feat: refactor & clean kernerl dir in SAFT_TOFI
This commit is contained in:
@@ -3,7 +3,9 @@ project(SaftTofi)
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set(CMAKE_CUDA_COMPILER /usr/local/cuda/bin/nvcc)
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enable_language(CUDA)
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find_package (OpenMP REQUIRED)
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add_library(SaftTofi SHARED ./src/SAFT_TOFI.cpp ./src/saft.cu ./src/processAScans.cpp ./src/saft.cpp )
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file(GLOB_RECURSE cu_files ./src/*.cu)
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file(GLOB_RECURSE cuh_files ./src/*.cuh)
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add_library(SaftTofi SHARED ./src/SAFT_TOFI.cpp ./src/processAScans.cpp ./src/saft.cpp ${cu_files} ${cuh_files})
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target_include_directories(SaftTofi PRIVATE ../SAFT ./src /usr/local/cuda/include )
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set_target_properties(SaftTofi PROPERTIES CUDA_SEPARABLE_COMPILATION ON)
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target_compile_options(SaftTofi PRIVATE $<$<COMPILE_LANGUAGE:CUDA>:
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@@ -1,33 +0,0 @@
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#include "saft.hpp"
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/*!
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Emitter and receiver geometry held in constant memory, available across all functions in saft.cu because all of it is held in the same compilation unit.
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- Emitter und Receiver Geometrie werden im Constant Memory gehalten, erreichbar f<>r alle Funktionen in Saft.cu weil alle von ihnen in der selben Kompilierungs-Einheit gehalten werden.
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*/
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#ifdef SaftUseConstantMemforGeometry
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#ifdef SaftUseHarmonicMean
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__constant__ float3 emitterPOSharmon[MAX_EMITTER_RECEIVE_IN_CONSTANT_MEMORY];
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__constant__ float3 receiverPOSharmon[MAX_EMITTER_RECEIVE_IN_CONSTANT_MEMORY];
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// __constant__ float3 emitterPOSharmon[157 * 4];
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// __constant__ float3 receiverPOSharmon[157 * 9];
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float3* constEmitterPtr = &emitterPOSharmon[0];
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float3* constReceiverPtr = &receiverPOSharmon[0];
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#endif
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// LookUpTable for GeometryList and Memory Position
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__constant__ unsigned short lookUpGeometryMemoryListEmitter [MAX_EMITTER_RECEIVE_IN_CONSTANT_MEMORY];
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__constant__ unsigned short lookUpGeometryMemoryListReceiver[MAX_EMITTER_RECEIVE_IN_CONSTANT_MEMORY];
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// __constant__ unsigned short lookUpGeometryMemoryListEmitter [157 * 4];
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// __constant__ unsigned short lookUpGeometryMemoryListReceiver[157 * 9];
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unsigned short* constLookUpGeometryMemoryListEmitterPtr = &lookUpGeometryMemoryListEmitter[0];
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unsigned short* constLookUpGeometryMemoryListReceiverPtr = &lookUpGeometryMemoryListReceiver[0];
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#endif
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1030
SAFT_TOFI/src/kernel/precalculateSpeedOfSoundKernel.cu
Normal file
1030
SAFT_TOFI/src/kernel/precalculateSpeedOfSoundKernel.cu
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
3
SAFT_TOFI/src/kernel/rayTracing.cu
Normal file
3
SAFT_TOFI/src/kernel/rayTracing.cu
Normal file
@@ -0,0 +1,3 @@
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#include "rayTracing.cuh"
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texture<float, cudaTextureType3D, cudaReadModeElementType> texRefSpeedOfSoundField; // Schritt 1. Textur anlegen //TODO: fuer Float2 fall rausnehmen
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texture<float2, cudaTextureType3D, cudaReadModeElementType> texRefSosAttField; // Schritt 1. Textur anlegen
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@@ -1,676 +1,167 @@
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#include <stdio.h>
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#include "saft.hpp"
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// Structure of File
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//-------------------------------------------------------
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//
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// __device__ __forceinline__ void determineSpeedOfSoundFieldVoxelFloat // Teilpfade (genutzt)// Bestimme den SOSVoxel der zu einer Position gehoert, mit Nachkommastelle
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//
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// __device__ __forceinline__ void processRayTracedVoxelTexture // Für den Fall SaftUseSosAttFloat1 erstmal lassen
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// __device__ __forceinline__ void processRayTracedVoxelTextureSosAtt // AscanIndex // Addiere lokale SOS&ATT-Werte und # Voxel im Pfad
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//
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// Bresenham
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// __device__ __forceinline__ void performRayTracedSpeedAdditionTexture // Teilpfade // Dreidimensionale Version des Bresenham Line Algorithmus im Float-Format
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#define SQR(X) ((X) * (X))
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// -------------------------------------------------------
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extern texture<float, cudaTextureType3D, cudaReadModeElementType> texRefSpeedOfSoundField; // Schritt 1. Textur anlegen //TODO: fuer Float2 fall rausnehmen
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extern texture<float2, cudaTextureType3D, cudaReadModeElementType> texRefSosAttField; // Schritt 1. Textur anlegen
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// printf() is only supported
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// for devices of compute capability 2.0 and above
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#if defined(__CUDA_ARCH__) && (__CUDA_ARCH__ < 200)
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#define printf(f, ...) ((void)(f, __VA_ARGS__),0)
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#endif
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#define SQR(X) ((X)*(X))
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#define OutputSOSPositionX 20 // Volumen Voxel im SOS-Grid!
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#define OutputSOSPositionY 20
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#define OutputSOSPositionZ 20 // Echte Z-SoS-Layer ohne Offset
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//#ifdef debug_CudaRayTraceKernel
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#define OutputSOSPositionX 20 // Volumen Voxel im SOS-Grid!
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#define OutputSOSPositionY 20
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#define OutputSOSPositionZ 20 // Echte Z-SoS-Layer ohne Offset
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// #define ER_PositionX 4 // Emitter Receiver Position im SOS-Grid!
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// #define ER_PositionY 37
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// #define ER_PositionZ 9
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//#endif
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#ifdef debug_CudaRayTraceKernelLive
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#define OutputPositionX 250 // Volumen Voxel im Volumen!
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#define OutputPositionY 250
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#define OutputPositionZ 0
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#define DebugSosVoxelX 10
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#define DebugSosVoxelY 10
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#define DebugSosVoxelZ 10
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#define ER_PositionX 0 // Emitter Receiver Position im SOS-Grid!
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#define ER_PositionY 32
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#define ER_PositionZ 0
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#endif
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//Textur fuer SoSField anlegen
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#ifdef SaftUseSosAttFloat1 // Nutze getrennte Texturen fuer beide Volumen (Sos+Att)
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texture<float, cudaTextureType3D, cudaReadModeElementType> texRefSpeedOfSoundField; // Schritt 1. Textur anlegen
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#endif
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#ifdef SaftUseSosAttFloat2 // Nutze nur eine Textur fuer beide Volumen (Sos+Att)
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texture<float , cudaTextureType3D, cudaReadModeElementType> texRefSpeedOfSoundField; // Schritt 1. Textur anlegen //TODO: fuer Float2 fall rausnehmen
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texture<float2, cudaTextureType3D, cudaReadModeElementType> texRefSosAttField; // Schritt 1. Textur anlegen
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#endif
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/**
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Determines the voxel within the speed of sound field associated with a position.
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- Bestimme den Voxel in dem Schallgeschwindigkeitsfeld der zu einer Position gehoert, mit Nachkommastelle
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*/
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__device__ __forceinline__ void determineSpeedOfSoundFieldVoxelFloat( // __forceinline__ zwingt den Compiler diesen Code bei jeden Aufruf direkt einzubinden (nicht als Funktion).
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float3 const & position, ///< Position within the scanner.
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float3 & voxel, ///< This argument is written to. Output voxel.
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float3 & sosOffset,
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float & SOS_RESOLUTION_FACTOR
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)
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__device__ __forceinline__ void determineSpeedOfSoundFieldVoxelFloat( // __forceinline__ zwingt den Compiler diesen Code bei jeden Aufruf direkt einzubinden (nicht als Funktion).
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float3 const &position, ///< Position within the scanner.
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float3 &voxel, ///< This argument is written to. Output voxel.
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float3 &sosOffset, float &SOS_RESOLUTION_FACTOR)
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{
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#ifndef SOS_Version2
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voxel.x = (position.x - sosOffset.x ) * SOS_RESOLUTION_FACTOR + 0.5f; // SoSVoxel aus Positionsdaten bestimmen
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voxel.y = (position.y - sosOffset.y ) * SOS_RESOLUTION_FACTOR + 0.5f;
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voxel.z = (position.z - sosOffset.z ) * SOS_RESOLUTION_FACTOR + 0.5f;
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#else
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voxel.x = (position.x - sosOffset.x ) * SOS_RESOLUTION_FACTOR; // SoSVoxel aus Positionsdaten bestimmen
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voxel.y = (position.y - sosOffset.y ) * SOS_RESOLUTION_FACTOR;
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voxel.z = (position.z - sosOffset.z ) * SOS_RESOLUTION_FACTOR;
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#endif
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voxel.x = (position.x - sosOffset.x) * SOS_RESOLUTION_FACTOR; // SoSVoxel aus Positionsdaten bestimmen
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voxel.y = (position.y - sosOffset.y) * SOS_RESOLUTION_FACTOR;
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voxel.z = (position.z - sosOffset.z) * SOS_RESOLUTION_FACTOR;
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}
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/**
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Process a voxel in the Bresenham algorithm. Float Format
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Accumulate speed of sound samples and keep track of the number of voxels in the path.
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- Verarbeite einen Voxel in dem Bresenham Algorithmus
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- Addiere Schallgeschwindigkeits-Sample
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*/
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__device__ __forceinline__ void processRayTracedVoxelTexture(
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float const * currentVoxelFloat, ///< Bresenham speed of sound voxel float.
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int & voxelCount, ///< This argument is written to. Number of voxels in the path so far.
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float & totalSpeed, ///< This argument is written to. Speed of sound sample accumulator.
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//float const * speedOfSoundField,///< Speed of sound field data containing samples.
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cudaArray *deviceSpeedOfSoundFieldCuArray, ///< Pointer to cudaArray for SoSFieldData
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int3 const & SOSGrid_XYZ ///< Size of SOS-Grid in XYZ
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)
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__device__ __forceinline__ void processRayTracedVoxelTexture(float const *currentVoxelFloat, ///< Bresenham speed of sound voxel float.
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int &voxelCount, ///< This argument is written to. Number of voxels in the path so far.
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float &totalSpeed, ///< This argument is written to. Speed of sound sample accumulator.
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// float const * speedOfSoundField,///< Speed of sound field data containing samples.
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cudaArray *deviceSpeedOfSoundFieldCuArray, ///< Pointer to cudaArray for SoSFieldData
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int3 const &SOSGrid_XYZ ///< Size of SOS-Grid in XYZ
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)
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{
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#ifdef SaftUseHarmonicMean
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totalSpeed += 1/(float)tex3D( texRefSpeedOfSoundField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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#endif
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#ifdef debug_CudaRayTraceKernel
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if ((currentVoxelFloat[0] == DebugSosVoxelX) && (currentVoxelFloat[1] == DebugSosVoxelY) && (currentVoxelFloat[2] == DebugSosVoxelZ))
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{
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printf("pSOS currentVoxel [%d %d %d]\n", currentVoxelFloat[0], currentVoxelFloat[1], currentVoxelFloat[2]);
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//printf(" speedOfSoundSample = %2.10f\n", speedOfSoundSample);
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printf(" totalSpeed = %2.10f\n", totalSpeed);
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//printf(" totalAttenuation = %2.10f\n", totalAttenuation);
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printf(" voxelCount = %d\n", voxelCount);
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}
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#endif
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totalSpeed += 1 / (float)tex3D(texRefSpeedOfSoundField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// AscanIndex - Variante
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// kernel version Z.316
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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/**
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Process a voxel in the Bresenham algorithm. Float Format
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Accumulate speed of sound samples and keep track of the number of voxels in the path.
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- Addiere lokale Schallgeschwindigkeits-Werte und Anzahl besuchter Voxel im Pfad
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*/
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// Aufruf: processRayTracedVoxelTextureSosAtt(currentVoxelFloat, voxelCount, totalSpeed, totalAttenuation, deviceSosAttFieldCuArray, SOSGrid_XYZ);
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__device__ __forceinline__ void processRayTracedVoxelTextureSosAtt(
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float const * currentVoxelFloat, ///< SOS-coordinates of current Voxel for Bresenham in float[3].
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float & voxelCount, ///< This argument is written to. Number of voxels in the path so far. // TODO: not necessary here to sum up because it is already known from Bresenham length
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float & totalSpeed, ///< This argument is written to. Sum Up total SOS
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float & totalAttenuation, ///< This argument is written to. Sum Up total Attenuation
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//float const * speedOfSoundField, ///< Speed of sound field data containing samples.
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cudaArray *deviceSosAttFieldCuArray, ///< Pointer to cudaArray for SoSATTFieldData // TODO: not necessary if access is used with texture memory
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int3 const & SOSGrid_XYZ ///< Size of SOS-Grid in XYZ // TODO: only necessary for boundary-check.
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)
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float const *currentVoxelFloat, ///< SOS-coordinates of current Voxel for Bresenham in float[3].
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float &voxelCount, ///< This argument is written to. Number of voxels in the path so far. // TODO: not necessary here to sum up because it is already known from Bresenham length
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float &totalSpeed, ///< This argument is written to. Sum Up total SOS
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float &totalAttenuation, ///< This argument is written to. Sum Up total Attenuation
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cudaArray *deviceSosAttFieldCuArray, ///< Pointer to cudaArray for SoSATTFieldData // TODO: not necessary if access is used with texture memory
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int3 const &SOSGrid_XYZ ///< Size of SOS-Grid in XYZ // TODO: only necessary for boundary-check.
