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https://github.com/NVIDIA/cuda-samples.git
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312 lines
10 KiB
Plaintext
312 lines
10 KiB
Plaintext
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/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// Simple 3D volume renderer
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#ifndef _VOLUMERENDER_KERNEL_CU_
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#define _VOLUMERENDER_KERNEL_CU_
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#include <helper_cuda.h>
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#include <helper_math.h>
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typedef unsigned int uint;
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typedef unsigned char uchar;
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cudaArray *d_volumeArray = 0;
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cudaArray *d_transferFuncArray;
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typedef unsigned char VolumeType;
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// typedef unsigned short VolumeType;
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cudaTextureObject_t texObject; // For 3D texture
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cudaTextureObject_t transferTex; // For 1D transfer function texture
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typedef struct { float4 m[3]; } float3x4;
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__constant__ float3x4 c_invViewMatrix; // inverse view matrix
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struct Ray {
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float3 o; // origin
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float3 d; // direction
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};
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// intersect ray with a box
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// http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm
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__device__ int intersectBox(Ray r, float3 boxmin, float3 boxmax, float *tnear,
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float *tfar) {
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// compute intersection of ray with all six bbox planes
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float3 invR = make_float3(1.0f) / r.d;
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float3 tbot = invR * (boxmin - r.o);
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float3 ttop = invR * (boxmax - r.o);
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// re-order intersections to find smallest and largest on each axis
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float3 tmin = fminf(ttop, tbot);
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float3 tmax = fmaxf(ttop, tbot);
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// find the largest tmin and the smallest tmax
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float largest_tmin = fmaxf(fmaxf(tmin.x, tmin.y), fmaxf(tmin.x, tmin.z));
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float smallest_tmax = fminf(fminf(tmax.x, tmax.y), fminf(tmax.x, tmax.z));
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*tnear = largest_tmin;
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*tfar = smallest_tmax;
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return smallest_tmax > largest_tmin;
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}
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// transform vector by matrix (no translation)
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__device__ float3 mul(const float3x4 &M, const float3 &v) {
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float3 r;
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r.x = dot(v, make_float3(M.m[0]));
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r.y = dot(v, make_float3(M.m[1]));
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r.z = dot(v, make_float3(M.m[2]));
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return r;
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}
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// transform vector by matrix with translation
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__device__ float4 mul(const float3x4 &M, const float4 &v) {
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float4 r;
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r.x = dot(v, M.m[0]);
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r.y = dot(v, M.m[1]);
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r.z = dot(v, M.m[2]);
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r.w = 1.0f;
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return r;
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}
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__device__ uint rgbaFloatToInt(float4 rgba) {
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rgba.x = __saturatef(rgba.x); // clamp to [0.0, 1.0]
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rgba.y = __saturatef(rgba.y);
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rgba.z = __saturatef(rgba.z);
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rgba.w = __saturatef(rgba.w);
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return (uint(rgba.w * 255) << 24) | (uint(rgba.z * 255) << 16) |
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(uint(rgba.y * 255) << 8) | uint(rgba.x * 255);
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}
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__global__ void d_render(uint *d_output, uint imageW, uint imageH,
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float density, float brightness, float transferOffset,
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float transferScale, cudaTextureObject_t tex,
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cudaTextureObject_t transferTex) {
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const int maxSteps = 500;
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const float tstep = 0.01f;
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const float opacityThreshold = 0.95f;
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const float3 boxMin = make_float3(-1.0f, -1.0f, -1.0f);
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const float3 boxMax = make_float3(1.0f, 1.0f, 1.0f);
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uint x = blockIdx.x * blockDim.x + threadIdx.x;
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uint y = blockIdx.y * blockDim.y + threadIdx.y;
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if ((x >= imageW) || (y >= imageH)) return;
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float u = (x / (float)imageW) * 2.0f - 1.0f;
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float v = (y / (float)imageH) * 2.0f - 1.0f;
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// calculate eye ray in world space
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Ray eyeRay;
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eyeRay.o =
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make_float3(mul(c_invViewMatrix, make_float4(0.0f, 0.0f, 0.0f, 1.0f)));
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eyeRay.d = normalize(make_float3(u, v, -2.0f));
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eyeRay.d = mul(c_invViewMatrix, eyeRay.d);
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// find intersection with box
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float tnear, tfar;
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int hit = intersectBox(eyeRay, boxMin, boxMax, &tnear, &tfar);
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if (!hit) return;
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if (tnear < 0.0f) tnear = 0.0f; // clamp to near plane
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// march along ray from front to back, accumulating color
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float4 sum = make_float4(0.0f);
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float t = tnear;
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float3 pos = eyeRay.o + eyeRay.d * tnear;
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float3 step = eyeRay.d * tstep;
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for (int i = 0; i < maxSteps; i++) {
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// read from 3D texture
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// remap position to [0, 1] coordinates
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float sample = tex3D<float>(tex, pos.x * 0.5f + 0.5f, pos.y * 0.5f + 0.5f,
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pos.z * 0.5f + 0.5f);
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// sample *= 64.0f; // scale for 10-bit data
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// lookup in transfer function texture
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float4 col =
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tex1D<float4>(transferTex, (sample - transferOffset) * transferScale);
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col.w *= density;
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// "under" operator for back-to-front blending
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// sum = lerp(sum, col, col.w);
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// pre-multiply alpha
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col.x *= col.w;
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col.y *= col.w;
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col.z *= col.w;
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// "over" operator for front-to-back blending
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sum = sum + col * (1.0f - sum.w);
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// exit early if opaque
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if (sum.w > opacityThreshold) break;
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t += tstep;
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if (t > tfar) break;
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pos += step;
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}
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sum *= brightness;
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// write output color
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d_output[y * imageW + x] = rgbaFloatToInt(sum);
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}
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extern "C" void setTextureFilterMode(bool bLinearFilter) {
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if (texObject) {
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checkCudaErrors(cudaDestroyTextureObject(texObject));
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}
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cudaResourceDesc texRes;
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypeArray;
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texRes.res.array.array = d_volumeArray;
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cudaTextureDesc texDescr;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords = true;
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texDescr.filterMode =
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bLinearFilter ? cudaFilterModeLinear : cudaFilterModePoint;
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texDescr.addressMode[0] = cudaAddressModeWrap;
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texDescr.addressMode[1] = cudaAddressModeWrap;
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texDescr.addressMode[2] = cudaAddressModeWrap;
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texDescr.readMode = cudaReadModeNormalizedFloat;
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checkCudaErrors(
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cudaCreateTextureObject(&texObject, &texRes, &texDescr, NULL));
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}
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extern "C" void initCuda(void *h_volume, cudaExtent volumeSize) {
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// create 3D array
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cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<VolumeType>();
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checkCudaErrors(cudaMalloc3DArray(&d_volumeArray, &channelDesc, volumeSize));
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// copy data to 3D array
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cudaMemcpy3DParms copyParams = {0};
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copyParams.srcPtr =
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make_cudaPitchedPtr(h_volume, volumeSize.width * sizeof(VolumeType),
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volumeSize.width, volumeSize.height);
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copyParams.dstArray = d_volumeArray;
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copyParams.extent = volumeSize;
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copyParams.kind = cudaMemcpyHostToDevice;
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checkCudaErrors(cudaMemcpy3D(©Params));
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cudaResourceDesc texRes;
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypeArray;
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texRes.res.array.array = d_volumeArray;
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cudaTextureDesc texDescr;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords =
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true; // access with normalized texture coordinates
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texDescr.filterMode = cudaFilterModeLinear; // linear interpolation
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texDescr.addressMode[0] = cudaAddressModeClamp; // clamp texture coordinates
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texDescr.addressMode[1] = cudaAddressModeClamp;
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texDescr.addressMode[2] = cudaAddressModeClamp;
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texDescr.readMode = cudaReadModeNormalizedFloat;
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checkCudaErrors(
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cudaCreateTextureObject(&texObject, &texRes, &texDescr, NULL));
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// create transfer function texture
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float4 transferFunc[] = {
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{ 0.0, 0.0, 0.0, 0.0, },
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{ 1.0, 0.0, 0.0, 1.0, },
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{ 1.0, 0.5, 0.0, 1.0, },
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{ 1.0, 1.0, 0.0, 1.0, },
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{ 0.0, 1.0, 0.0, 1.0, },
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{ 0.0, 1.0, 1.0, 1.0, },
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{ 0.0, 0.0, 1.0, 1.0, },
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{ 1.0, 0.0, 1.0, 1.0, },
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{ 0.0, 0.0, 0.0, 0.0, },
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};
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cudaChannelFormatDesc channelDesc2 = cudaCreateChannelDesc<float4>();
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cudaArray *d_transferFuncArray;
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checkCudaErrors(cudaMallocArray(&d_transferFuncArray, &channelDesc2,
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sizeof(transferFunc) / sizeof(float4), 1));
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checkCudaErrors(cudaMemcpy2DToArray(d_transferFuncArray, 0, 0, transferFunc,
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0, sizeof(transferFunc), 1,
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cudaMemcpyHostToDevice));
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypeArray;
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texRes.res.array.array = d_transferFuncArray;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords =
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true; // access with normalized texture coordinates
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texDescr.filterMode = cudaFilterModeLinear;
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texDescr.addressMode[0] = cudaAddressModeClamp; // wrap texture coordinates
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texDescr.readMode = cudaReadModeElementType;
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checkCudaErrors(
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cudaCreateTextureObject(&transferTex, &texRes, &texDescr, NULL));
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}
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extern "C" void freeCudaBuffers() {
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checkCudaErrors(cudaDestroyTextureObject(texObject));
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checkCudaErrors(cudaDestroyTextureObject(transferTex));
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checkCudaErrors(cudaFreeArray(d_volumeArray));
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checkCudaErrors(cudaFreeArray(d_transferFuncArray));
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}
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extern "C" void render_kernel(dim3 gridSize, dim3 blockSize, uint *d_output,
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uint imageW, uint imageH, float density,
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float brightness, float transferOffset,
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float transferScale) {
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d_render<<<gridSize, blockSize>>>(d_output, imageW, imageH, density,
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brightness, transferOffset, transferScale,
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texObject, transferTex);
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}
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extern "C" void copyInvViewMatrix(float *invViewMatrix, size_t sizeofMatrix) {
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checkCudaErrors(
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cudaMemcpyToSymbol(c_invViewMatrix, invViewMatrix, sizeofMatrix));
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}
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#endif // #ifndef _VOLUMERENDER_KERNEL_CU_
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