/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * 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. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // Simple 3D volume renderer #ifndef _VOLUMERENDER_KERNEL_CU_ #define _VOLUMERENDER_KERNEL_CU_ #include #include 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(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(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(); 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(©Params)); 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(); 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<<>>(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_