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the CPU implementation of bucket based farthest point sampling, achieves 7-81x speedup than the conventional implementation

License: Apache License 2.0

CMake 4.25% C++ 95.52% C 0.23%
farthest-point-sampling point-cloud

bucket-based_farthest-point-sampling_cpu's Issues

Marvelous work with imperfect code style

Recently I'm working on implementing FPS algorithms in single-thread CPU program.

This work shows an excellent performance compared to the majority of other implementations.

However, I inspect all of the codes and notice that the code style is terrible. It's generally hard to port the code to other applications directly. For example:

  • Hard-coded float type for coordinates.
  • Hard-coded dimension as 3.
  • Abuse of macros.
  • Not found any of C++17 features, even though the paper has mentioned that C++17 is used.

I have revised most of the codes with C++17 Standard to my Python Package fpsample with several benchmarks. I think my revised code in https://github.com/leonardodalinky/fpsample/tree/main/src/bucket_fps/_ext may help to refactor.

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