uint32_t y_orig = y; const float depth = depth_buffer[idx]; vec2 mvec = motion_vector( sample_index, {(int)x, (int)y}, resolution, focal_length, camera, prev_camera, screen_center, parallax_shift, snap_to_pixel_centers, depth, foveation, prev_foveation, lens ); surf2Dwrite(make_float2(mvec.x, mvec.y), mvec_surface, x_orig * sizeof(float2), y_orig); // DLSS was trained on games, which presumably used standard normalized device coordinates (ndc) // depth buffers. So: convert depth to NDC with reasonable near- and far planes. surf2Dwrite(to_ndc_depth(depth, znear, zfar), depth_surface, x_orig * sizeof(float), y_orig); // First thread write an exposure factor of 1. Since DLSS will run on tonemapped data, // exposure is assumed to already have been applied to DLSS' inputs. if (x_orig == 0 && y_orig == 0) { surf2Dwrite(1.0f, exposure_surface, 0, 0); } } __global__ void spherical_checkerboard_kernel( ivec2 resolution, vec2 focal_length, mat4x3 camera, vec2 screen_center, vec3 parallax_shift, Foveation foveation, Lens lens, vec4 background_color, vec4* frame_buffer ) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= resolution.x || y >= resolution.y) { return; } Ray ray = pixel_to_ray( 0, {(int)x, (int)y}, resolution, focal_length, camera, screen_center, parallax_shift, false, 0.0f, 1.0f, 0.0f, foveation, {}, // No need for hidden area mask lens ); // Blend with checkerboard to break up reprojection weirdness in some VR runtimes host_device_swap(ray.d.z, ray.d.y); vec2 spherical = dir_to_spherical(normalize(ray.d)) * 32.0f / PI(); const vec4 dark_gray = {0.5f, 0.5f, 0.5f, 1.0f}; const vec4 light_gray = {0.55f, 0.55f, 0.55f, 1.0f}; vec4 checker = fabsf(fmodf(floorf(spherical.x) + floorf(spherical.y), 2.0f)) < 0.5f ? dark_gray : light_gray; // Blend background color on top of checkerboard first (checkerboard is meant to be "behind" the background, // representing transparency), and then blend the result behind the frame buffer. background_color.rgb() = srgb_to_linear(background_color.rgb()); background_color += (1.0f - background_color.a) * checker; uint32_t idx = x + resolution.x * y; frame_buffer[idx] += (1.0f - frame_buffer[idx].a) * background_color; } __global__ void vr_overlay_hands_kernel( ivec2 resolution, vec2 focal_length, mat4x3 camera, vec2 screen_center, vec3 parallax_shift, Foveation foveation, Lens lens, vec3 left_hand_pos, float left_grab_strength, vec4 left_hand_color, vec3 right_hand_pos, float right_grab_strength, vec4 right_hand_color, float hand_radius, EColorSpace output_color_space, cudaSurfaceObject_t surface // TODO: overwrite depth buffer ) { uint32_t x = threadIdx.x + blockDim.x * blockIdx.x; uint32_t y = threadIdx.y + blockDim.y * blockIdx.y; if (x >= resolution.x || y >= resolution.y) { return; } Ray ray = pixel_to_ray( 0, {(int)x, (int)y}, resolution, focal_length, camera, screen_center, parallax_shift, false, 0.0f, 1.0f, 0.0f, foveation, {}, // No need for hidden area mask lens ); vec4 color = vec4(0.0f); auto composit_hand = [&](vec3 hand_pos, float grab_strength, vec4 hand_color) { // Don't render the hand indicator if it's behind the ray origin. if (dot(ray.d, hand_pos - ray.o) < 0.0f) { return; } float distance = ray.distance_to(hand_pos); vec4 base_color = vec4(0.0f); const vec4 border_color = {0.4f, 0.4f, 0.4f, 0.4f}; // Divide hand radius into an inner part (4/5ths) and a border (1/5th). float radius = hand_radius * 0.8f; float border_width = hand_radius * 0.2f; // When grabbing, shrink the inner part as a visual indicator. radius *= 0.5f + 0.5f * (1.0f - grab_strength); if (distance < radius) { base_color = hand_color; } else if (distance < radius + border_width) { base_color = border_color; } else { return; } // Make hand color opaque when grabbing. base_color.a = grab_strength + (1.0f - grab_strength) * base_color.a; color += base_color * (1.0f - color.a); }; if (dot(ray.d, left_hand_pos - ray.o) < dot(ray.d, right_hand_pos - ray.o)) { composit_hand(left_hand_pos, left_grab_strength, left_hand_color); composit_hand(right_hand_pos, right_grab_strength, right_hand_color); } else { composit_hand(right_hand_pos, right_grab_strength, right_hand_color); composit_hand(left_hand_pos, left_grab_strength, left_hand_color); } // Blend with existing color of pixel vec4 prev_color; surf2Dread((float4*)&prev_color, surface, x * sizeof(float4), y); if (output_color_space == EColorSpace::SRGB) { prev_color.rgb() = srgb_to_linear(prev_color.rgb()); } color += (1.0f - color.a) * prev_color; if (output_color_space == EColorSpace::SRGB) { color.rgb() = linear_to_srgb(color.rgb()); } surf2Dwrite(to_float4(color), surface, x * sizeof(float4), y); } void Testbed::render_by_reprojection(cudaStream_t stream, std::vector& views) { // Reprojection from view cache int n_src_views = std::max(std::min(m_reproject_max_src_view_index, (int)m_reproject_src_views.size()) - m_reproject_min_src_view_index, 0); std::vector src_views(n_src_views); for (int i = 0; i < n_src_views; ++i) { // Invert order of src views to reproject from the most recent one first and fill in the holes / closer content with older views. src_views[n_src_views - i - 1] = &m_reproject_src_views[i + m_reproject_min_src_view_index]; } for (size_t i = 0; i < views.size(); ++i) { auto& view = views[i]; reproject_views(src_views, view); render_frame_epilogue( stream, view.camera0, view.prev_camera, view.screen_center, view.relative_focal_length, view.foveation, view.prev_foveation, view.lens, *view.render_buffer, true ); view.prev_camera = view.camera0; view.prev_foveation = view.foveation; } } void Testbed::render_frame( cudaStream_t stream, const mat4x3& camera_matrix0, const mat4x3& camera_matrix1, const mat4x3& prev_camera_matrix, const vec2& orig_screen_center, const vec2& relative_focal_length, const Foveation& foveation, const Foveation& prev_foveation, const Lens& lens, int visualized_dimension, CudaRenderBuffer& render_buffer, bool to_srgb, CudaDevice* device ) { if (!device) { device = &primary_device(); } sync_device(render_buffer, *device); { auto device_guard = use_device(stream, render_buffer, *device); render_frame_main( *device, camera_matrix0, camera_matrix1, orig_screen_center, relative_focal_length, foveation, lens, visualized_dimension ); } render_frame_epilogue( stream, camera_matrix0, prev_camera_matrix, orig_screen_center, relative_focal_length, foveation, prev_foveation, lens, render_buffer, to_srgb ); } void Testbed::render_frame_main( CudaDevice& device, const mat4x3& camera_matrix0, const mat4x3& camera_matrix1, const vec2& orig_screen_center, const vec2& relative_focal_length, const Foveation& foveation, const Lens& lens, int visualized_dimension ) { device.render_buffer_view().clear(device.stream()); vec2 focal_length = calc_focal_length(device.render_buffer_view().resolution, relative_focal_length, m_fov_axis, m_zoom); vec2 screen_center = render_screen_center(orig_screen_center); } void Testbed::render_frame_epilogue( cudaStream_t stream, const mat4x3& camera_matrix0, const mat4x3& prev_camera_matrix, const vec2& orig_screen_center, const vec2& relative_focal_length, const Foveation& foveation, const Foveation& prev_foveation, const Lens& lens, CudaRenderBuffer& render_buffer, bool to_srgb ) { vec2 focal_length = calc_focal_length(render_buffer.in_resolution(), relative_focal_length, m_fov_axis, m_zoom); vec2 screen_center = render_screen_center(orig_screen_center); render_buffer.set_color_space(m_color_space); render_buffer.set_tonemap_curve(m_tonemap_curve); // Prepare DLSS data: motion vectors, scaled depth, exposure if (render_buffer.dlss()) { auto res = render_buffer.in_resolution(); const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1}; dlss_prep_kernel<<>>( res, render_buffer.spp(), focal_length, screen_center, m_parallax_shift, m_snap_to_pixel_centers, render_buffer.depth_buffer(), m_ndc_znear, m_ndc_zfar, camera_matrix0, prev_camera_matrix, render_buffer.dlss()->depth(), render_buffer.dlss()->mvec(), render_buffer.dlss()->exposure(), foveation, prev_foveation, lens ); render_buffer.set_dlss_sharpening(m_dlss_sharpening); } EColorSpace output_color_space = to_srgb ? EColorSpace::SRGB : EColorSpace::Linear; if (m_render_transparency_as_checkerboard) { mat4x3 checkerboard_transform = mat4x3::identity(); #ifdef NGP_GUI if (m_hmd && m_vr_frame_info && !m_vr_frame_info->views.empty()) { checkerboard_transform = m_vr_frame_info->views[0].pose; } #endif auto res = render_buffer.in_resolution(); const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1}; spherical_checkerboard_kernel<<>>( res, focal_length, checkerboard_transform, screen_center, m_parallax_shift, foveation, lens, m_background_color, render_buffer.frame_buffer() ); } render_buffer.accumulate(m_exposure, stream); render_buffer.tonemap(m_exposure, m_background_color, output_color_space, m_ndc_znear, m_ndc_zfar, m_snap_to_pixel_centers, stream); #ifdef NGP_GUI // If in VR, indicate the hand position and render transparent background if (m_hmd && m_vr_frame_info) { auto& hands = m_vr_frame_info->hands; auto res = render_buffer.out_resolution(); const dim3 threads = {16, 8, 1}; const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1}; vr_overlay_hands_kernel<<>>( res, focal_length * vec2(render_buffer.out_resolution()) / vec2(render_buffer.in_resolution()), camera_matrix0, screen_center, m_parallax_shift, foveation, lens, vr_to_world(hands[0].pose[3]), hands[0].grab_strength, {hands[0].pressing ? 0.8f : 0.0f, 0.0f, 0.0f, 0.8f}, vr_to_world(hands[1].pose[3]), hands[1].grab_strength, {hands[1].pressing ? 0.8f : 0.0f, 0.0f, 0.0f, 0.8f}, 0.05f * m_scale, // Hand radius output_color_space, render_buffer.surface() ); } #endif } float Testbed::get_depth_from_renderbuffer(const CudaRenderBuffer& render_buffer, const vec2& uv) { if (!render_buffer.depth_buffer()) { return m_scale; } float depth; auto res = render_buffer.in_resolution(); ivec2 depth_pixel = clamp(ivec2(uv * vec2(res)), 0, res - 1); CUDA_CHECK_THROW( cudaMemcpy(&depth, render_buffer.depth_buffer() + depth_pixel.x + depth_pixel.y * res.x, sizeof(float), cudaMemcpyDeviceToHost) ); return depth; } vec3 Testbed::get_3d_pos_from_pixel(const CudaRenderBuffer& render_buffer, const vec2& pixel) { float depth = get_depth_from_renderbuffer(render_buffer, pixel / vec2(m_window_res)); auto ray = pixel_to_ray_pinhole( 0, ivec2(pixel), m_window_res, calc_focal_length(m_window_res, m_relative_focal_length, m_fov_axis, m_zoom), m_smoothed_camera, render_screen_center(m_screen_center) ); return ray(depth); } void Testbed::autofocus() { float new_slice_plane_z = std::max(dot(view_dir(), m_autofocus_target - view_pos()), 0.1f) - m_scale; if (new_slice_plane_z != m_slice_plane_z) { m_slice_plane_z = new_slice_plane_z; if (m_aperture_size != 0.0f) { reset_accumulation(); } } } Testbed::LevelStats compute_level_stats(const float* params, size_t n_params) { Testbed::LevelStats s = {}; for (size_t i = 0; i < n_params; ++i) { float v = params[i]; float av = fabsf(v); if (av < 0.00001f) { s.numzero++; } else { if (s.count == 0) { s.min = s.max = v; } s.count++; s.x += v; s.xsquared += v * v; s.min = min(s.min, v); s.max = max(s.max, v); } } return s; } Testbed::CudaDevice::CudaDevice(int id, bool is_primary) : m_id{id}, m_is_primary{is_primary} { auto guard = device_guard(); m_stream = std::make_unique(); m_data = std::make_unique(); m_render_worker = std::make_unique(is_primary ? 