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)
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{
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float2 SosAttValue;
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#ifdef SaftUseHarmonicMean
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//totalSpeed += 1/speedOfSoundSample; // harmonisches Mittel
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// #ifdef SaftTextureForBresenhamInterpolated
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// #ifndef SOS_Version2
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// totalSpeed += 1/(float)tex3D( texRefSpeedOfSoundField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f );
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// #else
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// totalSpeed += 1/(float)tex3D( texRefSpeedOfSoundField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f );
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// #endif
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// #else
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#ifndef SOS_Version2
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totalSpeed += 1/(float)tex3D( texRefSpeedOfSoundField, currentVoxelFloat[0], currentVoxelFloat[1], currentVoxelFloat[2] );
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#else
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//totalSpeed += 1/tex3D( texRefSpeedOfSoundField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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//totalAttenuation += tex3D( texRefAbsorptionField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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#ifdef SaftUseSosAttFloat1 // Nutze getrennte Texturen fuer beide Volumen (Sos+Att)
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totalSpeed += 1/tex3D( texRefSpeedOfSoundField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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//totalAttenuation += tex3D( texRefAbsorptionField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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#endif
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#ifdef SaftUseSosAttFloat2 // Nutze nur eine Textur fuer beide Volumen (Sos+Att)
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// if ((currentVoxelFloat[0] == DebugSosVoxelX) && (currentVoxelFloat[1] == DebugSosVoxelY) && (currentVoxelFloat[2] == DebugSosVoxelZ))
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// {
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// //printf("pSOSATT pathPoint [%f %f %f]\n", currentVoxelFloat[0], currentVoxelFloat[1], currentVoxelFloat[2]);
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// //printf(" speedOfSoundSample = %2.10f\n", speedOfSoundSample);
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// printf(". totalSpeed = %2.10f\n", totalSpeed);
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// printf(". totalAttenuation = %2.10f\n", totalAttenuation);
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// printf(". voxelCount = %d\n", voxelCount);
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// }
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SosAttValue = tex3D( texRefSosAttField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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totalSpeed += 1/SosAttValue.x;
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totalAttenuation += SosAttValue.y;
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//if (SosAttValue.y > 20)
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// printf("!!!!!!!!!!!!!!!!! pSOSATT pathPoint [%f %f %f] = %f\n", currentVoxelFloat[0], currentVoxelFloat[1], currentVoxelFloat[2], SosAttValue.y);
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// if ((currentVoxelFloat[0] == DebugSosVoxelX) && (currentVoxelFloat[1] == DebugSosVoxelY) && (currentVoxelFloat[2] == DebugSosVoxelZ))
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// {
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// //printf("pSOSATT pathPoint [%f %f %f]\n", currentVoxelFloat[0], currentVoxelFloat[1], currentVoxelFloat[2]);
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// //printf(" speedOfSoundSample = %2.10f\n", speedOfSoundSample);
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// printf(".. totalSpeed = %2.10f\n", totalSpeed);
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// printf(".. totalAttenuation = %2.10f\n", totalAttenuation);
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// printf(".. voxelCount = %d\n", voxelCount);
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// }
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#endif
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#endif
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// #endif
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#endif
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#ifdef debug_CudaRayTraceKernel
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if ((currentVoxelFloat[0] == DebugSosVoxelX) && (currentVoxelFloat[1] == DebugSosVoxelY) && (currentVoxelFloat[2] == DebugSosVoxelZ))
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{
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printf("pSOSATT currentVoxel [%f %f %f]\n", currentVoxelFloat[0], currentVoxelFloat[1], currentVoxelFloat[2]);
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//printf(" speedOfSoundSample = %2.10f\n", speedOfSoundSample);
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printf(" totalSpeed = %2.10f\n", totalSpeed);
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printf(" totalAttenuation = %2.10f\n", totalAttenuation);
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printf(" voxelCount = %d\n", voxelCount);
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}
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#endif
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float2 SosAttValue;
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SosAttValue = tex3D(texRefSosAttField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
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totalSpeed += 1 / SosAttValue.x;
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totalAttenuation += SosAttValue.y;
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}
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__device__ __forceinline__ void performRayTracedSpeedAdditionTexture(float &voxelCount, ///< This argument is written to. Number of voxels within the path traced.
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float &totalSpeed, ///< This argument is written to. Sum of the speed of sound samples in the path traced.
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float &totalAttenuation,
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float3 const &point1f, ///< Vector array describing the Voxelcoordinates of emitters or receivers.
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dim3 const &point2, ///< Vector array describing the Voxelcoordinates of Voxels.
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///////////////////////////////////////////////////////////////////////////////////////////
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// aktuell genutze Variante fuer Teilpfade
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///////////////////////////////////////////////////////////////////////////////////////////
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cudaArray *deviceSpeedOfSoundFieldCuArray, ///< CuArray fuer SOSFieldTextur
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/**
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- Dreidimensionale Version des Bresenham Line Algorithmus im Float-Format
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*/
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__device__ __forceinline__ void performRayTracedSpeedAdditionTexture(
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float & voxelCount, ///< This argument is written to. Number of voxels within the path traced.
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#ifdef SaftUseSosAttFloat1 // Nutze getrennte Texturen fuer beide Volumen (Sos+Att)
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float & totalSpeed, ///< This argument is written to. Sum of the speed of sound samples in the path traced.
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#endif
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#ifdef SaftUseSosAttFloat2 // Nutze nur eine Textur fuer beide Volumen (Sos+Att)
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float & totalSpeed, ///< This argument is written to. Sum of the speed of sound samples in the path traced.
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float & totalAttenuation,
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#endif
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float3 const & point1f, ///< Vector array describing the Voxelcoordinates of emitters or receivers.
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dim3 const & point2, ///< Vector array describing the Voxelcoordinates of Voxels.
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#ifndef SaftTextureForBresenhamSosPaths
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float const * deviceSpeedOfSoundField, ///< Array of speed of sound samples. Dimensions ordered by speed of indices, commencing with the fastest moving one: 1. x 2. y 3. z
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#else
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cudaArray *deviceSpeedOfSoundFieldCuArray, ///< CuArray fuer SOSFieldTextur
|
||||
#endif
|
||||
|
||||
int3 const & SOSGrid_XYZ, ///< Size of SOS-Grid in XYZ
|
||||
float3 & sosOffset,
|
||||
float & SOS_RESOLUTION,
|
||||
float & IMAGE_RESOLUTION,
|
||||
float3 regionOfInterestOffset,
|
||||
|
||||
#ifdef SaftUseConstantMemforGeometry
|
||||
int geometry ///< emitters=0 or receivers=1.
|
||||
#else
|
||||
float3 const * geometry ///< Vector array describing the positions of emitters or receivers.
|
||||
#endif
|
||||
)
|
||||
int3 const &SOSGrid_XYZ, ///< Size of SOS-Grid in XYZ
|
||||
float3 &sosOffset, float &SOS_RESOLUTION, float &IMAGE_RESOLUTION, float3 regionOfInterestOffset,
|
||||
int geometry ///< emitters=0 or receivers=1.
|
||||
)
|
||||
|
||||
{
|
||||
voxelCount = 0.0f;
|
||||
totalSpeed = 0.0f;
|
||||
totalAttenuation = 0.0f;
|
||||
|
||||
voxelCount = 0.0f;
|
||||
totalSpeed = 0.0f;
|
||||
totalAttenuation = 0.0f;
|
||||
// Voxel-Koordinaten ebenfalls in float umwandeln
|
||||
float voxel1f[3] = {point1f.x, point1f.y, point1f.z}; // Point1 liegt im float3 Format vor enthaellt schon +0.5
|
||||
|
||||
// Voxel-Koordinaten ebenfalls in float umwandeln
|
||||
float voxel1f[3]= {point1f.x,point1f.y,point1f.z}; //Point1 liegt im float3 Format vor enthaellt schon +0.5
|
||||
// float VoxelIncrement = IMAGE_RESOLUTION/SOS_RESOLUTION;
|
||||
float voxel2f[3];
|
||||
|
||||
//float VoxelIncrement = IMAGE_RESOLUTION/SOS_RESOLUTION;
|
||||
float voxel2f[3];
|
||||
voxel2f[0] = (float)point2.x; // + 0.5f;
|
||||
voxel2f[1] = (float)point2.y; // + 0.5f;
|
||||
voxel2f[2] = (float)point2.z; // + 0.5f;
|
||||
|
||||
#ifndef SOS_Version2
|
||||
voxel2f[0] = (regionOfInterestOffset.x - sosOffset.x ) / SOS_RESOLUTION + 0.5f; // Start des Bildes im SOS-Grid aus Positionsdaten bestimmen
|
||||
voxel2f[1] = (regionOfInterestOffset.y - sosOffset.y ) / SOS_RESOLUTION + 0.5f;
|
||||
voxel2f[2] = (regionOfInterestOffset.z - sosOffset.z ) / SOS_RESOLUTION + 0.5f;
|
||||
#endif
|
||||
int greatestDistanceDim = 0; // Gibt die Richtung(X,Y oder Z) an mit der grueueten Entfernung
|
||||
int slowDim1 = 0; // Gibt die Richtung(X,Y oder Z) der langsamen Richtung;
|
||||
int slowDim2 = 0; // Gibt die Richtung(X,Y oder Z) der langsamen Richtung;
|
||||
float greatestDistance_XYZ = 0.0; // Grueuete Distanz in die Richtung mit der grueueten Entfernung
|
||||
int fastDirectionSteps = 0; // Schritte die gegangen werden.
|
||||
|
||||
float m_XYZ[3];
|
||||
float pathPoint[3];
|
||||
if ((abs(voxel1f[0] - voxel2f[0]) <= abs(voxel1f[2] - voxel2f[2]))) // X<Z
|
||||
if ((abs(voxel1f[1] - voxel2f[1]) <= abs(voxel1f[0] - voxel2f[0]))) // Y<Z
|
||||
{
|
||||
greatestDistanceDim = 2; // => Z
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 1;
|
||||
}
|
||||
else if ((abs(voxel1f[2] - voxel2f[2]) <= abs(voxel1f[1] - voxel2f[1]))) // Z<Y
|
||||
{
|
||||
greatestDistanceDim = 1; // => Y
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 2;
|
||||
}
|
||||
else // Z=Y
|
||||
{
|
||||
greatestDistanceDim = 2; // => Z
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 1;
|
||||
}
|
||||
else // X>Z
|
||||
if ((abs(voxel1f[1] - voxel2f[1]) <= abs(voxel1f[0] - voxel2f[0]))) // Y<X
|
||||
{
|
||||
greatestDistanceDim = 0; // => X
|
||||
slowDim1 = 1;
|
||||
slowDim2 = 2;
|
||||
}
|
||||
else // Y>X
|
||||
{
|
||||
greatestDistanceDim = 1; // => Y
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 2;
|
||||
}
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhuengig
|
||||
// if ((point2.x == OutputPositionX) && (point2.y == OutputPositionY) && (point2.z == OutputPositionZ) && (voxel1.x == ER_PositionX) && (voxel1.y == ER_PositionY) && (voxel1.z == ER_PositionZ)) // Auch von ER-Position
|
||||
{
|
||||
// printf("-> performRayTracedSpeedAdditionTexture\n");
|
||||
// printf(" point2 (Vol Pos im SoS) [%d %d %d]\n", point2.x , point2.y , point2.z);
|
||||
// printf(" voxel1 (E/R Pos im SoS) [%13.6f %13.6f %13.6f]\n", voxel1f[0] , voxel1f[1] , voxel1f[2] ); // Voxel 1 = ER Position
|
||||
printf(" voxel1f = [%3f %3f %3f]\n", voxel1f[0],voxel1f[1],voxel1f[2]);
|
||||
printf(" voxel1f = [%3i %3i %3i]\n", (int)voxel1f[0],(int)voxel1f[1],(int)voxel1f[2]);
|
||||
// printf(" regionOfInterestOffset [%f %f %f]\n", regionOfInterestOffset.x , regionOfInterestOffset.y , regionOfInterestOffset.z ); // Voxel 2 = Volumen Position
|
||||
// printf(" sosOffset [%f %f %f]\n", sosOffset.x , sosOffset.y , sosOffset.z );
|
||||
// printf(" SOS_RESOLUTION = %12.8f\n", SOS_RESOLUTION );
|
||||
// printf(" VoxelIncrement = %12.8f\n", VoxelIncrement );
|
||||
// //printf(" -> voxel2Start (Vol Pos SoS) [%f %f %f]\n", voxel2f[0] , voxel2f[1] , voxel2f[2] ); // Voxel 2 Start -> wird noch angepasst
|
||||
}
|
||||
// ist Steigung negativ? & Bestimmen der fastDirectionSteps vom diskretisierten Startpunkt zum Endpunkt bzw. Voxel
|
||||
if (voxel1f[greatestDistanceDim] >= voxel2f[greatestDistanceDim]) // voxel2f > voxel1f Endpukt > Startpkt -> Steigung positiv
|
||||
{
|
||||
fastDirectionSteps = floor(voxel1f[greatestDistanceDim] + 0.5f) - floor(voxel2f[greatestDistanceDim] + 0.5f) + 1;
|
||||
pathPoint[greatestDistanceDim] = voxel2f[greatestDistanceDim];
|
||||
pathPoint[slowDim1] = voxel2f[slowDim1];
|
||||
pathPoint[slowDim2] = voxel2f[slowDim2];
|
||||
}
|
||||
else // voxel2f < voxel1f Endpukt < Startpkt -> Steigung negativ
|
||||
{
|
||||
fastDirectionSteps = floor(voxel2f[greatestDistanceDim] + 0.5f) - floor(voxel1f[greatestDistanceDim] + 0.5f) + 1;
|
||||
pathPoint[greatestDistanceDim] = voxel1f[greatestDistanceDim];
|
||||
pathPoint[slowDim1] = voxel1f[slowDim1];
|
||||
pathPoint[slowDim2] = voxel1f[slowDim2];
|
||||
}
|
||||
|
||||
#endif
|
||||
// Steigung bestimmen
|
||||
// Auf Gesamtentfernung bezogene Steigung in jede Richtung (Float)
|
||||
greatestDistance_XYZ = ((float)voxel2f[greatestDistanceDim] - (float)voxel1f[greatestDistanceDim]); // Groessten Abstand in XY oder Z-Richtung ermitteln (Float)
|
||||
m_XYZ[greatestDistanceDim] = 1.0f; // Wegen Rundungsfehler bei der Division, die auftreten koennen.
|
||||
// m_XYZ[greatestDistanceDim] = (voxel2f[greatestDistanceDim] - voxel1f[greatestDistanceDim]) / greatestDistance_XYZ;
|
||||
m_XYZ[slowDim1] = (voxel2f[slowDim1] - voxel1f[slowDim1]) / greatestDistance_XYZ;
|
||||
m_XYZ[slowDim2] = (voxel2f[slowDim2] - voxel1f[slowDim2]) / greatestDistance_XYZ;
|
||||
|
||||
#ifndef SOS_Version2
|
||||
// Herausfinden wo genau der Voxel anfaengt/die Koordinaten des Voxels
|
||||
voxel2f[0] = (float)point2.x + VoxelIncrement - fmod(((float)point2.x-voxel2f[0]), VoxelIncrement);
|
||||
voxel2f[1] = (float)point2.y + VoxelIncrement - fmod(((float)point2.y-voxel2f[1]), VoxelIncrement);
|
||||
voxel2f[2] = (float)point2.z + VoxelIncrement - fmod(((float)point2.z-voxel2f[2]), VoxelIncrement);
|
||||
#else
|
||||
//Vom Mittelpunkt ausgehen
|
||||
voxel2f[0] = (float)point2.x;// + 0.5f;
|
||||
voxel2f[1] = (float)point2.y;// + 0.5f;
|
||||
voxel2f[2] = (float)point2.z;// + 0.5f;
|
||||
#endif
|
||||
int j = 0;
|
||||
for (j = fastDirectionSteps; j > 0; j--) //(Alle Punkte innerhalb der Schleife berechnen)
|
||||
{
|
||||
processRayTracedVoxelTextureSosAtt(pathPoint, voxelCount, totalSpeed, totalAttenuation, deviceSpeedOfSoundFieldCuArray, SOSGrid_XYZ);
|
||||
pathPoint[greatestDistanceDim] = pathPoint[greatestDistanceDim] + m_XYZ[greatestDistanceDim];
|
||||
pathPoint[slowDim1] = pathPoint[slowDim1] + m_XYZ[slowDim1];
|
||||
pathPoint[slowDim2] = pathPoint[slowDim2] + m_XYZ[slowDim2];
|
||||
}
|
||||
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhuengig
|
||||
// if ((point2.x == OutputPositionX) && (point2.y == OutputPositionY) && (point2.z == OutputPositionZ) && (voxel1.x == ER_PositionX) && (voxel1.y == ER_PositionY) && (voxel1.z == ER_PositionZ)) // Auch von ER-Position
|
||||
{
|
||||
printf(" -> voxel2Angepasst (Vol Pos SoS) [%13.6f %13.6f %13.6f]\n", voxel2f[0] , voxel2f[1] , voxel2f[2] ); // Voxel 2 nach anpassung
|
||||
//printf("-> performRayTracedSpeedAdditionTexture\n");
|
||||
// printf(" voxel1 (E/R Pos im SoS) [%f %f %f]\n", voxel1f[0] , voxel1f[1] , voxel1f[2] ); // Voxel 1 = ER Position
|
||||
// printf(" voxel2 (Vol Pos im SoS) [%f %f %f]\n", voxel2f[0] , voxel2f[1] , voxel2f[2] ); // Voxel 2 = Volumen Position
|
||||
// printf(" regionOfInterestOffset [%f %f %f]\n", regionOfInterestOffset.x , regionOfInterestOffset.y , regionOfInterestOffset.z ); // Voxel 2 = Volumen Position
|
||||
// printf(" sosOffset [%f %f %f]\n", sosOffset.x , sosOffset.y , sosOffset.z );
|
||||
// printf(" SOS_RESOLUTION = %f\n", SOS_RESOLUTION );
|
||||
// printf(" VoxelIncrement = %f\n", VoxelIncrement );
|
||||
// printf(" point2 (Vol Pos im SoS) [%f %f %f]\n", point2.x , point2.y , point2.z);
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
int greatestDistanceDim = 0; // Gibt die Richtung(X,Y oder Z) an mit der grueueten Entfernung
|
||||
int slowDim1 = 0; // Gibt die Richtung(X,Y oder Z) der langsamen Richtung;
|
||||
int slowDim2 = 0; // Gibt die Richtung(X,Y oder Z) der langsamen Richtung;
|
||||
float greatestDistance_XYZ = 0.0; // Grueuete Distanz in die Richtung mit der grueueten Entfernung
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
bool m_positiv = 0; // Steigung positiv?
