cuda-samples/Samples/5_Domain_Specific/volumeRender/volumeRender_kernel.cu

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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
2021-10-21 19:04:49 +08:00
*
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* notice, this list of conditions and the following disclaimer.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// Simple 3D volume renderer
#ifndef _VOLUMERENDER_KERNEL_CU_
#define _VOLUMERENDER_KERNEL_CU_
#include <helper_cuda.h>
#include <helper_math.h>
typedef unsigned int uint;
typedef unsigned char uchar;
cudaArray *d_volumeArray = 0;
cudaArray *d_transferFuncArray;
typedef unsigned char VolumeType;
// typedef unsigned short VolumeType;
cudaTextureObject_t texObject; // For 3D texture
cudaTextureObject_t transferTex; // For 1D transfer function texture
typedef struct { float4 m[3]; } float3x4;
__constant__ float3x4 c_invViewMatrix; // inverse view matrix
struct Ray {
float3 o; // origin
float3 d; // direction
};
// intersect ray with a box
// http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm
__device__ int intersectBox(Ray r, float3 boxmin, float3 boxmax, float *tnear,
float *tfar) {
// compute intersection of ray with all six bbox planes
float3 invR = make_float3(1.0f) / r.d;
float3 tbot = invR * (boxmin - r.o);
float3 ttop = invR * (boxmax - r.o);
// re-order intersections to find smallest and largest on each axis
float3 tmin = fminf(ttop, tbot);
float3 tmax = fmaxf(ttop, tbot);
// find the largest tmin and the smallest tmax
float largest_tmin = fmaxf(fmaxf(tmin.x, tmin.y), fmaxf(tmin.x, tmin.z));
float smallest_tmax = fminf(fminf(tmax.x, tmax.y), fminf(tmax.x, tmax.z));
*tnear = largest_tmin;
*tfar = smallest_tmax;
return smallest_tmax > largest_tmin;
}
// transform vector by matrix (no translation)
__device__ float3 mul(const float3x4 &M, const float3 &v) {
float3 r;
r.x = dot(v, make_float3(M.m[0]));
r.y = dot(v, make_float3(M.m[1]));
r.z = dot(v, make_float3(M.m[2]));
return r;
}
// transform vector by matrix with translation
__device__ float4 mul(const float3x4 &M, const float4 &v) {
float4 r;
r.x = dot(v, M.m[0]);
r.y = dot(v, M.m[1]);
r.z = dot(v, M.m[2]);
r.w = 1.0f;
return r;
}
__device__ uint rgbaFloatToInt(float4 rgba) {
rgba.x = __saturatef(rgba.x); // clamp to [0.0, 1.0]
rgba.y = __saturatef(rgba.y);
rgba.z = __saturatef(rgba.z);
rgba.w = __saturatef(rgba.w);
return (uint(rgba.w * 255) << 24) | (uint(rgba.z * 255) << 16) |
(uint(rgba.y * 255) << 8) | uint(rgba.x * 255);
}
__global__ void d_render(uint *d_output, uint imageW, uint imageH,
float density, float brightness, float transferOffset,
float transferScale, cudaTextureObject_t tex,
cudaTextureObject_t transferTex) {
const int maxSteps = 500;
const float tstep = 0.01f;
const float opacityThreshold = 0.95f;
const float3 boxMin = make_float3(-1.0f, -1.0f, -1.0f);
const float3 boxMax = make_float3(1.0f, 1.0f, 1.0f);
uint x = blockIdx.x * blockDim.x + threadIdx.x;
uint y = blockIdx.y * blockDim.y + threadIdx.y;
if ((x >= imageW) || (y >= imageH)) return;
float u = (x / (float)imageW) * 2.0f - 1.0f;
float v = (y / (float)imageH) * 2.0f - 1.0f;
// calculate eye ray in world space
Ray eyeRay;
eyeRay.o =
make_float3(mul(c_invViewMatrix, make_float4(0.0f, 0.0f, 0.0f, 1.0f)));
eyeRay.d = normalize(make_float3(u, v, -2.0f));
eyeRay.d = mul(c_invViewMatrix, eyeRay.d);
// find intersection with box
float tnear, tfar;
int hit = intersectBox(eyeRay, boxMin, boxMax, &tnear, &tfar);
if (!hit) return;
if (tnear < 0.0f) tnear = 0.0f; // clamp to near plane
// march along ray from front to back, accumulating color
float4 sum = make_float4(0.0f);
float t = tnear;
float3 pos = eyeRay.o + eyeRay.d * tnear;
float3 step = eyeRay.d * tstep;
for (int i = 0; i < maxSteps; i++) {
// read from 3D texture
// remap position to [0, 1] coordinates
float sample = tex3D<float>(tex, pos.x * 0.5f + 0.5f, pos.y * 0.5f + 0.5f,
pos.z * 0.5f + 0.5f);
// sample *= 64.0f; // scale for 10-bit data
// lookup in transfer function texture
float4 col =
tex1D<float4>(transferTex, (sample - transferOffset) * transferScale);
col.w *= density;
// "under" operator for back-to-front blending
// sum = lerp(sum, col, col.w);
// pre-multiply alpha
col.x *= col.w;
col.y *= col.w;
col.z *= col.w;
// "over" operator for front-to-back blending
sum = sum + col * (1.0f - sum.w);
// exit early if opaque
if (sum.w > opacityThreshold) break;
t += tstep;
if (t > tfar) break;
pos += step;
}
sum *= brightness;
// write output color
d_output[y * imageW + x] = rgbaFloatToInt(sum);
}
extern "C" void setTextureFilterMode(bool bLinearFilter) {
if (texObject) {
checkCudaErrors(cudaDestroyTextureObject(texObject));
}
cudaResourceDesc texRes;
memset(&texRes, 0, sizeof(cudaResourceDesc));
texRes.resType = cudaResourceTypeArray;
texRes.res.array.array = d_volumeArray;
cudaTextureDesc texDescr;
memset(&texDescr, 0, sizeof(cudaTextureDesc));
texDescr.normalizedCoords = true;
texDescr.filterMode =
bLinearFilter ? cudaFilterModeLinear : cudaFilterModePoint;
texDescr.addressMode[0] = cudaAddressModeWrap;
texDescr.addressMode[1] = cudaAddressModeWrap;
texDescr.addressMode[2] = cudaAddressModeWrap;
texDescr.readMode = cudaReadModeNormalizedFloat;
checkCudaErrors(
cudaCreateTextureObject(&texObject, &texRes, &texDescr, NULL));
}
extern "C" void initCuda(void *h_volume, cudaExtent volumeSize) {
// create 3D array
cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<VolumeType>();
checkCudaErrors(cudaMalloc3DArray(&d_volumeArray, &channelDesc, volumeSize));
// copy data to 3D array
cudaMemcpy3DParms copyParams = {0};
copyParams.srcPtr =
make_cudaPitchedPtr(h_volume, volumeSize.width * sizeof(VolumeType),
volumeSize.width, volumeSize.height);
copyParams.dstArray = d_volumeArray;
copyParams.extent = volumeSize;
copyParams.kind = cudaMemcpyHostToDevice;
checkCudaErrors(cudaMemcpy3D(&copyParams));
cudaResourceDesc texRes;
memset(&texRes, 0, sizeof(cudaResourceDesc));
texRes.resType = cudaResourceTypeArray;
texRes.res.array.array = d_volumeArray;
cudaTextureDesc texDescr;
memset(&texDescr, 0, sizeof(cudaTextureDesc));
texDescr.normalizedCoords =
true; // access with normalized texture coordinates
texDescr.filterMode = cudaFilterModeLinear; // linear interpolation
texDescr.addressMode[0] = cudaAddressModeClamp; // clamp texture coordinates
texDescr.addressMode[1] = cudaAddressModeClamp;
texDescr.addressMode[2] = cudaAddressModeClamp;
texDescr.readMode = cudaReadModeNormalizedFloat;
checkCudaErrors(
cudaCreateTextureObject(&texObject, &texRes, &texDescr, NULL));
// create transfer function texture
float4 transferFunc[] = {
{ 0.0, 0.0, 0.0, 0.0, },
{ 1.0, 0.0, 0.0, 1.0, },
{ 1.0, 0.5, 0.0, 1.0, },
{ 1.0, 1.0, 0.0, 1.0, },
{ 0.0, 1.0, 0.0, 1.0, },
{ 0.0, 1.0, 1.0, 1.0, },
{ 0.0, 0.0, 1.0, 1.0, },
{ 1.0, 0.0, 1.0, 1.0, },
{ 0.0, 0.0, 0.0, 0.0, },
};
cudaChannelFormatDesc channelDesc2 = cudaCreateChannelDesc<float4>();
cudaArray *d_transferFuncArray;
checkCudaErrors(cudaMallocArray(&d_transferFuncArray, &channelDesc2,
sizeof(transferFunc) / sizeof(float4), 1));
checkCudaErrors(cudaMemcpy2DToArray(d_transferFuncArray, 0, 0, transferFunc,
0, sizeof(transferFunc), 1,
cudaMemcpyHostToDevice));
memset(&texRes, 0, sizeof(cudaResourceDesc));
texRes.resType = cudaResourceTypeArray;
texRes.res.array.array = d_transferFuncArray;
memset(&texDescr, 0, sizeof(cudaTextureDesc));
texDescr.normalizedCoords =
true; // access with normalized texture coordinates
texDescr.filterMode = cudaFilterModeLinear;
texDescr.addressMode[0] = cudaAddressModeClamp; // wrap texture coordinates
texDescr.readMode = cudaReadModeElementType;
checkCudaErrors(
cudaCreateTextureObject(&transferTex, &texRes, &texDescr, NULL));
}
extern "C" void freeCudaBuffers() {
checkCudaErrors(cudaDestroyTextureObject(texObject));
checkCudaErrors(cudaDestroyTextureObject(transferTex));
checkCudaErrors(cudaFreeArray(d_volumeArray));
checkCudaErrors(cudaFreeArray(d_transferFuncArray));
}
extern "C" void render_kernel(dim3 gridSize, dim3 blockSize, uint *d_output,
uint imageW, uint imageH, float density,
float brightness, float transferOffset,
float transferScale) {
d_render<<<gridSize, blockSize>>>(d_output, imageW, imageH, density,
brightness, transferOffset, transferScale,
texObject, transferTex);
}
extern "C" void copyInvViewMatrix(float *invViewMatrix, size_t sizeofMatrix) {
checkCudaErrors(
cudaMemcpyToSymbol(c_invViewMatrix, invViewMatrix, sizeofMatrix));
}
#endif // #ifndef _VOLUMERENDER_KERNEL_CU_