/* * Copyright (c) 2023, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #pragma once #include #include #define CHECK_CUDA(x) AT_ASSERTM(x.is_cuda(), #x " must be a CUDA tensor") #define CHECK_CONTIGUOUS(x) AT_ASSERTM(x.is_contiguous(), #x " must be contiguous") #define CHECK_INPUT(x) CHECK_CUDA(x); CHECK_CONTIGUOUS(x) inline int divCeil(int a, int b) { return (a+b-1)/b; }; at::Tensor sampleRaysUniformOccupiedVoxels(const at::Tensor z_in_out, const at::Tensor z_sampled, at::Tensor z_vals); at::Tensor postprocessOctreeRayTracing(const at::Tensor ray_index, const at::Tensor depth_in_out, const at::Tensor unique_intersect_ray_ids, const at::Tensor start_poss, const int max_intersections, const int N_rays); void rayColorToTextureImageCUDA(const at::Tensor &F, const at::Tensor &V, const at::Tensor &hit_locations, const at::Tensor &hit_face_ids, const at::Tensor &uvs_tex, at::Tensor &uvs);