|
||||
#endif
|
||||
int fastDirectionSteps = 0; // Schritte die gegangen werden.
|
||||
|
||||
#if defined(debug_CudaRayTraceKernel) || (! defined(SOS_Version2))
|
||||
float distance_XYZ[3];
|
||||
float mFastDirectionSteps_XYZ[3];
|
||||
float mDistance_XYZ[3];
|
||||
#endif
|
||||
float m_XYZ[3];
|
||||
float pathPoint[3];
|
||||
#ifdef SOS_Version3
|
||||
float endPoint[3];
|
||||
#endif
|
||||
|
||||
// Welcher Abstand in den Dimensionen XYZ ist der groesste? Um Richtung zu bestimmen
|
||||
#ifndef SOS_Version2
|
||||
if ( (abs(voxel1f[0]-voxel2f[0]) <= abs(voxel1f[2]-voxel2f[2]))) // X<Z
|
||||
if ( (abs(voxel1f[1]-voxel2f[1]) <= abs(voxel1f[0]-voxel2f[0]))) // Y<Z
|
||||
greatestDistanceDim = 2; // => Z
|
||||
else if ( (abs(voxel1f[2]-voxel2f[2]) <= abs(voxel1f[1]-voxel2f[1]))) // Z<Y
|
||||
greatestDistanceDim = 1; // => Y
|
||||
else // Z=Y
|
||||
greatestDistanceDim = 2; // => Z
|
||||
else // X>Z
|
||||
if ( (abs(voxel1f[1]-voxel2f[1]) <= abs(voxel1f[0]-voxel2f[0]))) // Y<X
|
||||
greatestDistanceDim = 0; // => X
|
||||
else // Y>X
|
||||
greatestDistanceDim = 1; // => Y
|
||||
#else
|
||||
if ( (abs(voxel1f[0]-voxel2f[0]) <= abs(voxel1f[2]-voxel2f[2]))) // X<Z
|
||||
if ( (abs(voxel1f[1]-voxel2f[1]) <= abs(voxel1f[0]-voxel2f[0]))) // Y<Z
|
||||
{
|
||||
greatestDistanceDim = 2; // => Z
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 1;
|
||||
}
|
||||
else if ( (abs(voxel1f[2]-voxel2f[2]) <= abs(voxel1f[1]-voxel2f[1]))) // Z<Y
|
||||
{
|
||||
greatestDistanceDim = 1; // => Y
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 2;
|
||||
}
|
||||
else // Z=Y
|
||||
{
|
||||
greatestDistanceDim = 2; // => Z
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 1;
|
||||
}
|
||||
else // X>Z
|
||||
if ( (abs(voxel1f[1]-voxel2f[1]) <= abs(voxel1f[0]-voxel2f[0]))) // Y<X
|
||||
{
|
||||
greatestDistanceDim = 0; // => X
|
||||
slowDim1 = 1;
|
||||
slowDim2 = 2;
|
||||
}
|
||||
else // Y>X
|
||||
{
|
||||
greatestDistanceDim = 1; // => Y
|
||||
slowDim1 = 0;
|
||||
slowDim2 = 2;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef SOS_Version2
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
greatestDistance_XYZ=((float)voxel2f[greatestDistanceDim] - (float)voxel1f[greatestDistanceDim]); // Groessten Abstand in XY oder Z-Richtung ermitteln (Float)
|
||||
|
||||
distance_XYZ[0] = (voxel2f[0] - voxel1f[0]); // Abstand in X-Richtung
|
||||
distance_XYZ[1] = (voxel2f[1] - voxel1f[1]); // Abstand in Y-Richtung
|
||||
distance_XYZ[2] = (voxel2f[2] - voxel1f[2]); // Abstand in Z-Richtung
|
||||
#endif
|
||||
|
||||
pathPoint[0] = voxel1f[0]; // Voxel1f bzw. Emitter als Startpunkt nutzen
|
||||
pathPoint[1] = voxel1f[1];
|
||||
pathPoint[2] = voxel1f[2];
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhuengig
|
||||
// if ((point2.x == OutputPositionX) && (point2.y == OutputPositionY) && (point2.z == OutputPositionZ) && (voxel1.x == ER_PositionX) && (voxel1.y == ER_PositionY) && (voxel1.z == ER_PositionZ)) // Auch von ER-Position
|
||||
{
|
||||
// Ausgabe der berechneten Werte
|
||||
printf(" \n");
|
||||
printf(" voxel1f = [%3f %3f %3f]\n", voxel1f[0],voxel1f[1],voxel1f[2]);
|
||||
printf(" voxel2f = [%3f %3f %3f]\n", voxel2f[0],voxel2f[1],voxel2f[2]);
|
||||
printf(" greatestDistanceDim(X0 Y1 Z2) = %i\n", greatestDistanceDim);
|
||||
printf(" greatestDistance_XYZ = %f\n", greatestDistance_XYZ);
|
||||
printf(" distance_XYZ = [%3f %3f %3f]\n", distance_XYZ[0],distance_XYZ[1],distance_XYZ[2]);
|
||||
//printf(" m_positiv = %i\n", m_positiv);
|
||||
//printf(" fastDirectionSteps = %i\n", fastDirectionSteps); // Fehler wenn negativ!
|
||||
printf(" pathPoint = [%3f %3f %3f]\n", pathPoint[0],pathPoint[1],pathPoint[2]);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
// Steigung bestimmen
|
||||
// Auf Gesamtentfernung bezogene Steigung in jede Richtung (Float)
|
||||
mDistance_XYZ[0] = distance_XYZ[0] / greatestDistance_XYZ;
|
||||
mDistance_XYZ[1] = distance_XYZ[1] / greatestDistance_XYZ;
|
||||
mDistance_XYZ[2] = distance_XYZ[2] / greatestDistance_XYZ;
|
||||
#endif
|
||||
|
||||
// ist Steigung negativ? & Bestimmen der fastDirectionSteps vom diskretisierten Startpunkt zum Endpunkt bzw. Voxel
|
||||
if (voxel2f[greatestDistanceDim] >= pathPoint[greatestDistanceDim]) // voxel2f > voxel1f Endpukt > Startpkt -> Steigung positiv
|
||||
{
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
m_positiv = 1;
|
||||
#endif
|
||||
fastDirectionSteps = floor(voxel2f[greatestDistanceDim] ) - floor(pathPoint[greatestDistanceDim] ) + 1;
|
||||
}
|
||||
else // voxel2f < voxel1f Endpukt < Startpkt -> Steigung negativ
|
||||
{
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
m_positiv = 0;
|
||||
#endif
|
||||
fastDirectionSteps = floor(pathPoint[greatestDistanceDim] ) - floor(voxel2f[greatestDistanceDim] ) + 1;
|
||||
}
|
||||
|
||||
// Steigung bezogen auf die Anzahl der noetigen ganzen Schritte
|
||||
mFastDirectionSteps_XYZ[0] = distance_XYZ[0]/(float)(fastDirectionSteps-1);
|
||||
mFastDirectionSteps_XYZ[1] = distance_XYZ[1]/(float)(fastDirectionSteps-1);
|
||||
mFastDirectionSteps_XYZ[2] = distance_XYZ[2]/(float)(fastDirectionSteps-1);
|
||||
|
||||
m_XYZ[0] = mFastDirectionSteps_XYZ[0] ; // Steigung bezogen auf die Anzahl der nuetigen ganzen Schritte in jede Richtung nutzen
|
||||
m_XYZ[1] = mFastDirectionSteps_XYZ[1] ;
|
||||
m_XYZ[2] = mFastDirectionSteps_XYZ[2] ;
|
||||
#else
|
||||
|
||||
// ist Steigung negativ? & Bestimmen der fastDirectionSteps vom diskretisierten Startpunkt zum Endpunkt bzw. Voxel
|
||||
if (voxel1f[greatestDistanceDim] >= voxel2f[greatestDistanceDim]) // voxel2f > voxel1f Endpukt > Startpkt -> Steigung positiv
|
||||
{
|
||||
fastDirectionSteps = floor(voxel1f[greatestDistanceDim] + 0.5f ) - floor(voxel2f[greatestDistanceDim] + 0.5f ) + 1;
|
||||
|
||||
pathPoint[greatestDistanceDim] = voxel2f[greatestDistanceDim];
|
||||
pathPoint[slowDim1] = voxel2f[slowDim1];
|
||||
pathPoint[slowDim2] = voxel2f[slowDim2];
|
||||
|
||||
#ifdef SOS_Version3
|
||||
endPoint[0] = voxel2f[0];
|
||||
endPoint[1] = voxel1f[1];
|
||||
endPoint[2] = voxel1f[2];
|
||||
#endif
|
||||
}
|
||||
else // voxel2f < voxel1f Endpukt < Startpkt -> Steigung negativ
|
||||
{
|
||||
fastDirectionSteps = floor(voxel2f[greatestDistanceDim] + 0.5f ) - floor(voxel1f[greatestDistanceDim] + 0.5f ) + 1;
|
||||
|
||||
pathPoint[greatestDistanceDim] = voxel1f[greatestDistanceDim];
|
||||
pathPoint[slowDim1] = voxel1f[slowDim1];
|
||||
pathPoint[slowDim2] = voxel1f[slowDim2];
|
||||
|
||||
#ifdef SOS_Version3
|
||||
endPoint[0] = voxel2f[0];
|
||||
endPoint[1] = voxel2f[1];
|
||||
endPoint[2] = voxel2f[2];
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
greatestDistance_XYZ=((float)voxel2f[greatestDistanceDim] - (float)voxel1f[greatestDistanceDim]); // Groessten Abstand in XY oder Z-Richtung ermitteln (Float)
|
||||
|
||||
distance_XYZ[0] = (voxel2f[0] - voxel1f[0]); // Abstand in X-Richtung
|
||||
distance_XYZ[1] = (voxel2f[1] - voxel1f[1]); // Abstand in Y-Richtung
|
||||
distance_XYZ[2] = (voxel2f[2] - voxel1f[2]); // Abstand in Z-Richtung
|
||||
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhuengig
|
||||
// if ((point2.x == OutputPositionX) && (point2.y == OutputPositionY) && (point2.z == OutputPositionZ) && (voxel1.x == ER_PositionX) && (voxel1.y == ER_PositionY) && (voxel1.z == ER_PositionZ)) // Auch von ER-Position
|
||||
{
|
||||
// Ausgabe der berechneten Werte
|
||||
printf(" \n");
|
||||
printf(" voxel1f = [%3f %3f %3f]\n", voxel1f[0],voxel1f[1],voxel1f[2]);
|
||||
printf(" voxel2f = [%3f %3f %3f]\n", voxel2f[0],voxel2f[1],voxel2f[2]);
|
||||
printf(" greatestDistanceDim(X0 Y1 Z2) = %i\n", greatestDistanceDim);
|
||||
printf(" greatestDistance_XYZ = %f\n", greatestDistance_XYZ);
|
||||
printf(" distance_XYZ = [%3f %3f %3f]\n", distance_XYZ[0],distance_XYZ[1],distance_XYZ[2]);
|
||||
//printf(" m_positiv = %i\n", m_positiv);
|
||||
//printf(" fastDirectionSteps = %i\n", fastDirectionSteps); // Fehler wenn negativ!
|
||||
printf(" pathPoint = [%3f %3f %3f]\n", pathPoint[0],pathPoint[1],pathPoint[2]);
|
||||
}
|
||||
|
||||
// Steigung bestimmen
|
||||
// Auf Gesamtentfernung bezogene Steigung in jede Richtung (Float)
|
||||
mDistance_XYZ[0] = distance_XYZ[0] / greatestDistance_XYZ;
|
||||
mDistance_XYZ[1] = distance_XYZ[1] / greatestDistance_XYZ;
|
||||
mDistance_XYZ[2] = distance_XYZ[2] / greatestDistance_XYZ;
|
||||
#endif
|
||||
|
||||
// Steigung bestimmen
|
||||
// Auf Gesamtentfernung bezogene Steigung in jede Richtung (Float)
|
||||
greatestDistance_XYZ=((float)voxel2f[greatestDistanceDim] - (float)voxel1f[greatestDistanceDim]); // Groessten Abstand in XY oder Z-Richtung ermitteln (Float)
|
||||
m_XYZ[greatestDistanceDim] = 1.0f; // Wegen Rundungsfehler bei der Division, die auftreten koennen.
|
||||
//m_XYZ[greatestDistanceDim] = (voxel2f[greatestDistanceDim] - voxel1f[greatestDistanceDim]) / greatestDistance_XYZ;
|
||||
m_XYZ[slowDim1] = (voxel2f[slowDim1] - voxel1f[slowDim1]) / greatestDistance_XYZ;
|
||||
m_XYZ[slowDim2] = (voxel2f[slowDim2] - voxel1f[slowDim2]) / greatestDistance_XYZ;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhuengig
|
||||
// if ((point2.x == OutputPositionX) && (point2.y == OutputPositionY) && (point2.z == OutputPositionZ) && (voxel1.x == ER_PositionX) && (voxel1.y == ER_PositionY) && (voxel1.z == ER_PositionZ)) // Auch von ER-Position
|
||||
{
|
||||
|
||||
// Ausgabe der berechneten Werte
|
||||
//printf(" greatestDistance_XYZ = %f\n", greatestDistance_XYZ);
|
||||
//printf(" distance_XYZ = [%3f %3f %3f]\n", distance_XYZ[0],distance_XYZ[1],distance_XYZ[2]);
|
||||
//printf(" m_positiv = %i\n", m_positiv);
|
||||
printf(" fastDirectionSteps -1 = %i\n", (fastDirectionSteps-1));
|
||||
printf(" pathPoint = [%3f %3f %3f]\n", pathPoint[0],pathPoint[1],pathPoint[2]);
|
||||
printf(" mFastDirectionSteps_XYZ = [%3f %3f %3f]\n", mFastDirectionSteps_XYZ[0],mFastDirectionSteps_XYZ[1],mFastDirectionSteps_XYZ[2]);
|
||||
printf(" m_XYZ = [%3f %3f %3f]\n", m_XYZ[0],m_XYZ[1],m_XYZ[2]);
|
||||
|
||||
// Punkte auf Pfad ablaufen
|
||||
// printf(" \n");
|
||||
// printf(" Float Bresenham mit Anfangspkt- und Endpktkorrektur Texture\n");
|
||||
// printf(" =========================================================================================================\n");
|
||||
// printf(" Step | currentVoxel | X | Y | Z || SoSvalue | delta_SoSvalue\n");
|
||||
// printf(" ---------------------------------------------------------------------------------------------------------\n");
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#ifndef SOS_Version2
|
||||
// Startpunkt (voxel1f) festlegen
|
||||
pathPoint[0] = voxel1f[0];
|
||||
pathPoint[1] = voxel1f[1];
|
||||
pathPoint[2] = voxel1f[2];
|
||||
#endif
|
||||
|
||||
// Innere schleife fuer den Bresenham ohne Endpunkt
|
||||
#ifndef SOS_Version2
|
||||
int j = 1;
|
||||
for (j=1; j<=(fastDirectionSteps-1); j++) //(Start und Endpunkt werden ausserhalb der Schleife festgelegt)
|
||||
#else
|
||||
#ifndef SOS_Version3
|
||||
int j=0;
|
||||
for (j=fastDirectionSteps; j>0; j--) //(Alle Punkte innerhalb der Schleife berechnen)
|
||||
#else
|
||||
int j = 1;
|
||||
for (j=1; j<=(fastDirectionSteps-1); j++) //(Endpunkt wird ausserhalb der Schleife festgelegt)
|
||||
#endif
|
||||
#endif
|
||||
{
|
||||
//processRayTracedVoxelTexture(pathPoint, voxelCount, totalSpeed, speedOfSoundField, deviceSpeedOfSoundFieldCuArray, SOSGrid_XYZ);
|
||||
|
||||
#ifndef SaftTextureForBresenhamSosPaths
|
||||
// AuskommentiertprocessRayTracedVoxelFloat(pathPoint, voxelCount, totalSpeed, deviceSpeedOfSoundField, SOSGrid_XYZ);
|
||||
//processRayTracedVoxelTexture(pathPoint, voxelCount, totalSpeed, speedOfSoundField, SOSGrid_XYZ);
|
||||
#else
|
||||
//processRayTracedVoxelTexture(pathPoint, voxelCount, totalSpeed, deviceSpeedOfSoundFieldCuArray, SOSGrid_XYZ);
|
||||
|
||||
#ifdef SaftUseSosAttFloat1 // Nutze getrennte Texturen fuer beide Volumen (Sos+Att)
|
||||
processRayTracedVoxelTexture(pathPoint, voxelCount, totalSpeed, deviceSpeedOfSoundFieldCuArray, SOSGrid_XYZ);
|
||||
#endif
|
||||
|
||||
#ifdef SaftUseSosAttFloat2 // Nutze nur eine Textur fuer beide Volumen (Sos+Att)
|
||||
processRayTracedVoxelTextureSosAtt(pathPoint, voxelCount, totalSpeed, totalAttenuation, deviceSpeedOfSoundFieldCuArray, SOSGrid_XYZ);
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhaengig
|
||||
//if ((pathPoint[0] == DebugSosVoxelX) && (pathPoint[1] == DebugSosVoxelY) && (pathPoint[2] == DebugSosVoxelZ) && ((int)voxel1f[0] == ER_PositionX) && ((int)voxel1f[1] == ER_PositionY) && ((int)voxel1f[2] == ER_PositionZ)) // Auch von ER-Position
|
||||
//if ((pathPoint[0] == DebugSosVoxelX) && (pathPoint[1] == DebugSosVoxelY) && (pathPoint[2] == DebugSosVoxelZ)) // Nur von SOS_XYZ-Position
|
||||
//if ( ((int)voxel1f[0] == ER_PositionX) && ((int)voxel1f[1] == ER_PositionY) && ((int)voxel1f[2] == ER_PositionZ) ) // Nur von ER-Position
|
||||
{
|
||||
printf("pSOSATT currentVoxel [%f %f %f] - j(%i)\n", pathPoint[0], pathPoint[1], pathPoint[2], j);
|
||||
//printf(" speedOfSoundSample = %2.10f\n", speedOfSoundSample);
|
||||
|
||||
float2 SosAttValue = tex3D( texRefSosAttField, pathPoint[0] + 0.5f, pathPoint[1] + 0.5f, pathPoint[2] + 0.5f);
|
||||
//totalSpeed += SosAttValue.x;
|
||||
//totalAttenuation += SosAttValue.y;
|
||||
|
||||
printf(" totalSpeed = %2.10f\n", SosAttValue.x, totalSpeed);
|
||||
printf(" totalAttenuation + %2.10f = %2.10f\n", SosAttValue.y, totalAttenuation);
|
||||
printf(" voxelCount = %d\n", voxelCount);
|
||||
}
|
||||
#endif
|
||||
|
||||
// SosAttValue = tex3D( texRefSosAttField, currentVoxelFloat[0] + 0.5f, currentVoxelFloat[1] + 0.5f, currentVoxelFloat[2] + 0.5f);
|
||||
// totalSpeed += SosAttValue.x;
|
||||
// totalAttenuation += SosAttValue.y;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhaengig
|
||||
// if ((point2.x == OutputPositionX) && (point2.y == OutputPositionY) && (point2.z == OutputPositionZ) && (voxel1.x == ER_PositionX) && (voxel1.y == ER_PositionY) && (voxel1.z == ER_PositionZ)) // Auch von ER-Position
|
||||
{
|
||||
//printf(" Step %3i| [%3i %3i %3i] | % 11.6f | % 11.6f | % 11.6f || % 13.6f | % 13.6f \n", j, (int)floor(pathPoint[0]), (int)floor(pathPoint[1]), (int)floor(pathPoint[2]), pathPoint[0], pathPoint[1], pathPoint[2], totalSpeed, speedOfSoundField[((int)floor(pathPoint[2]) * SOSGrid_XYZ.y + (int)floor(pathPoint[1])) * SOSGrid_XYZ.x + (int)floor(pathPoint[0])]);
|
||||
printf(" Step %3i| [%3i %3i %3i] | % 17.12f % 17.12f % 17.12f || % 13.6f | % 13.6f \n", j, (int)floor(pathPoint[0]+0.5f), (int)floor(pathPoint[1]+0.5f), (int)floor(pathPoint[2]+0.5f), pathPoint[0], pathPoint[1], pathPoint[2], voxelCount/totalSpeed, (float)tex3D( texRefSpeedOfSoundField, pathPoint[0] + 0.5f, pathPoint[1] + 0.5f, pathPoint[2] + 0.5f ) );
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef SOS_Version2
|
||||
pathPoint[0] = pathPoint[0] + m_XYZ[0];
|
||||
pathPoint[1] = pathPoint[1] + m_XYZ[1];
|
||||
pathPoint[2] = pathPoint[2] + m_XYZ[2];
|
||||
#else
|
||||
pathPoint[greatestDistanceDim] = pathPoint[greatestDistanceDim] + m_XYZ[greatestDistanceDim];
|
||||
pathPoint[slowDim1] = pathPoint[slowDim1] + m_XYZ[slowDim1];
|
||||
pathPoint[slowDim2] = pathPoint[slowDim2] + m_XYZ[slowDim2];
|
||||
#endif
|
||||
}
|
||||
|
||||
#if (!defined (SOS_Version2)) || defined(SOS_Version3)
|
||||
// Endpunkt
|
||||
|
||||
#ifndef SaftTextureForBresenhamSosPaths
|
||||
// AuskommentiertprocessRayTracedVoxelFloat(endPoint, voxelCount, totalSpeed, deviceSpeedOfSoundField, SOSGrid_XYZ);
|
||||
//processRayTracedVoxelTexture(pathPoint, voxelCount, totalSpeed, speedOfSoundField, SOSGrid_XYZ);
|
||||
#else
|
||||
processRayTracedVoxelTexture(endPoint, voxelCount, totalSpeed, deviceSpeedOfSoundFieldCuArray, SOSGrid_XYZ);
|
||||
// TODO: Wieder einen ganzen Schritt entfernen und nur Distanz des Voxels dazufuegen --> dazu erst voxelCount auf float umstellen
|
||||
voxelCount--;
|
||||
pathPoint[greatestDistanceDim] = pathPoint[greatestDistanceDim] - m_XYZ[greatestDistanceDim];
|
||||
pathPoint[slowDim1] = pathPoint[slowDim1] - m_XYZ[slowDim1];
|
||||
pathPoint[slowDim2] = pathPoint[slowDim2] - m_XYZ[slowDim2];
|
||||
voxelCount += sqrtf( SQR(pathPoint[1]-endPoint[1]) + SQR(pathPoint[2]-endPoint[2]) + SQR(pathPoint[3]-endPoint[3]) );
|
||||
#endif
|
||||
|
||||
#ifdef debug_CudaRayTraceKernel
|
||||
if ((point2.x == OutputSOSPositionX) && (point2.y == OutputSOSPositionY) && (point2.z == OutputSOSPositionZ)) // Nur von VolumeOutput abhuengig
|
||||
// if ((point2.x == OutputPositionX) && (point2.y == OutputPositionY) && (point2.z == OutputPositionZ) && (voxel1.x == ER_PositionX) && (voxel1.y == ER_PositionY) && (voxel1.z == ER_PositionZ)) // Auch von ER-Position
|
||||
{
|
||||
//printf(" Step %3i| [%3i %3i %3i] | % 11.6f | % 11.6f | % 11.6f || % 13.6f | % 13.6f \n", j, (int)floor(voxel2f[0]), (int)floor(voxel2f[1]), (int)floor(voxel2f[2]), voxel2f[0], voxel2f[1], voxel2f[2], totalSpeed, speedOfSoundField[((int)floor(voxel2f[2]) * SOSGrid_XYZ.y + (int)floor(voxel2f[1])) * SOSGrid_XYZ.x + (int)floor(voxel2f[0])]);
|
||||
printf("endPkt Step %3i| [%3i %3i %3i] | % 17.12f % 17.12f % 17.12f || % 13.6f | % 13.6f \n", j, (int)floor(endPoint[0]+0.5f), (int)floor(endPoint[1]+0.5f), (int)floor(endPoint[2]+0.5f), endPoint[0], endPoint[1], endPoint[2], voxelCount/totalSpeed, (float)tex3D( texRefSpeedOfSoundField, endPoint[0] + 0.5f, endPoint[1] + 0.5f, endPoint[2] + 0.5f ) );
|
||||
// printf("<- performRayTracedSpeedAdditionTexture\n");
|
||||
}
|
||||
#endif
|
||||
#else
|
||||
// keinen Endpunkt extra dazurechnen.
|
||||
#endif
|
||||
|
||||
// Anzahl der Besuchten Voxel liegt von Anfang an fest, daher nicht noetig einzeln aufzuaddieren!
|
||||
voxelCount=fastDirectionSteps;
|
||||
// Anzahl der Besuchten Voxel liegt von Anfang an fest, daher nicht noetig einzeln aufzuaddieren!
|
||||
voxelCount = fastDirectionSteps;
|
||||
}
|
||||
|
||||
561
SAFT_TOFI/src/kernel/saftKernel.cu
Normal file
561
SAFT_TOFI/src/kernel/saftKernel.cu
Normal file
@@ -0,0 +1,561 @@
|
||||
#include "saftKernel.cuh"
|
||||
|
||||
texture<float, cudaTextureType2D, cudaReadModeElementType> texRefAscans; // Schritt 1. Textur anlegen
|
||||
|
||||
// Texture for loading AscanIndexes without ATT-Correction (float)
|
||||
texture<float, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat1_0;
|
||||
texture<float, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat1_1;
|
||||
texture<float, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat1_2;
|
||||
texture<float, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat1_3;
|
||||
|
||||
// Texture for loading AscanIndexes with ATT-Correction (float2)
|
||||
texture<float2, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat2_0;
|
||||
texture<float2, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat2_1;
|
||||
texture<float2, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat2_2;
|
||||
texture<float2, cudaTextureType3D, cudaReadModeElementType> texTableAscanIndexFloat2_3;
|
||||
|
||||
__global__ void saftKernelAscanIndex_SOS_ATT( // Version SoSATT-Korrektur
|
||||
|
||||
int const ascanIndexBatchOffset, ///< Offset of AScans if more then one AScan-Batch is used for Reconstruction
|
||||
float const aScanWindowSize, ///< Amount of AScans used here for Reconstruction
|
||||
int const maxAscanIndexArraysInTexture, ///< Maximum amount in A-Scans in one Texture
|
||||
int const TableAscanIndexAllocationCount, ///< Used amount of Textures (currently limited to maximum 4 Textures)
|
||||
|
||||
int3 const IMAGE_SIZE_XYZ, ///< XYZ des Outputvolumens
|
||||
float3 const SosVoxelStartPosition, ///< Offset of SOS-Grids
|
||||
float const IMAGE_RESOLUTION, ///< Resolution of Output-Volume
|
||||
float const VoxelIncrement, ///< Step-Width of one Voxel in SOS-Korrdinates
|
||||
|
||||
int const blockIndexOffset, ///<
|
||||
int const speedOfSoundZLayer, ///<
|
||||
dim3 const gridDimensions, ///<
|
||||
dim3 const blockDimensions, ///<
|
||||
float const debugMode, ///<
|
||||
float const debugModeParameter, ///<
|
||||
int const *deviceSAFT_VARIANT, ///<
|
||||
double *output
|
||||
|
||||
)
|
||||
{
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 1. Determine which Voxel is to be calculated in this Kernel
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
dim3 blockVoxel( // Which Block(xyz) corresponds to this Thread?
|
||||
(threadIdx.x / blockDimensions.y) % blockDimensions.x, threadIdx.x % blockDimensions.y, threadIdx.x / (blockDimensions.x * blockDimensions.y));
|
||||
|
||||
// Index of Block for this Thread
|
||||
unsigned long long int blockIndex = ((blockIndexOffset + blockIdx.z) * gridDim.y + blockIdx.y) * gridDim.x + blockIdx.x;
|
||||
|
||||
dim3 regionOfInterestVoxel( // Which Voxel corresponds to this Thread? Start with 0.
|
||||
((blockIndex / gridDimensions.y) % gridDimensions.x) * blockDimensions.x + blockVoxel.x, // Medium speed index
|
||||
(blockIndex % gridDimensions.y) * blockDimensions.y + blockVoxel.y, // Fastest index
|
||||
(blockIndex / (gridDimensions.x * gridDimensions.y)) * blockDimensions.z + blockVoxel.z // Slowest index
|
||||
);
|
||||
|
||||
// If Voxel is outside the reconstructed Image leave Kernel
|
||||
if ((regionOfInterestVoxel.x >= IMAGE_SIZE_XYZ.x) || (regionOfInterestVoxel.y >= IMAGE_SIZE_XYZ.y) || (regionOfInterestVoxel.z >= IMAGE_SIZE_XYZ.z))
|
||||
return;
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 2. Determine
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// - SOSvoxel in which voxel is located
|
||||
// - Index of OutputVolume, and tables of Emitter, Receiver coordinates and SOSpaths
|
||||
// - Variable declarations
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Memory-Index for this Thread for Output-Array of this Voxel
|
||||
unsigned long long int memoryIndex =
|
||||
(((unsigned long long int)IMAGE_SIZE_XYZ.y * ((unsigned long long int)regionOfInterestVoxel.z - (unsigned long long int)blockIndexOffset) + (unsigned long long int)regionOfInterestVoxel.y) *
|
||||
(unsigned long long int)IMAGE_SIZE_XYZ.x +
|
||||
(unsigned long long int)regionOfInterestVoxel.x);
|
||||
float3 SosVoxelf; // SoS-Voxel Koordinates in float
|
||||
// Determine SOS-Voxel-Position
|
||||
SosVoxelf.x = (SosVoxelStartPosition.x + (VoxelIncrement * regionOfInterestVoxel.x)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
SosVoxelf.y = (SosVoxelStartPosition.y + (VoxelIncrement * regionOfInterestVoxel.y)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
SosVoxelf.z = (SosVoxelStartPosition.z + (VoxelIncrement * regionOfInterestVoxel.z)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
// printf("\n\n SosVoxelStartPosition [%f %f %f]\n",SosVoxelStartPosition.x,SosVoxelStartPosition.y,SosVoxelStartPosition.z);
|
||||
|
||||
// TexturIndex for access on Texturmemory depending of Voxel
|
||||
float TexturIndexZ_AscanIndex = 0.0f; // Z-Index for access on Texturmemory
|
||||
float const TexturIndexX = SosVoxelf.x + 0.5f; // Due to Access over Texturmemory +0.5f.
|
||||
float const TexturIndexY = SosVoxelf.y + 0.5f;
|
||||
float const SosVoxelTextureZ = (SosVoxelf.z - (float)speedOfSoundZLayer) + 0.5f; // Z offset inside precalculated SOS paths
|
||||
|
||||
float voxelValue = 0.0; // reflection value, which is summed up in Ascan-Loop = Outputvalue
|
||||
|
||||
__syncthreads();
|
||||
|
||||
if (ascanIndexBatchOffset == 0) // Initialisierung beim ersten Kernelaufruf sprich ascanIndexBatchOffset == 0
|
||||
{
|
||||
voxelValue = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
voxelValue = (float)output[memoryIndex]; // Alle anderen Kernelaufrufe muessen zuerst den alten Wert laden, ist bei mehreren Durchlaeufen noetig
|
||||
}
|
||||
|
||||
__syncthreads();
|
||||
|
||||
if (TableAscanIndexAllocationCount == 1)
|
||||
{
|
||||
float2 currentSOSVoxel_AscanIndexAttValues;
|
||||
|
||||
float Offset_0 = (float)ascanIndexBatchOffset + 0.5f;
|
||||
|
||||
// #pragma unroll 2
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.8GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0f * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
|
||||
currentSOSVoxel_AscanIndexAttValues = tex3D(texTableAscanIndexFloat2_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
__syncthreads();
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues.x - 0.5f, Offset_0 + ascanIndex_i); // i gibt Index fuer Ascan an
|
||||
}
|
||||
}
|
||||
else if (TableAscanIndexAllocationCount == 2)
|
||||
{
|
||||
float2 currentSOSVoxel_AscanIndexAttValues;
|
||||
|
||||
// #pragma unroll 3
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.6GV/s
|
||||
{
|
||||
// 1ten Teil mit selben Index laden
|
||||
TexturIndexZ_AscanIndex = 2 * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
currentSOSVoxel_AscanIndexAttValues = tex3D(texTableAscanIndexFloat2_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues.y *
|
||||
tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues.x - 0.5f, (float)(ascanIndexBatchOffset) + ascanIndex_i + 0.5f); // i gibt Index fuer Ascan an
|
||||
|
||||
// 2ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexAttValues = tex3D(texTableAscanIndexFloat2_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues.y *
|
||||
tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues.x - 0.5f, (float)(ascanIndexBatchOffset) + ascanIndex_i + maxAscanIndexArraysInTexture + 0.5f);
|
||||
}
|
||||
}
|
||||
else if (TableAscanIndexAllocationCount == 3)
|
||||
{
|
||||
|
||||
float2 currentSOSVoxel_AscanIndexAttValues_0;
|
||||
float2 currentSOSVoxel_AscanIndexAttValues_1;
|
||||
float2 currentSOSVoxel_AscanIndexAttValues_2;
|
||||
|
||||
float Offset_0 = (float)ascanIndexBatchOffset + 0.5f;
|
||||
float Offset_1 = (float)ascanIndexBatchOffset + maxAscanIndexArraysInTexture + 0.5f;
|
||||
float Offset_2 = (float)ascanIndexBatchOffset + 2.0f * maxAscanIndexArraysInTexture + 0.5f;
|
||||
|
||||
// #pragma unroll 2
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.8GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0f * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
// load TOF-Index from Textur 0-3
|
||||
currentSOSVoxel_AscanIndexAttValues_0 = tex3D(texTableAscanIndexFloat2_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexAttValues_1 = tex3D(texTableAscanIndexFloat2_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexAttValues_2 = tex3D(texTableAscanIndexFloat2_2, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
__syncthreads();
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues_0.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues_0.x - 0.5f, Offset_0 + ascanIndex_i); // i gibt Index fuer Ascan an
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues_1.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues_1.x - 0.5f, Offset_1 + ascanIndex_i);
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues_2.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues_2.x - 0.5f, Offset_2 + ascanIndex_i);
|
||||
}
|
||||
}
|
||||
else if (TableAscanIndexAllocationCount == 4)
|
||||
{
|
||||
float2 currentSOSVoxel_AscanIndexAttValues_0;
|
||||
float2 currentSOSVoxel_AscanIndexAttValues_1;
|
||||
float2 currentSOSVoxel_AscanIndexAttValues_2;
|
||||
float2 currentSOSVoxel_AscanIndexAttValues_3;
|
||||
|
||||
float Offset_0 = (float)ascanIndexBatchOffset + 0.5f;
|
||||
float Offset_1 = (float)ascanIndexBatchOffset + maxAscanIndexArraysInTexture + 0.5f;
|
||||
float Offset_2 = (float)ascanIndexBatchOffset + 2.0f * maxAscanIndexArraysInTexture + 0.5f;
|
||||
float Offset_3 = (float)ascanIndexBatchOffset + 3.0f * maxAscanIndexArraysInTexture + 0.5f;
|
||||
|
||||
// #pragma unroll 2
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.8GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0f * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
// syncthreads();
|
||||
// load TOF-Index from Textur 0-3
|
||||
currentSOSVoxel_AscanIndexAttValues_0 = tex3D(texTableAscanIndexFloat2_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexAttValues_1 = tex3D(texTableAscanIndexFloat2_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexAttValues_2 = tex3D(texTableAscanIndexFloat2_2, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexAttValues_3 = tex3D(texTableAscanIndexFloat2_3, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
__syncthreads();
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues_0.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues_0.x - 0.5f, Offset_0 + ascanIndex_i); // i gibt Index fuer Ascan an
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues_1.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues_1.x - 0.5f, Offset_1 + ascanIndex_i);
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues_2.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues_2.x - 0.5f, Offset_2 + ascanIndex_i);
|
||||
voxelValue += currentSOSVoxel_AscanIndexAttValues_3.y * tex2D(texRefAscans, currentSOSVoxel_AscanIndexAttValues_3.x - 0.5f, Offset_3 + ascanIndex_i);
|
||||
}
|
||||
}
|
||||
|
||||
__syncthreads();
|
||||
output[memoryIndex] = (double)voxelValue;
|
||||
}
|
||||
|
||||
__global__ void saftKernelAscanIndex_SOS( // Version SoS-Korrektur
|
||||
|
||||
int const ascanIndexBatchOffset, ///< Offset of AScans if more then one AScan-Batch is used for Reconstruction
|
||||
float const aScanWindowSize, ///< Amount of AScans used here for Reconstruction
|
||||
int const maxAscanIndexArraysInTexture, ///< Maximum amount in A-Scans in one Texture
|
||||
int const TableAscanIndexAllocationCount, ///< Used amount of Textures (currently limited to maximum 4 Textures)
|
||||
|
||||
int3 const IMAGE_SIZE_XYZ, ///< XYZ des Outputvolumens
|
||||
float3 const SosVoxelStartPosition, ///< Offset of SOS-Grids
|
||||
float const IMAGE_RESOLUTION, ///< Resolution of Output-Volume
|
||||
float const VoxelIncrement, ///< Step-Width of one Voxel in SOS-Korrdinates
|
||||
|
||||
int const blockIndexOffset, int const speedOfSoundZLayer, dim3 const gridDimensions, dim3 const blockDimensions, double *output
|
||||
|
||||
)
|
||||
{
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 1. Determine which Voxel is to be calculated in this Kernel
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
dim3 blockVoxel( // Which Block(xyz) corresponds to this Thread?
|
||||
(threadIdx.x / blockDimensions.y) % blockDimensions.x, threadIdx.x % blockDimensions.y, threadIdx.x / (blockDimensions.x * blockDimensions.y));
|
||||
|
||||
// Index of Block for this Thread
|
||||
long blockIndex = ((blockIndexOffset + blockIdx.z) * gridDim.y + blockIdx.y) * gridDim.x + blockIdx.x;
|
||||
|
||||
dim3 regionOfInterestVoxel( // Which Voxel corresponds to this Thread? Start with 0.
|
||||
((blockIndex / gridDimensions.y) % gridDimensions.x) * blockDimensions.x + blockVoxel.x, // Medium speed index
|
||||
(blockIndex % gridDimensions.y) * blockDimensions.y + blockVoxel.y, // Fastest index
|
||||
(blockIndex / (gridDimensions.x * gridDimensions.y)) * blockDimensions.z + blockVoxel.z // Slowest index
|
||||
);
|
||||
|
||||
// If Voxel is outside the reconstructed Image leave Kernel
|
||||
if ((regionOfInterestVoxel.x >= IMAGE_SIZE_XYZ.x) || (regionOfInterestVoxel.y >= IMAGE_SIZE_XYZ.y) || (regionOfInterestVoxel.z >= IMAGE_SIZE_XYZ.z))
|
||||
return;
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 2. Determine
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// - SOSvoxel in which voxel is located
|
||||
// - Index of OutputVolume, and tables of Emitter, Receiver coordinates and SOSpaths
|
||||
// - Variable declarations
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Memory-Index for this Thread for Output-Array of this Voxel
|
||||
long memoryIndex = ((IMAGE_SIZE_XYZ.y * (regionOfInterestVoxel.z - blockIndexOffset) + regionOfInterestVoxel.y) * IMAGE_SIZE_XYZ.x + regionOfInterestVoxel.x);
|
||||
float3 SosVoxelf; // SoS-Voxel Koordinates in float
|
||||
// Determine SOS-Voxel-Position
|
||||
SosVoxelf.x = (SosVoxelStartPosition.x + (VoxelIncrement * regionOfInterestVoxel.x)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
SosVoxelf.y = (SosVoxelStartPosition.y + (VoxelIncrement * regionOfInterestVoxel.y)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
SosVoxelf.z = (SosVoxelStartPosition.z + (VoxelIncrement * regionOfInterestVoxel.z)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
// printf("\n\n SosVoxelStartPosition [%f %f %f]\n",SosVoxelStartPosition.x,SosVoxelStartPosition.y,SosVoxelStartPosition.z);
|
||||
|
||||
// TexturIndex for access on Texturmemory depending of Voxel
|
||||
float TexturIndexZ_AscanIndex = 0.0f; // Z-Index for access on Texturmemory
|
||||
float const TexturIndexX = SosVoxelf.x + 0.5f; // Due to Access over Texturmemory +0.5f.
|
||||
float const TexturIndexY = SosVoxelf.y + 0.5f;
|
||||
float const SosVoxelTextureZ = (SosVoxelf.z - (float)speedOfSoundZLayer) + 0.5f; // Z offset inside precalculated SOS paths
|
||||
float voxelValue = 0.0; // reflection value, which is summed up in Ascan-Loop = Outputvalue
|
||||
|
||||
float currentSOSVoxel_AscanIndexValues;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 3. SAFT-Algorithmus
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// - Index aus Textur lesen und fuer zugriff auf A-Scan nutzen
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Vorgehen Ascanindexvariante
|
||||
// 1. Bestimme Koordinaten in SOS-Koordinaten für festen Emitter und 1413 Receiver
|
||||
// Index = X+Xmax*Y+Xmax*Ymax*(Zmax*RecNr+Z).
|
||||
// Xmax = 128
|
||||
// Ymax = 128
|
||||
// Zmax = 2
|
||||
// => X = x
|
||||
// => Y = y
|
||||
// => Z = Zmax*RecNr+z
|
||||
// 2. Lade an dieser Stelle den Interpolierten Index.
|
||||
// 2.a Über Texturmemory
|
||||
// 2.b über alle 8 benachbarten Voxel oder 64 bei tricubic-Interpolation in 3D
|
||||
// 3. Lade Ascan-Sample an diesem Index und summiere auf
|
||||
|
||||
__syncthreads();
|
||||
if (ascanIndexBatchOffset == 0) // Initialisierung beim ersten Kernelaufruf sprich ascanIndexBatchOffset == 0
|
||||
{
|
||||
voxelValue = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
voxelValue = (float)output[memoryIndex]; // Alle anderen Kernelaufrufe muessen zuerst den alten Wert laden, ist bei mehreren Durchlaeufen noetig
|
||||
}
|
||||
|
||||
__syncthreads();
|
||||
// float VoxelAscanIndex2 = 0.0f;
|
||||
// float voxelValue2 = 0.0f;
|
||||
|
||||
if (TableAscanIndexAllocationCount == 1)
|
||||
{
|
||||
// #pragma unroll 3
|
||||
// for(float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i+=1.0f) // 1.Teil Ascans durchlaufen // GV/s //2: GV/s, 4: GV/s, 8: GV/s, 16: GV/s
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.6GV/s
|
||||
// for(float ascanIndex_i = 0.0f; ascanIndex_i < 1; ascanIndex_i+=1.0f) // bis zu 60.6GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2 * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
|
||||
// nutze immer nur 1tes Surface
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 0.5f); // i gibt Index fuer Ascan a
|
||||
}
|
||||
}
|
||||
else if (TableAscanIndexAllocationCount == 2)
|
||||
{
|
||||
// #pragma unroll 3
|
||||
// for(float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i+=1.0f) // 1.Teil Ascans durchlaufen // GV/s //2: GV/s, 4: GV/s, 8: GV/s, 16: GV/s
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.6GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0 * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
|
||||
// 1ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 0.5f); // i gibt Index fuer Ascan an
|
||||
|
||||
// 2ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + maxAscanIndexArraysInTexture + 0.5f);
|
||||
}
|
||||
}
|
||||
else if (TableAscanIndexAllocationCount == 3)
|
||||
{
|
||||
// #pragma unroll 3
|
||||
// for(float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i+=1.0f) // 1.Teil Ascans durchlaufen // GV/s //2: GV/s, 4: GV/s, 8: GV/s, 16: GV/s
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.6GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0 * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
|
||||
// 1ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 0.5f); // i gibt Index fuer Ascan an
|
||||
|
||||
// 2ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + maxAscanIndexArraysInTexture + 0.5f);
|
||||
|
||||
// 3ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_2, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 2 * maxAscanIndexArraysInTexture + 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
else if (TableAscanIndexAllocationCount == 4)
|
||||
{
|
||||
float currentSOSVoxel_AscanIndexValues_0;
|
||||
float currentSOSVoxel_AscanIndexValues_1;
|
||||
float currentSOSVoxel_AscanIndexValues_2;
|
||||
float currentSOSVoxel_AscanIndexValues_3;
|
||||
|
||||
float Offset_0 = (float)ascanIndexBatchOffset + 0.5f;
|
||||
float Offset_1 = (float)ascanIndexBatchOffset + maxAscanIndexArraysInTexture + 0.5f;
|
||||
float Offset_2 = (float)ascanIndexBatchOffset + 2.0f * maxAscanIndexArraysInTexture + 0.5f;
|
||||
float Offset_3 = (float)ascanIndexBatchOffset + 3.0f * maxAscanIndexArraysInTexture + 0.5f;
|
||||
|
||||
// #pragma unroll 4
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.8GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0f * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
// syncthreads();
|
||||
// load TOF-Index from Textur 0-3
|
||||
currentSOSVoxel_AscanIndexValues_0 = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexValues_1 = tex3D(texTableAscanIndexFloat1_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexValues_2 = tex3D(texTableAscanIndexFloat1_2, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexValues_3 = tex3D(texTableAscanIndexFloat1_3, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_0 - 0.5f, Offset_0 + ascanIndex_i); // i gibt Index fuer Ascan an
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_1 - 0.5f, Offset_1 + ascanIndex_i);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_2 - 0.5f, Offset_2 + ascanIndex_i);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_3 - 0.5f, Offset_3 + ascanIndex_i);
|
||||
|
||||
// if (((int)ascanIndex_i & 31) == 0) __syncthreads();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Do nothing due to only 4 are defined
|
||||
}
|
||||
__syncthreads();
|
||||
output[memoryIndex] = (double)voxelValue;
|
||||
}
|
||||
|
||||
__global__ void saftKernelAscanIndex( // Version ohne-Korrektur
|
||||
|
||||
int const ascanIndexBatchOffset, ///< Offset of AScans if more then one AScan-Batch is used for Reconstruction
|
||||
float const aScanWindowSize, ///< Amount of AScans used here for Reconstruction
|
||||
int const maxAscanIndexArraysInTexture, ///< Maximum amount in A-Scans in one Texture
|
||||
int const TableAscanIndexAllocationCount, ///< Used amount of Textures (currently limited to maximum 4 Textures)
|
||||
|
||||
int3 const IMAGE_SIZE_XYZ, ///< XYZ des Outputvolumens
|
||||
float3 const SosVoxelStartPosition, ///< Offset of SOS-Grids
|
||||
float const IMAGE_RESOLUTION, ///< Resolution of Output-Volume
|
||||
float const VoxelIncrement, ///< Step-Width of one Voxel in SOS-Korrdinates
|
||||
|
||||
int const blockIndexOffset, int const speedOfSoundZLayer, dim3 const gridDimensions, dim3 const blockDimensions, double *output
|
||||
|
||||
)
|
||||
{
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 1. Determine which Voxel is to be calculated in this Kernel
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
dim3 blockVoxel( // Which Block(xyz) corresponds to this Thread?
|
||||
(threadIdx.x / blockDimensions.y) % blockDimensions.x, threadIdx.x % blockDimensions.y, threadIdx.x / (blockDimensions.x * blockDimensions.y));
|
||||
|
||||
// Index of Block for this Thread
|
||||
long blockIndex = ((blockIndexOffset + blockIdx.z) * gridDim.y + blockIdx.y) * gridDim.x + blockIdx.x;
|
||||
|
||||
dim3 regionOfInterestVoxel( // Which Voxel corresponds to this Thread? Start with 0.
|
||||
((blockIndex / gridDimensions.y) % gridDimensions.x) * blockDimensions.x + blockVoxel.x, // Medium speed index
|
||||
(blockIndex % gridDimensions.y) * blockDimensions.y + blockVoxel.y, // Fastest index
|
||||
(blockIndex / (gridDimensions.x * gridDimensions.y)) * blockDimensions.z + blockVoxel.z // Slowest index
|
||||
);
|
||||
|
||||
// If Voxel is outside the reconstructed Image leave Kernel
|
||||
if ((regionOfInterestVoxel.x >= IMAGE_SIZE_XYZ.x) || (regionOfInterestVoxel.y >= IMAGE_SIZE_XYZ.y) || (regionOfInterestVoxel.z >= IMAGE_SIZE_XYZ.z))
|
||||
return;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 2. Determine
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// - SOSvoxel in which voxel is located
|
||||
// - Index of OutputVolume, and tables of Emitter, Receiver coordinates and SOSpaths
|
||||
// - Variable declarations
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Memory-Index for this Thread for Output-Array of this Voxel
|
||||
long memoryIndex = ((IMAGE_SIZE_XYZ.y * (regionOfInterestVoxel.z - blockIndexOffset) + regionOfInterestVoxel.y) * IMAGE_SIZE_XYZ.x + regionOfInterestVoxel.x);
|
||||
float3 SosVoxelf; // SoS-Voxel Koordinates in float
|
||||
// Determine SOS-Voxel-Position
|
||||
SosVoxelf.x = (SosVoxelStartPosition.x + (VoxelIncrement * regionOfInterestVoxel.x)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
SosVoxelf.y = (SosVoxelStartPosition.y + (VoxelIncrement * regionOfInterestVoxel.y)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
SosVoxelf.z = (SosVoxelStartPosition.z + (VoxelIncrement * regionOfInterestVoxel.z)); // Hier Addition der SOSVoxel im SoS-Grid durchfuehren
|
||||
// printf("\n\n SosVoxelStartPosition [%f %f %f]\n",SosVoxelStartPosition.x,SosVoxelStartPosition.y,SosVoxelStartPosition.z);
|
||||
|
||||
// TexturIndex for access on Texturmemory depending of Voxel
|
||||
float TexturIndexZ_AscanIndex = 0.0f; // Z-Index for access on Texturmemory
|
||||
float const TexturIndexX = SosVoxelf.x + 0.5f; // Due to Access over Texturmemory +0.5f.
|
||||
float const TexturIndexY = SosVoxelf.y + 0.5f;
|
||||
float const SosVoxelTextureZ = (SosVoxelf.z - (float)speedOfSoundZLayer) + 0.5f; // Z offset inside precalculated SOS paths
|
||||
float voxelValue = 0.0; // reflection value, which is summed up in Ascan-Loop = Outputvalue
|
||||
|
||||
float currentSOSVoxel_AscanIndexValues;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 3. SAFT-Algorithmus
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// - Index aus Textur lesen und fuer zugriff auf A-Scan nutzen
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Vorgehen Ascanindexvariante
|
||||
// 1. Bestimme Koordinaten in SOS-Koordinaten für festen Emitter und 1413 Receiver
|
||||
// Index = X+Xmax*Y+Xmax*Ymax*(Zmax*RecNr+Z).
|
||||
// Xmax = 128
|
||||
// Ymax = 128
|
||||
// Zmax = 2
|
||||
// => X = x
|
||||
// => Y = y
|
||||
// => Z = Zmax*RecNr+z
|
||||
// 2. Lade an dieser Stelle den Interpolierten Index.
|
||||
// 2.a Über Texturmemory
|
||||
// 2.b über alle 8 benachbarten Voxel oder 64 bei tricubic-Interpolation in 3D
|
||||
// 3. Lade Ascan-Sample an diesem Index und summiere auf
|
||||
|
||||
__syncthreads();
|
||||
if (ascanIndexBatchOffset == 0) // Initialisierung beim ersten Kernelaufruf sprich ascanIndexBatchOffset == 0
|
||||
{
|
||||
voxelValue = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
voxelValue = (float)output[memoryIndex]; // Alle anderen Kernelaufrufe muessen zuerst den alten Wert laden, ist bei mehreren Durchlaeufen noetig
|
||||
}
|
||||
|
||||
__syncthreads();
|
||||
// float VoxelAscanIndex2 = 0.0f;
|
||||
// float voxelValue2 = 0.0f;
|
||||
|
||||
if (TableAscanIndexAllocationCount == 1)
|
||||
{
|
||||
// #pragma unroll 3
|
||||
// for(float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i+=1.0f) // 1.Teil Ascans durchlaufen // GV/s //2: GV/s, 4: GV/s, 8: GV/s, 16: GV/s
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.6GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2 * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
|
||||
// nutze immer nur 1tes Surface
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 0.5f); // i gibt Index fuer Ascan an
|
||||
}
|
||||
}
|
||||
else if (TableAscanIndexAllocationCount == 2)
|
||||
{
|
||||
// #pragma unroll 3
|
||||
// for(float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i+=1.0f) // 1.Teil Ascans durchlaufen // GV/s //2: GV/s, 4: GV/s, 8: GV/s, 16: GV/s
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.6GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0 * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
|
||||
// 1ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 0.5f); // i gibt Index fuer Ascan an
|
||||
|
||||
// 2ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + maxAscanIndexArraysInTexture + 0.5f);
|
||||
}
|
||||
}
|
||||
else if (TableAscanIndexAllocationCount == 3)
|
||||
{
|
||||
// #pragma unroll 3
|
||||
// for(float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i+=1.0f) // 1.Teil Ascans durchlaufen // GV/s //2: GV/s, 4: GV/s, 8: GV/s, 16: GV/s
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.6GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0 * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
|
||||
// 1ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 0.5f); // i gibt Index fuer Ascan an
|
||||
|
||||
// 2ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + maxAscanIndexArraysInTexture + 0.5f);
|
||||
|
||||
// 3ten Teil mit selben Index laden
|
||||
currentSOSVoxel_AscanIndexValues = tex3D(texTableAscanIndexFloat1_2, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues - 0.5f, ascanIndexBatchOffset + ascanIndex_i + 2 * maxAscanIndexArraysInTexture + 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
else if (TableAscanIndexAllocationCount == 4)
|
||||
{
|
||||
float currentSOSVoxel_AscanIndexValues_0;
|
||||
float currentSOSVoxel_AscanIndexValues_1;
|
||||
float currentSOSVoxel_AscanIndexValues_2;
|
||||
float currentSOSVoxel_AscanIndexValues_3;
|
||||
|
||||
float Offset_0 = (float)ascanIndexBatchOffset + 0.5f;
|
||||
float Offset_1 = (float)ascanIndexBatchOffset + maxAscanIndexArraysInTexture + 0.5f;
|
||||
float Offset_2 = (float)ascanIndexBatchOffset + 2.0f * maxAscanIndexArraysInTexture + 0.5f;
|
||||
float Offset_3 = (float)ascanIndexBatchOffset + 3.0f * maxAscanIndexArraysInTexture + 0.5f;
|
||||
|
||||
// #pragma unroll 2
|
||||
for (float ascanIndex_i = 0.0f; ascanIndex_i < maxAscanIndexArraysInTexture; ascanIndex_i += 1.0f) // bis zu 60.8GV/s
|
||||
{
|
||||
TexturIndexZ_AscanIndex = 2.0f * ascanIndex_i + SosVoxelTextureZ; // Z-Index fuer Zugriff auf Textur interpoliert
|
||||
//__syncthreads();
|
||||
// load TOF-Index from Textur 0-3
|
||||
currentSOSVoxel_AscanIndexValues_0 = tex3D(texTableAscanIndexFloat1_0, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexValues_1 = tex3D(texTableAscanIndexFloat1_1, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexValues_2 = tex3D(texTableAscanIndexFloat1_2, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
currentSOSVoxel_AscanIndexValues_3 = tex3D(texTableAscanIndexFloat1_3, TexturIndexX, TexturIndexY, TexturIndexZ_AscanIndex);
|
||||
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_0 - 0.5f, Offset_0 + ascanIndex_i); // i gibt Index fuer Ascan an
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_1 - 0.5f, Offset_1 + ascanIndex_i);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_2 - 0.5f, Offset_2 + ascanIndex_i);
|
||||
voxelValue += tex2D(texRefAscans, currentSOSVoxel_AscanIndexValues_3 - 0.5f, Offset_3 + ascanIndex_i);
|
||||
}
|
||||
}
|
||||
__syncthreads();
|
||||
output[memoryIndex] = (double)voxelValue;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
624
SAFT_TOFI/src/kernel/saftPrivate.cu
Normal file
624
SAFT_TOFI/src/kernel/saftPrivate.cu
Normal file
@@ -0,0 +1,624 @@
|
||||
#include "precalculateSpeedOfSoundKernel.cuh"
|
||||
#include "rayTracing.cuh"
|
||||
#include "saftKernel.cuh"
|
||||
#include "saft.hpp"
|
||||
|
||||
void SAFTHandler::precalculateAscanIndex_usePaths(int ascanIndex_i, int aScanWindowSize, int currentSpeedOfSoundZLayer, int maxFeasibleSosZLayerCount)
|
||||
{
|
||||
cudaChannelFormatDesc texChannelDescTableVoxelToEmRecPathSosBoth = cudaCreateChannelDesc(32, 32, 32, 32,
|
||||
cudaChannelFormatKindFloat); // Schritt 2.1 Output-Kanal anlegen und
|
||||
// beschreiben - Float4
|
||||
// Both Emitter Path Tables
|
||||
// --------------------------------------------------------
|
||||
texTableVoxelToEmitterPathSosBoth_preprocess.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableVoxelToEmitterPathSosBoth_preprocess.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableVoxelToEmitterPathSosBoth_preprocess.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableVoxelToEmitterPathSosBoth_preprocess.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableVoxelToEmitterPathSosBoth_preprocess.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableVoxelToEmitterPathSosBoth_preprocess.normalized = 0;
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableVoxelToEmitterPathSosBoth_preprocess, deviceTableVoxelToEmPathSosBothCuArray, &texChannelDescTableVoxelToEmRecPathSosBoth));
|
||||
|
||||
// Texturmemory fuer Receiver - SosPathsTables
|
||||
// ===================================================================================================================
|
||||
// Both Receiver Path Tables
|
||||
// ------------------------------------------------------
|
||||
texTableVoxelToReceiverPathSosBoth0_preprocess.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableVoxelToReceiverPathSosBoth0_preprocess.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableVoxelToReceiverPathSosBoth0_preprocess.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableVoxelToReceiverPathSosBoth0_preprocess.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableVoxelToReceiverPathSosBoth0_preprocess.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableVoxelToReceiverPathSosBoth0_preprocess.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableVoxelToReceiverPathSosBoth0_preprocess, deviceTableVoxelToRecPathSosBothCuArray[0], &texChannelDescTableVoxelToEmRecPathSosBoth));
|
||||
|
||||
if (TableVoxelToReceiverPathSosAllocationCount > 1)
|
||||
{ // TODO: mit Arrays flexibel programmieren, wenn moeglich!!!
|
||||
texTableVoxelToReceiverPathSosBoth1_preprocess.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableVoxelToReceiverPathSosBoth1_preprocess.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableVoxelToReceiverPathSosBoth1_preprocess.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableVoxelToReceiverPathSosBoth1_preprocess.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableVoxelToReceiverPathSosBoth1_preprocess.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableVoxelToReceiverPathSosBoth1_preprocess.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableVoxelToReceiverPathSosBoth1_preprocess, deviceTableVoxelToRecPathSosBothCuArray[1], &texChannelDescTableVoxelToEmRecPathSosBoth));
|
||||
}
|
||||
|
||||
if (TableVoxelToReceiverPathSosAllocationCount > 2)
|
||||
{
|
||||
texTableVoxelToReceiverPathSosBoth2_preprocess.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableVoxelToReceiverPathSosBoth2_preprocess.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableVoxelToReceiverPathSosBoth2_preprocess.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableVoxelToReceiverPathSosBoth2_preprocess.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableVoxelToReceiverPathSosBoth2_preprocess.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableVoxelToReceiverPathSosBoth2_preprocess.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableVoxelToReceiverPathSosBoth2_preprocess, deviceTableVoxelToRecPathSosBothCuArray[2], &texChannelDescTableVoxelToEmRecPathSosBoth));
|
||||
}
|
||||
|
||||
dim3 threadsPerBlock(SOSGrid_XYZ.x, 1, 1);
|
||||
dim3 blocksPerGrid(1, 1, 1);
|
||||
blocksPerGrid.x = SOSGrid_XYZ.y;
|
||||
blocksPerGrid.y = maxFeasibleSosZLayerCount;
|
||||
blocksPerGrid.z = 1;
|
||||
|
||||
// Step 2. Bereite Output-Textur fuer AscanIndex vor
|
||||
|
||||
if (TableAscanIndexAllocationCount > 0)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat0, deviceTextureAscanIndexFloatCuArray[0]);
|
||||
}
|
||||
if (TableAscanIndexAllocationCount > 1)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat1, deviceTextureAscanIndexFloatCuArray[1]);
|
||||
}
|
||||
if (TableAscanIndexAllocationCount > 2)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat2, deviceTextureAscanIndexFloatCuArray[2]);
|
||||
}
|
||||
if (TableAscanIndexAllocationCount > 3)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat3, deviceTextureAscanIndexFloatCuArray[3]);
|
||||
}
|
||||
|
||||
// Step 3. Fuehre Kernel aus mit #Threads: SOS.x*SOS.y . Innerhalb werden
|
||||
// immer 1024/2048 A-Scans durchlaufen und in AscanIndex-Textur geschrieben
|
||||
|
||||
if ((SOSMode_3DVolume == false) && (ATTMode_3DVolume == false))
|
||||
{ // ====================================================
|
||||
// Blockmode with SOS-value per Ascan
|
||||
|
||||
precalculateAscanIndex_usePathsKernel<<<blocksPerGrid, threadsPerBlock>>>(ascanIndex_i, ///< Offset of AscanIndex batch (bei mehreren Aufrufen)
|
||||
aScanWindowSize, // aktuelle Anzahl der Ascans, die maximal
|
||||
// vorberechnet werden können
|
||||
deviceSosAttFieldCuArray,
|
||||
currentSpeedOfSoundZLayer, ///< First z-layer in the speed of sound
|
||||
///< grid the pre-calculation is performed
|
||||
///< for.
|
||||
maxFeasibleSosZLayerCount, ///< Number of z-layers in the speed of
|
||||
///< sound grid the pre-calculation is
|
||||
///< performed for.
|
||||
// currentEmIndexUsedForAscanIndexCalculation, ///< current Index of Em
|
||||
// for which the AscanIndex is calculated
|
||||
|
||||
maxSoSReceiverArrayForTexture,
|
||||
|
||||
deviceEmitterIndex_block, // Speicheradresse fuer EmitterIndexdaten
|
||||
deviceReceiverIndex_block, // Speicheradresse fuer ReceiverIndexdaten
|
||||
|
||||
TableAscanIndexAllocationCount, ///< Anzahl der benoetigten AscanBlocks
|
||||
///< der Groesse 2048/4096
|
||||
maxAscanIndexArraysInTexture, ///< maximale Anzahl an Em/Rec in einem
|
||||
///< CUDA Array (fest definiert fuer
|
||||
///< bestimmung welche Textur genutzt
|
||||
///< wird)
|
||||
|
||||
deviceTextureAscanIndexFloatCuArray, ///< Out: Sum of SoS samples in
|
||||
///< the path from transducer to
|
||||
///< voxel.
|
||||
|
||||
SOSGrid_XYZ, sosOffset, regionOfInterestOffset, IMAGE_RESOLUTION, SOS_RESOLUTION, debugMode, debugModeParameter,
|
||||
deviceSAFT_VARIANT);
|
||||
}
|
||||
else if ((SOSMode_3DVolume == true) && (ATTMode_3DVolume == false))
|
||||
{ // ====================================================
|
||||
// 3DVolume Mode with SOS-Correction no ATT-Correction
|
||||
|
||||
precalculateAscanIndex_usePathsKernel_SOS<<<blocksPerGrid,
|
||||
threadsPerBlock>>>(ascanIndex_i, ///< Offset of AscanIndex batch (bei mehreren Aufrufen)
|
||||
aScanWindowSize, // aktuelle Anzahl der Ascans, die maximal
|
||||
// vorberechnet werden können
|
||||
deviceSosAttFieldCuArray,
|
||||
currentSpeedOfSoundZLayer, ///< First z-layer in the speed of sound
|
||||
///< grid the pre-calculation is performed
|
||||
///< for.
|
||||
maxFeasibleSosZLayerCount, ///< Number of z-layers in the speed of
|
||||
///< sound grid the pre-calculation is
|
||||
///< performed for.
|
||||
// currentEmIndexUsedForAscanIndexCalculation, ///< current
|
||||
// Index of Em for which the AscanIndex is calculated
|
||||
|
||||
maxSoSReceiverArrayForTexture,
|
||||
|
||||
deviceEmitterIndex_block, // Speicheradresse fuer EmitterIndexdaten
|
||||
deviceReceiverIndex_block, // Speicheradresse fuer ReceiverIndexdaten
|
||||
|
||||
TableAscanIndexAllocationCount, ///< Anzahl der benoetigten AscanBlocks
|
||||
///< der Groesse 2048/4096
|
||||
maxAscanIndexArraysInTexture, ///< maximale Anzahl an Em/Rec in einem
|
||||
///< CUDA Array (fest definiert fuer
|
||||
///< bestimmung welche Textur genutzt
|
||||
///< wird)
|
||||
|
||||
deviceTextureAscanIndexFloatCuArray, ///< Out: Sum of SoS samples in
|
||||
///< the path from transducer to
|
||||
///< voxel.
|
||||
|
||||
SOSGrid_XYZ, sosOffset, regionOfInterestOffset, IMAGE_RESOLUTION, SOS_RESOLUTION, debugMode, debugModeParameter,
|
||||
deviceSAFT_VARIANT);
|
||||
}
|
||||
else if ((SOSMode_3DVolume == true) && (ATTMode_3DVolume == true))
|
||||
{ // ====================================================
|
||||
// 3DVolume Mode with SOS- and ATT-Correction
|
||||
|
||||
precalculateAscanIndex_usePathsKernel_SOS_ATT<<<blocksPerGrid,
|
||||
threadsPerBlock>>>(ascanIndex_i, ///< Offset of AscanIndex batch (bei mehreren Aufrufen)
|
||||
aScanWindowSize, // aktuelle Anzahl der Ascans, die maximal
|
||||
// vorberechnet werden können
|
||||
deviceSosAttFieldCuArray,
|
||||
currentSpeedOfSoundZLayer, ///< First z-layer in the speed of sound
|
||||
///< grid the pre-calculation is performed
|
||||
///< for.
|
||||
maxFeasibleSosZLayerCount, ///< Number of z-layers in the speed of
|
||||
///< sound grid the pre-calculation is
|
||||
///< performed for.
|
||||
// currentEmIndexUsedForAscanIndexCalculation, ///< current
|
||||
// Index of Em for which the AscanIndex is calculated
|
||||
maxSoSReceiverArrayForTexture,
|
||||
deviceEmitterIndex_block, // Speicheradresse fuer EmitterIndexdaten
|
||||
deviceReceiverIndex_block, // Speicheradresse fuer ReceiverIndexdaten
|
||||
TableAscanIndexAllocationCount, ///< Anzahl der benoetigten AscanBlocks
|
||||
///< der Groesse 2048/4096
|
||||
maxAscanIndexArraysInTexture, ///< maximale Anzahl an Em/Rec in einem
|
||||
///< CUDA Array (fest definiert fuer
|
||||
///< bestimmung welche Textur genutzt
|
||||
///< wird)
|
||||
deviceTextureAscanIndexFloatCuArray, ///< Out: Sum of SoS samples in
|
||||
///< the path from transducer to
|
||||
///< voxel.
|
||||
SOSGrid_XYZ, sosOffset, regionOfInterestOffset, IMAGE_RESOLUTION, SOS_RESOLUTION, debugMode, debugModeParameter,
|
||||
deviceSAFT_VARIANT);
|
||||
}
|
||||
|
||||
CUDA_CHECK(cudaGetLastError());
|
||||
|
||||
// ==================================================== cudaUnbindTexture
|
||||
// Texturmemory fuer Emitter - SosPathsTables entbinden
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableVoxelToEmitterPathSosBoth_preprocess));
|
||||
// Texturmemory fuer Receiver - SosPathsTables entbinden
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableVoxelToReceiverPathSosBoth0_preprocess));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableVoxelToReceiverPathSosBoth1_preprocess));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableVoxelToReceiverPathSosBoth2_preprocess));
|
||||
}
|
||||
|
||||
void SAFTHandler::precalculateAverageSpeedOfSound(int firstZLayer, int sosZLayerCount, int deviceListGeometry, int geometryElementCount, float *deviceVoxelCountOutputFloat,
|
||||
float *deviceSpeedOfSoundSumOutput)
|
||||
{
|
||||
dim3 threadsPerBlock(SOSGrid_XYZ.x, 1,
|
||||
1); // max. 512 oder 1024 Threads werden vorgegeben und
|
||||
// dim3 threadsPerBlock (SOSGrid_XYZ.x,SOSGrid_XYZ.y,1); // max. 512 oder
|
||||
// 1024 Threads werden vorgegeben und
|
||||
dim3 blocksPerGrid(1, 1, 1); // max. 65.535 Bloecke im Grid
|
||||
// berechnet. Initialisierung
|
||||
blocksPerGrid.x = SOSGrid_XYZ.y;
|
||||
blocksPerGrid.y = sosZLayerCount;
|
||||
blocksPerGrid.z = 1;
|
||||
|
||||
cudaChannelFormatDesc texChannelDescSosAttField = cudaCreateChannelDesc(32, 32, 0, 0,
|
||||
cudaChannelFormatKindFloat); // Schritt 2.1 Output-Kanal
|
||||
// anlegen und beschreiben
|
||||
|
||||
texRefSosAttField.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texRefSosAttField.addressMode[1] = cudaAddressModeClamp;
|
||||
texRefSosAttField.addressMode[2] = cudaAddressModeClamp;
|
||||
|
||||
if (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtPreprocessing] == 1)
|
||||
{
|
||||
texRefSosAttField.filterMode = cudaFilterModeLinear; // Lineare Interpolation
|
||||
}
|
||||
else
|
||||
{
|
||||
texRefSosAttField.filterMode = cudaFilterModePoint; // Nearest Neighbor
|
||||
}
|
||||
texRefSosAttField.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texRefSosAttField, deviceSosAttFieldCuArray,
|
||||
&texChannelDescSosAttField)); // Schritt 4.1 3DArray an Texturmemory
|
||||
// binden
|
||||
|
||||
if (deviceListGeometry == 0)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefTableVoxelToEmPathSosBoth, deviceTableVoxelToEmPathSosBothCuArray);
|
||||
}
|
||||
|
||||
if (deviceListGeometry == 1)
|
||||
{
|
||||
if (TableVoxelToReceiverPathSosAllocationCount > 0)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefTableVoxelToRecPathSosBoth0, deviceTableVoxelToRecPathSosBothCuArray[0]);
|
||||
}
|
||||
if (TableVoxelToReceiverPathSosAllocationCount > 1)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefTableVoxelToRecPathSosBoth1, deviceTableVoxelToRecPathSosBothCuArray[1]);
|
||||
}
|
||||
if (TableVoxelToReceiverPathSosAllocationCount > 2)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefTableVoxelToRecPathSosBoth2, deviceTableVoxelToRecPathSosBothCuArray[2]);
|
||||
}
|
||||
}
|
||||
|
||||
precalculateAverageSpeedOfSoundKernel<<<blocksPerGrid, threadsPerBlock>>>(deviceSosAttFieldCuArray, firstZLayer, sosZLayerCount, deviceListGeometry, geometryElementCount,
|
||||
maxSoSReceiverArrayForTexture, // maximale Anzahl an Receivern in einem
|
||||
// CUDA Array
|
||||
|
||||
// deviceVoxelCountOutput,
|
||||
deviceVoxelCountOutputFloat, deviceSpeedOfSoundSumOutput,
|
||||
// regionOfInterestOffset,
|
||||
SOSGrid_XYZ, sosOffset, regionOfInterestOffset, IMAGE_RESOLUTION, SOS_RESOLUTION, debugMode, debugModeParameter);
|
||||
CUDA_CHECK(cudaGetLastError());
|
||||
|
||||
CUDA_CHECK(cudaUnbindTexture(&texRefSosAttField));
|
||||
}
|
||||
|
||||
void SAFTHandler::fillCuArray(float useValue,
|
||||
cudaArray **deviceTextureAscanIndexFloatCuArray, ///< CuArray to fill
|
||||
int TableAscanIndexAllocationCount)
|
||||
{
|
||||
dim3 threadsPerBlock(SOSGrid_XYZ.x, 1,
|
||||
1); // determine neccessary amount of threads
|
||||
// // max. 512 oder 1024
|
||||
dim3 blocksPerGrid(1, 1,
|
||||
1); // determine neccessary amount of blocks in grid // max. 65.535
|
||||
blocksPerGrid.x = SOSGrid_XYZ.y;
|
||||
blocksPerGrid.y = maxFeasibleSosZLayerCount;
|
||||
blocksPerGrid.z = 1;
|
||||
|
||||
// Step 1. Bereite Output-Textur fuer AscanIndex vor
|
||||
if (TableAscanIndexAllocationCount > 0)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat0, deviceTextureAscanIndexFloatCuArray[0]);
|
||||
}
|
||||
if (TableAscanIndexAllocationCount > 1)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat1, deviceTextureAscanIndexFloatCuArray[1]);
|
||||
}
|
||||
if (TableAscanIndexAllocationCount > 2)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat2, deviceTextureAscanIndexFloatCuArray[2]);
|
||||
}
|
||||
if (TableAscanIndexAllocationCount > 3)
|
||||
{
|
||||
cudaBindSurfaceToArray(outSurfRefAscanIndexFloat3, deviceTextureAscanIndexFloatCuArray[3]);
|
||||
}
|
||||
|
||||
// Step 2. Fuere Kernel aus mit #Threads: SOS.x*SOS.y . Innerhalb werden immer
|
||||
// 1024/2048 A-Scans durchgegangen und in AscanIndex-Textur geschrieben
|
||||
fillCuArrayKernel<<<blocksPerGrid, threadsPerBlock>>>(useValue,
|
||||
deviceTextureAscanIndexFloatCuArray, ///< Out: Sum of SoS
|
||||
///< samples in the path
|
||||
///< from transducer to
|
||||
///< voxel.
