Ejemplo n.º 1
0
        public static Tensor BatchNorm(Tensor input, Tensor scale, Tensor offset)
        {
#if ENABLE_COMPUTE
            var channels = scale.Shape[0];
            var kernel   = channels == 512 ? "BatchNorm512" : "BatchNorm64";
            return(GpuHelper.InvokeNormalizationKernel(kernel, input, scale, offset));
#else
            UnityEngine.Debug.Assert(input.Shape.Length == 3);

            var output  = new Tensor(input.Shape);
            var epsilon = 1e-5f;

            for (var ch = 0; ch < input.Shape[2]; ch++)
            {
                var mean = 0.0f;
                for (var y = 0; y < input.Shape[0]; y++)
                {
                    for (var x = 0; x < input.Shape[1]; x++)
                    {
                        mean += input.Get(y, x, ch);
                    }
                }
                mean /= input.Shape[0] * input.Shape[1];

                var variance = 0.0f;
                for (var y = 0; y < input.Shape[0]; y++)
                {
                    for (var x = 0; x < input.Shape[1]; x++)
                    {
                        variance += MathUtil.Square(input.Get(y, x, ch) - mean);
                    }
                }
                variance /= input.Shape[0] * input.Shape[1];

                var offs = offset.Get(ch);
                var sc   = scale.Get(ch);

                sc /= UnityEngine.Mathf.Sqrt(variance + epsilon);

                for (var y = 0; y < input.Shape[0]; y++)
                {
                    for (var x = 0; x < input.Shape[1]; x++)
                    {
                        output.Set(y, x, ch, offs + (input.Get(y, x, ch) - mean) * sc);
                    }
                }
            }

            return(output);
#endif
        }
Ejemplo n.º 2
0
        public static Tensor Deconv2D(Tensor input, Tensor filter, Tensor bias)
        {
#if ENABLE_COMPUTE
            var outChannels = filter.Shape[2];
            var kernel      = outChannels >= 512 ? "Deconv2D_512_1_1" : "Deconv2D_64_16_1";
            if (outChannels == 3)
            {
                kernel = "Deconv2D_3_256_1";
            }
            return(GpuHelper.InvokeConvolutionKernel(GpuHelper.ConvolutionMode.Backward, kernel, input, filter, bias));
#else
            var inHeight   = input.Shape[0];
            var inWidth    = input.Shape[1];
            var inChannels = input.Shape[2];

            var outHeight   = inHeight * 2;
            var outWidth    = inWidth * 2;
            var outChannels = filter.Shape[2];

            var filterHeight = filter.Shape[0];
            var filterWidth  = filter.Shape[1];

            var output = new Tensor(new [] { outHeight, outWidth, outChannels });

            for (var oc = 0; oc < outChannels; oc++)
            {
                for (var oy = 0; oy < outHeight; oy++)
                {
                    var ymin = (oy - 1) / 2;

                    for (var ox = 0; ox < outWidth; ox++)
                    {
                        var xmin = (ox - 1) / 2;
                        var prod = 0.0f;

                        for (var fy = oy % 2; fy < filterHeight; fy += 2)
                        {
                            for (var fx = ox % 2; fx < filterWidth; fx += 2)
                            {
                                for (var ic = 0; ic < inChannels; ic++)
                                {
                                    var pixel  = input.Get(ymin + fy / 2, xmin + fx / 2, ic);
                                    var weight = filter.Get(
                                        filterHeight - 1 - fy,
                                        filterWidth - 1 - fx,
                                        oc, ic
                                        );
                                    prod += pixel * weight;
                                }
                            }
                        }

                        output.Set(oy, ox, oc, prod + bias.Get(oc));
                    }
                }
            }

            return(output);
#endif
        }
Ejemplo n.º 3
0
        public static Tensor Concat(Tensor input1, Tensor input2)
        {
            UnityEngine.Debug.Assert(input1.Shape.Length == 3);
            UnityEngine.Debug.Assert(input2.Shape.Length == 3);
            UnityEngine.Debug.Assert(input1.Shape[0] == input2.Shape[0]);
            UnityEngine.Debug.Assert(input1.Shape[1] == input2.Shape[1]);

            var ch1 = input1.Shape[2];
            var ch2 = input2.Shape[2];

            var output = new Tensor(new [] { input1.Shape[0], input1.Shape[1], ch1 + ch2 });

            for (var i = 0; i < input1.Shape[0]; i++)
            {
                for (var j = 0; j < input1.Shape[1]; j++)
                {
                    for (var k = 0; k < ch1; k++)
                    {
                        output.Set(i, j, k, input1.Get(i, j, k));
                    }
                    for (var k = 0; k < ch2; k++)
                    {
                        output.Set(i, j, ch1 + k, input2.Get(i, j, k));
                    }
                }
            }

            return(output);
        }
Ejemplo n.º 4
0
        public static Tensor Conv2D(Tensor input, Tensor filter, Tensor bias)
        {
#if ENABLE_COMPUTE
            var outChannels = filter.Shape[3];
            var kernel      = outChannels >= 512 ? "Conv2D_512_1_1" : "Conv2D_64_16_1";
            return(GpuHelper.InvokeConvolutionKernel(GpuHelper.ConvolutionMode.Forward, kernel, input, filter, bias));
#else
            var inHeight   = input.Shape[0];
            var inWidth    = input.Shape[1];
            var inChannels = input.Shape[2];

            var outHeight   = inHeight / 2;
            var outWidth    = inWidth / 2;
            var outChannels = filter.Shape[3];

            var filterHeight = filter.Shape[0];
            var filterWidth  = filter.Shape[1];

            var output = new Tensor(new [] { outHeight, outWidth, outChannels });

            for (var oc = 0; oc < outChannels; oc++)
            {
                for (var oy = 0; oy < outHeight; oy++)
                {
                    var ymin = oy * 2 - filterHeight / 2 + 1;

                    for (var ox = 0; ox < outWidth; ox++)
                    {
                        var xmin = ox * 2 - filterWidth / 2 + 1;
                        var prod = 0.0f;

                        for (var fy = 0; fy < filterHeight; fy++)
                        {
                            for (var fx = 0; fx < filterWidth; fx++)
                            {
                                for (var ic = 0; ic < inChannels; ic++)
                                {
                                    var pixel  = input.Get(ymin + fy, xmin + fx, ic);
                                    var weight = filter.Get(fy, fx, ic, oc);
                                    prod += pixel * weight;
                                }
                            }
                        }

                        output.Set(oy, ox, oc, prod + bias.Get(oc));
                    }
                }
            }

            return(output);
#endif
        }