Spaces:
Running
Running
hide_title: true | |
sidebar_label: IoU3D | |
# Intersection Over Union of Oriented 3D Boxes: A New Algorithm | |
Author: Georgia Gkioxari | |
Implementation: Georgia Gkioxari and Nikhila Ravi | |
## Description | |
Intersection over union (IoU) of boxes is widely used as an evaluation metric in object detection ([1][pascalvoc], [2][coco]). | |
In 2D, IoU is commonly applied to axis-aligned boxes, namely boxes with edges parallel to the image axis. | |
In 3D, boxes are usually not axis aligned and can be oriented in any way in the world. | |
We introduce a new algorithm which computes the *exact* IoU of two *oriented 3D boxes*. | |
Our algorithm is based on the simple observation that the intersection of two oriented 3D boxes, `box1` and `box2`, is a convex polyhedron (convex n-gon in 2D) with `n > 2` comprised of connected *planar units*. | |
In 3D, these planar units are 3D triangular faces. | |
In 2D, they are 2D edges. | |
Each planar unit belongs strictly to either `box1` or `box2`. | |
Our algorithm finds these units by iterating through the sides of each box. | |
1. For each 3D triangular face `e` in `box1` we check wether `e` is *inside* `box2`. | |
2. If `e` is not *inside*, then we discard it. | |
3. If `e` is *inside* or *partially inside*, then the part of `e` *inside* `box2` is added to the units that comprise the final intersection shape. | |
4. We repeat for `box2`. | |
Below, we show a visualization of our algorithm for the case of 2D oriented boxes. | |
<p align="center"> | |
<img src="assets/iou3d.gif" alt="drawing" width="400"/> | |
</p> | |
Note that when a box's unit `e` is *partially inside* a `box` then `e` breaks into smaller units. In 2D, `e` is an edge and breaks into smaller edges. In 3D, `e` is a 3D triangular face and is clipped to more and smaller faces by the plane of the `box` it intersects with. | |
This is the sole fundamental difference between the algorithms for 2D and 3D. | |
## Comparison With Other Algorithms | |
Current algorithms for 3D box IoU rely on crude approximations or make box assumptions, for example they restrict the orientation of the 3D boxes. | |
[Objectron][objectron] provides a nice discussion on the limitations of prior works. | |
[Objectron][objectron] introduces a great algorithm for exact IoU computation of oriented 3D boxes. | |
Objectron's algorithm computes the intersection points of two boxes using the [Sutherland-Hodgman algorithm][clipalgo]. | |
The intersection shape is formed by the convex hull from the intersection points, using the [Qhull library][qhull]. | |
Our algorithm has several advantages over Objectron's: | |
* Our algorithm also computes the points of intersection, similar to Objectron, but in addition stores the *planar units* the points belong to. This eliminates the need for convex hull computation which is `O(nlogn)` and relies on a third party library which often crashes with nondescript error messages. | |
* Objectron's implementation assumes that boxes are a rotation away from axis aligned. Our algorithm and implementation make no such assumption and work for any 3D boxes. | |
* Our implementation supports batching, unlike Objectron which assumes single element inputs for `box1` and `box2`. | |
* Our implementation is easily parallelizable and in fact we provide a custom C++/CUDA implementation which is **450 times faster than Objectron**. | |
Below we compare the performance for Objectron (in C++) and our algorithm, in C++ and CUDA. We benchmark for a common use case in object detection where `boxes1` hold M predictions and `boxes2` hold N ground truth 3D boxes in an image and compute the `MxN` IoU matrix. We report the time in ms for `M=N=16`. | |
<p align="center"> | |
<img src="assets/iou3d_comp.png" alt="drawing" width="400"/> | |
</p> | |
## Usage and Code | |
```python | |
from pytorch3d.ops import box3d_overlap | |
# Assume inputs: boxes1 (M, 8, 3) and boxes2 (N, 8, 3) | |
intersection_vol, iou_3d = box3d_overlap(boxes1, boxes2) | |
``` | |
For more details, read [iou_box3d.py](https://github.com/facebookresearch/pytorch3d/blob/main/pytorch3d/ops/iou_box3d.py). | |
Note that our implementation is not differentiable as of now. We plan to add gradient support soon. | |
We also include have extensive [tests](https://github.com/facebookresearch/pytorch3d/blob/main/tests/test_iou_box3d.py) comparing our implementation with Objectron and MeshLab. | |
## Cite | |
If you use our 3D IoU algorithm, please cite PyTorch3D | |
```bibtex | |
@article{ravi2020pytorch3d, | |
author = {Nikhila Ravi and Jeremy Reizenstein and David Novotny and Taylor Gordon | |
and Wan-Yen Lo and Justin Johnson and Georgia Gkioxari}, | |
title = {Accelerating 3D Deep Learning with PyTorch3D}, | |
journal = {arXiv:2007.08501}, | |
year = {2020}, | |
} | |
``` | |
[pascalvoc]: http://host.robots.ox.ac.uk/pascal/VOC/ | |
[coco]: https://cocodataset.org/ | |
[objectron]: https://arxiv.org/abs/2012.09988 | |
[qhull]: http://www.qhull.org/ | |
[clipalgo]: https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm | |