float w = 1.0f / (barycentric[0] + barycentric[1] + barycentric[2]);
barycentric[0] *= w;
barycentric[1] *= w;
barycentric[2] *= w;
}
barycentric_map[pix * 3] = barycentric[0];
barycentric_map[pix * 3 + 1] = barycentric[1];
barycentric_map[pix * 3 + 2] = barycentric[2];
}
__global__ void rasterizeImagecoordsKernelGPU(float* V, int* F, float* d, INT64* zbuffer, float occlusion_trunc, int width, int height, int num_vertices, int num_faces)