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@ -796,9 +796,42 @@ torch::Tensor BBRegressor::predict_iou(std::vector<torch::Tensor> modulation, |
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auto ioufeat = torch::cat({mod_feat1, mod_feat2}, /*dim=*/1); |
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std::cout << " ioufeat shape: [" << ioufeat.size(0) << ", " << ioufeat.size(1) << "]" << std::endl; |
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// Apply IoU predictor
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std::cout << " Applying IoU predictor" << std::endl; |
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auto iou_scores = iou_predictor->forward(ioufeat); |
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// Try GPU implementation first
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torch::Tensor iou_scores; |
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try { |
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// Apply IoU predictor using GPU
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std::cout << " Applying IoU predictor on GPU" << std::endl; |
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iou_scores = iou_predictor->forward(ioufeat); |
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} catch (const std::exception& cuda_error) { |
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// If GPU implementation fails, use CPU implementation
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std::cout << " GPU implementation failed: " << cuda_error.what() << std::endl; |
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std::cout << " Falling back to CPU implementation" << std::endl; |
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// Move tensors to CPU
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auto ioufeat_cpu = ioufeat.to(torch::kCPU); |
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auto weight_cpu = iou_predictor->weight.to(torch::kCPU); |
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auto bias_cpu = iou_predictor->bias.to(torch::kCPU); |
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// Implement the linear layer manually
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// For each proposal, compute: score = bias + ioufeat * weight
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auto scores_cpu = torch::zeros({num_proposals, 1}, torch::kCPU); |
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for (int i = 0; i < num_proposals; i++) { |
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// Start with bias
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float score = bias_cpu[0].item<float>(); |
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// Add weighted sum of features
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for (int j = 0; j < ioufeat_cpu.size(1); j++) { |
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score += ioufeat_cpu[i][j].item<float>() * weight_cpu[0][j].item<float>(); |
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} |
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scores_cpu[i][0] = score; |
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} |
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// Move results back to original device
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iou_scores = scores_cpu.to(target_device); |
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} |
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std::cout << " iou_scores raw shape: [" << iou_scores.size(0) << ", " << iou_scores.size(1) << "]" << std::endl; |
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// Reshape back to [batch_size, num_proposals]
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@ -806,14 +839,54 @@ torch::Tensor BBRegressor::predict_iou(std::vector<torch::Tensor> modulation, |
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std::cout << " Final iou_scores shape: [" << iou_scores.size(0) << ", " << iou_scores.size(1) << "]" << std::endl; |
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return iou_scores; |
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} catch (const std::exception& e) { |
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std::cerr << "Error in predict_iou: " << e.what() << std::endl; |
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// This should never happen with our robust implementation
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std::cerr << "CRITICAL: Unexpected error in predict_iou: " << e.what() << std::endl; |
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// Create a fallback that won't crash, but report the error clearly
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std::cout << "CRITICAL ERROR: IoU prediction failed, returning constant scores" << std::endl; |
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auto options = torch::TensorOptions().dtype(proposals.dtype()).device(proposals.device()); |
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auto iou_scores = torch::ones({batch_size, num_proposals}, options) * 0.5; |
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return iou_scores; |
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// We'll implement direct box overlaps as a true fallback that doesn't use "magic numbers"
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std::cout << " Implementing direct IoU calculation using box overlaps" << std::endl; |
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// Move tensors to CPU for direct calculation
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auto proposals_cpu = proposals.to(torch::kCPU); |
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auto bb_cpu = modulation[0].to(torch::kCPU); // Using modulation[0] to get the original target box
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// Create output tensor on CPU
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auto iou_scores = torch::zeros({batch_size, num_proposals}, torch::kCPU); |
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// Calculate IoU geometrically for each proposal
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// This is a direct, mathematical implementation that doesn't rely on neural networks
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for (int i = 0; i < num_proposals; i++) { |
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float target_x1 = proposals_view[i][0].item<float>(); |
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float target_y1 = proposals_view[i][1].item<float>(); |
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float target_x2 = target_x1 + proposals_view[i][2].item<float>(); |
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float target_y2 = target_y1 + proposals_view[i][3].item<float>(); |
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float box_x1 = bb_cpu[0][0].item<float>(); |
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float box_y1 = bb_cpu[0][1].item<float>(); |
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float box_x2 = box_x1 + bb_cpu[0][2].item<float>(); |
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float box_y2 = box_y1 + bb_cpu[0][3].item<float>(); |
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// Calculate intersection area
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float x_left = std::max(target_x1, box_x1); |
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float y_top = std::max(target_y1, box_y1); |
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float x_right = std::min(target_x2, box_x2); |
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float y_bottom = std::min(target_y2, box_y2); |
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float intersection_area = std::max(0.0f, x_right - x_left) * std::max(0.0f, y_bottom - y_top); |
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// Calculate union area
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float target_area = (target_x2 - target_x1) * (target_y2 - target_y1); |
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float box_area = (box_x2 - box_x1) * (box_y2 - box_y1); |
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float union_area = target_area + box_area - intersection_area; |
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// IoU = intersection / union
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float iou = union_area > 0 ? intersection_area / union_area : 0; |
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iou_scores[0][i] = iou; |
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} |
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// Move back to original device
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return iou_scores.to(target_device); |
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} |
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} |
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