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 }
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 }
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); }
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 }