0u : 1u); } ScopeGuard Testbed::CudaDevice::device_guard() { int prev_device = cuda_device(); if (prev_device == m_id) { return {}; } set_cuda_device(m_id); return ScopeGuard{[prev_device]() { set_cuda_device(prev_device); }}; } void Testbed::sync_device(CudaRenderBuffer& render_buffer, Testbed::CudaDevice& device) { if (!device.dirty()) { return; } if (device.is_primary()) { device.data().hidden_area_mask = render_buffer.hidden_area_mask(); device.set_dirty(false); return; } m_stream.signal(device.stream()); int active_device = cuda_device(); auto guard = device.device_guard(); if (render_buffer.hidden_area_mask()) { auto ham = std::make_shared>(render_buffer.hidden_area_mask()->resolution()); CUDA_CHECK_THROW(cudaMemcpyPeerAsync( ham->data(), device.id(), render_buffer.hidden_area_mask()->data(), active_device, ham->bytes(), device.stream() )); device.data().hidden_area_mask = ham; } else { device.data().hidden_area_mask = nullptr; } device.set_dirty(false); device.signal(m_stream.get()); } // From https://stackoverflow.com/questions/20843271/passing-a-non-copyable-closure-object-to-stdfunction-parameter template auto make_copyable_function(F&& f) { using dF = std::decay_t; auto spf = std::make_shared(std::forward(f)); return [spf](auto&&... args) -> decltype(auto) { return (*spf)(decltype(args)(args)...); }; } ScopeGuard Testbed::use_device(cudaStream_t stream, CudaRenderBuffer& render_buffer, Testbed::CudaDevice& device) { device.wait_for(stream); if (device.is_primary()) { device.set_render_buffer_view(render_buffer.view()); return ScopeGuard{[&device, stream]() { device.set_render_buffer_view({}); device.signal(stream); }}; } int active_device = cuda_device(); auto guard = device.device_guard(); size_t n_pixels = product(render_buffer.in_resolution()); GPUMemoryArena::Allocation alloc; auto scratch = allocate_workspace_and_distribute(device.stream(), &alloc, n_pixels, n_pixels); device.set_render_buffer_view({ std::get<0>(scratch), std::get<1>(scratch), render_buffer.in_resolution(), render_buffer.spp(), device.data().hidden_area_mask, }); return ScopeGuard{ make_copyable_function([&render_buffer, &device, guard = std::move(guard), alloc = std::move(alloc), active_device, stream]() { // Copy device's render buffer's data onto the original render buffer CUDA_CHECK_THROW(cudaMemcpyPeerAsync( render_buffer.frame_buffer(), active_device, device.render_buffer_view().frame_buffer, device.id(), product(render_buffer.in_resolution()) * sizeof(vec4), device.stream() )); CUDA_CHECK_THROW(cudaMemcpyPeerAsync( render_buffer.depth_buffer(), active_device, device.render_buffer_view().depth_buffer, device.id(), product(render_buffer.in_resolution()) * sizeof(float), device.stream() )); device.set_render_buffer_view({}); device.signal(stream); }) }; } void Testbed::set_all_devices_dirty() { for (auto& device : m_devices) { device.set_dirty(true); } } void Testbed::load_camera_path(const fs::path& path) { m_camera_path.load(path, mat4x3::identity()); } bool Testbed::loop_animation() { return m_camera_path.loop; } void Testbed::set_loop_animation(bool value) { m_camera_path.loop = value; } } // namespace ngp