|
||||
maxAscanIndexArraysInTexture,
|
||||
TableAscanIndexAllocationCount, ///< Amount of Surfaces in
|
||||
///< the Array of cuArrays
|
||||
maxFeasibleSosZLayerCount, ATTMode_3DVolume, debugMode, debugModeParameter);
|
||||
|
||||
CUDA_CHECK(cudaGetLastError());
|
||||
}
|
||||
|
||||
void SAFTHandler::performSAFT(
|
||||
int aScanIndex, ///< The A-scan index is increased by the A-scan batch size in every iteration. It describes the offset into the A-scan samples the SAFT kernel is operating with.
|
||||
size_t aScanWindowSize, ///< A-scan batch size in terms of number of samples within one window.
|
||||
int3 IMAGE_SIZE_XYZ, ///< Bildbereichsgroesse/ROI in Voxel
|
||||
int3 SOSGrid_XYZ, ///< SoSGridgroesse in Voxel
|
||||
int blockIndexOffset, ///< Additional offset added to the z component of the block index, required because of the adjustments for partial reconstruction in different z-layers.
|
||||
int outputWindowVoxelCount, ///< Number of Voxels in the output window.
|
||||
int speedOfSoundZLayer, ///< current SoS z-layer Offset in the speed of sound grid.
|
||||
int speedOfSoundVoxelsWithinZLayers, ///< Number of z-layers in the speed of sound grid touched by the z-layers of the active zone of reconstruction in the region of interest.
|
||||
int maxFeasibleSosZLayerCount,
|
||||
int currentEmIndexUsedForAscanIndexCalculation, ///< current Index of Em for which the AscanIndex is calculated
|
||||
dim3 const &windowGridDimensions, ///< Grid dimensions to be used to launch the SAFT kernel. It is smaller than the full grid dimensions and only represents the current reconstruction window.
|
||||
dim3 const &gridDimensions, ///< Full grid dimensions of the reconstruction.
|
||||
dim3 const &blockDimensions, ///< Block dimensions to be used with the SAFT kernel.
|
||||
float *deviceSpeedOfSoundField, ///< Pointer to SoSGrid.
|
||||
cudaArray *deviceAScansCuArray
|
||||
// cudaStream_t stream ///< Stream to execute the SAFT kernel on.
|
||||
)
|
||||
{
|
||||
|
||||
dim3 reducedGridDimensions, reducedBlockDimensions;
|
||||
|
||||
reduceKernelDimensions(windowGridDimensions, blockDimensions, reducedGridDimensions, reducedBlockDimensions);
|
||||
|
||||
CUDA_CHECK(cudaFuncSetCacheConfig(saftKernelAscanIndex_SOS_ATT, cudaFuncCachePreferL1));
|
||||
CUDA_CHECK(cudaFuncSetCacheConfig(saftKernelAscanIndex_SOS, cudaFuncCachePreferL1));
|
||||
CUDA_CHECK(cudaFuncSetCacheConfig(saftKernelAscanIndex, cudaFuncCachePreferL1));
|
||||
|
||||
// Texture Memory Adressing-mode // http://docs.nvidia.com/cuda/pdf/CUDA_C_Programming_Guide.pdf -> 3.2.11.1. Texture Memory S. 42
|
||||
// cudaAddressModeClamp - Return values at the boarders if out-of range - default
|
||||
// cudaAddressModeBorder - Return 0 if out-of range
|
||||
// cudaAddressModeMirror - Mirror the values - For normalized coordinates
|
||||
// cudaAddressModeWrap - Repeating the values - For normalized coordinates
|
||||
|
||||
// Texturmemory fuer Ascans
|
||||
cudaChannelFormatDesc texChannelDesc = cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat); // Beschreibung des RueckgabeFormats der Textur
|
||||
texRefAscans.addressMode[0] = cudaAddressModeBorder; // Texturreferenz beschreiben
|
||||
texRefAscans.addressMode[1] = cudaAddressModeBorder;
|
||||
|
||||
if (SAFT_VARIANT[SAFT_VARIANT_AscanInterpolation] == 1)
|
||||
{
|
||||
texRefAscans.filterMode = cudaFilterModeLinear; // Lineare Interpolation
|
||||
}
|
||||
else
|
||||
{
|
||||
texRefAscans.filterMode = cudaFilterModePoint; // Nearest Neighbor
|
||||
}
|
||||
|
||||
texRefAscans.normalized = 0;
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texRefAscans, deviceAScansCuArray, &texChannelDesc));
|
||||
|
||||
if (ATTMode_3DVolume == false)
|
||||
{ // ========= 3DVolume Mode without ATT-Correction
|
||||
|
||||
cudaChannelFormatDesc texChannelDescTableAscanIndexFloat = cudaCreateChannelDesc<float>(); // Should do the same
|
||||
|
||||
// AscanIndex Path Tables ------------------------------------------------------
|
||||
texTableAscanIndexFloat1_0.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat1_0.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat1_0.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat1_0.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat1_0.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat1_0.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat1_0, deviceTextureAscanIndexFloatCuArray[0], &texChannelDescTableAscanIndexFloat));
|
||||
|
||||
if (TableAscanIndexAllocationCount > 1)
|
||||
{ // TODO: mit Arrays flexibel programmieren!!!
|
||||
texTableAscanIndexFloat1_1.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat1_1.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat1_1.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat1_1.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat1_1.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat1_1.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat1_1, deviceTextureAscanIndexFloatCuArray[1], &texChannelDescTableAscanIndexFloat));
|
||||
}
|
||||
|
||||
if (TableAscanIndexAllocationCount > 2)
|
||||
{
|
||||
texTableAscanIndexFloat1_2.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat1_2.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat1_2.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat1_2.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat1_2.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat1_2.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat1_2, deviceTextureAscanIndexFloatCuArray[2], &texChannelDescTableAscanIndexFloat));
|
||||
}
|
||||
|
||||
if (TableAscanIndexAllocationCount > 3)
|
||||
{
|
||||
texTableAscanIndexFloat1_3.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat1_3.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat1_3.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat1_3.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat1_3.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat1_3.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat1_3, deviceTextureAscanIndexFloatCuArray[3], &texChannelDescTableAscanIndexFloat));
|
||||
}
|
||||
}
|
||||
else if (ATTMode_3DVolume == true)
|
||||
{ // ========= 3DVolume Mode with ATT-Correction
|
||||
|
||||
cudaChannelFormatDesc texChannelDescTableAscanIndexFloat = cudaCreateChannelDesc<float2>(); // Should do the same
|
||||
|
||||
// AscanIndex Path Tables ------------------------------------------------------
|
||||
texTableAscanIndexFloat2_0.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat2_0.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat2_0.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat2_0.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat2_0.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat2_0.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat2_0, deviceTextureAscanIndexFloatCuArray[0], &texChannelDescTableAscanIndexFloat));
|
||||
|
||||
if (TableAscanIndexAllocationCount > 1)
|
||||
{ // TODO: mit Arrays flexibel programmieren!!!
|
||||
texTableAscanIndexFloat2_1.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat2_1.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat2_1.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat2_1.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat2_1.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat2_1.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat2_1, deviceTextureAscanIndexFloatCuArray[1], &texChannelDescTableAscanIndexFloat));
|
||||
}
|
||||
|
||||
if (TableAscanIndexAllocationCount > 2)
|
||||
{
|
||||
texTableAscanIndexFloat2_2.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat2_2.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat2_2.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat2_2.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat2_2.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat2_2.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat2_2, deviceTextureAscanIndexFloatCuArray[2], &texChannelDescTableAscanIndexFloat));
|
||||
}
|
||||
|
||||
if (TableAscanIndexAllocationCount > 3)
|
||||
{
|
||||
texTableAscanIndexFloat2_3.addressMode[0] = cudaAddressModeClamp; // Texturreferenz beschreiben
|
||||
texTableAscanIndexFloat2_3.addressMode[1] = cudaAddressModeClamp;
|
||||
texTableAscanIndexFloat2_3.addressMode[2] = cudaAddressModeClamp;
|
||||
switch (SAFT_VARIANT[SAFT_VARIANT_3DVolumeInterpolationAtReconstruction])
|
||||
{
|
||||
case 0:
|
||||
texTableAscanIndexFloat2_3.filterMode = cudaFilterModePoint;
|
||||
break;
|
||||
case 1:
|
||||
texTableAscanIndexFloat2_3.filterMode = cudaFilterModeLinear;
|
||||
break;
|
||||
}
|
||||
texTableAscanIndexFloat2_3.normalized = 0;
|
||||
|
||||
CUDA_CHECK(cudaBindTextureToArray(&texTableAscanIndexFloat2_3, deviceTextureAscanIndexFloatCuArray[3], &texChannelDescTableAscanIndexFloat));
|
||||
}
|
||||
}
|
||||
// Vorberechnung der Koordinaten --> schnelleres Bestimmen der Voxelposition
|
||||
float VoxelIncrement = IMAGE_RESOLUTION / SOS_RESOLUTION;
|
||||
float3 SosVoxelStartPosition;
|
||||
SosVoxelStartPosition.x = (regionOfInterestOffset.x - sosOffset.x) / SOS_RESOLUTION; // Start des Bildes im SOS-Grid aus Positionsdaten bestimmen
|
||||
SosVoxelStartPosition.y = (regionOfInterestOffset.y - sosOffset.y) / SOS_RESOLUTION;
|
||||
SosVoxelStartPosition.z = (regionOfInterestOffset.z - sosOffset.z) / SOS_RESOLUTION;
|
||||
// printf("\n\n SosVoxelStartPosition [%f %f %f]\n",SosVoxelStartPosition.x,SosVoxelStartPosition.y,SosVoxelStartPosition.z);
|
||||
|
||||
// Anzahl der Teiltabellen, bereits hier berechnen oder übergeben
|
||||
int TableAscanIndexAllocationCount = ceil((float)aScanWindowSize / (float)maxAscanIndexArraysInTexture); // float is important due to ceiling
|
||||
// printf( "TableAscanIndexAllocationCount = (%i/%i) = %i = %i\n", aScanWindowSize, maxAscanIndexArraysInTexture, TableAscanIndexAllocationCount,
|
||||
// ceil(aScanWindowSize/maxAscanIndexArraysInTexture));
|
||||
|
||||
// Call of 3 SAFT Versions - AscanIndex-Varainten
|
||||
// #####################################################################################################################################################################
|
||||
// ==================================================== Blockmode with SOS-value per Ascan
|
||||
// ==================================================== 3DVolume Mode with SOS-Correction no ATT-Correction
|
||||
// ==================================================== 3DVolume Mode with SOS- and ATT-Correction
|
||||
|
||||
if ((SOSMode_3DVolume == false) && (ATTMode_3DVolume == false))
|
||||
{ // ==================================================== Blockmode with SOS-value per Ascan
|
||||
printf("\n\n --- SAFT (AscanIndex) without SOS currently not implemented --- \n");
|
||||
}
|
||||
else if ((SOSMode_3DVolume == true) && (ATTMode_3DVolume == false))
|
||||
{
|
||||
// ==================================================== 3DVolume Mode with SOS-Correction no ATT-Correction
|
||||
saftKernelAscanIndex_SOS<<<reducedGridDimensions, reducedBlockDimensions>>>( // , 0, stream>>>(
|
||||
|
||||
aScanIndex,
|
||||
|
||||
(float)aScanWindowSize, // maxAscanIndexArraysInTexture
|
||||
maxAscanIndexArraysInTexture, // maxSoSReceiverArrayForTexture
|
||||
TableAscanIndexAllocationCount, // Anzahl der genutzten Teiltabellen
|
||||
IMAGE_SIZE_XYZ, SosVoxelStartPosition, IMAGE_RESOLUTION, VoxelIncrement, blockIndexOffset, speedOfSoundZLayer, gridDimensions, blockDimensions, deviceOutput);
|
||||
}
|
||||
else if ((SOSMode_3DVolume == true) && (ATTMode_3DVolume == true))
|
||||
{ // ==================================================== 3DVolume Mode with SOS- and ATT-Correction
|
||||
|
||||
saftKernelAscanIndex_SOS_ATT<<<reducedGridDimensions, reducedBlockDimensions>>>( // , 0, stream>>>(
|
||||
aScanIndex,
|
||||
(float)aScanWindowSize, // maxAscanIndexArraysInTexture
|
||||
maxAscanIndexArraysInTexture, // maxSoSReceiverArrayForTexture
|
||||
TableAscanIndexAllocationCount, // Anzahl der genutzten Teiltabellen
|
||||
IMAGE_SIZE_XYZ, SosVoxelStartPosition, IMAGE_RESOLUTION, VoxelIncrement,
|
||||
blockIndexOffset, speedOfSoundZLayer, gridDimensions, blockDimensions,
|
||||
debugMode, debugModeParameter, deviceSAFT_VARIANT,
|
||||
deviceOutput
|
||||
|
||||
);
|
||||
}
|
||||
|
||||
// Unbind Textures
|
||||
CUDA_CHECK(cudaUnbindTexture(&texRefAscans));
|
||||
|
||||
if (ATTMode_3DVolume == false)
|
||||
{ // ========= 3DVolume Mode without ATT-Correction
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat1_0));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat1_1));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat1_2));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat1_3));
|
||||
}
|
||||
else if (ATTMode_3DVolume == true)
|
||||
{ // ========= 3DVolume Mode with ATT-Correction
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat2_0));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat2_1));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat2_2));
|
||||
CUDA_CHECK(cudaUnbindTexture(&texTableAscanIndexFloat2_3));
|
||||
}
|
||||
CUDA_CHECK(cudaGetLastError());
|
||||
}
|
||||
@@ -9,8 +9,7 @@
|
||||
- Das wird gemacht, weil CUDA keine externen Referenzen unterst<73>tzt, um Daten von anderen Compilierungs Einheiten zu referenzieren.
|
||||
*/
|
||||
|
||||
#include "kernel/constantMemory.cuh" // Deklaration der Daten, die sich im Constant-Memory befinden Geometriedaten
|
||||
#include "kernel/rayTracing.cuh" // GPU-Code für Bresenham
|
||||
#include "kernel/precalculateSpeedOfSoundKernel.cuh" // GPU-Code Partitionierung für Bresenham. Ruft den Bresenham auf.
|
||||
#include "kernel/saftKernel.cuh" // GPU-Kernel für SAFT
|
||||
// #include "kernel/rayTracing.cuh" // GPU-Code für Bresenham
|
||||
// #include "kernel/precalculateSpeedOfSoundKernel.cuh" // GPU-Code Partitionierung für Bresenham. Ruft den Bresenham auf.
|
||||
// #include "kernel/saftKernel.cuh" // GPU-Kernel für SAFT
|
||||
|
||||
|
||||
Reference in New Issue
Block a user