/* ----------------------------------------------------------------------- Copyright 2012 iMinds-Vision Lab, University of Antwerp Contact: astra@ua.ac.be Website: http://astra.ua.ac.be This file is part of the All Scale Tomographic Reconstruction Antwerp Toolbox ("ASTRA Toolbox"). The ASTRA Toolbox is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. The ASTRA Toolbox is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with the ASTRA Toolbox. If not, see . ----------------------------------------------------------------------- $Id$ */ #include #include #include #include #include #include "util3d.h" #ifdef STANDALONE #include "testutil.h" #endif #include "dims3d.h" typedef texture texture3D; static texture3D gT_par3DVolumeTexture; namespace astraCUDA3d { static const unsigned int g_anglesPerBlock = 4; // thickness of the slices we're splitting the volume up into static const unsigned int g_blockSlices = 64; static const unsigned int g_detBlockU = 32; static const unsigned int g_detBlockV = 32; static const unsigned g_MaxAngles = 1024; __constant__ float gC_RayX[g_MaxAngles]; __constant__ float gC_RayY[g_MaxAngles]; __constant__ float gC_RayZ[g_MaxAngles]; __constant__ float gC_DetSX[g_MaxAngles]; __constant__ float gC_DetSY[g_MaxAngles]; __constant__ float gC_DetSZ[g_MaxAngles]; __constant__ float gC_DetUX[g_MaxAngles]; __constant__ float gC_DetUY[g_MaxAngles]; __constant__ float gC_DetUZ[g_MaxAngles]; __constant__ float gC_DetVX[g_MaxAngles]; __constant__ float gC_DetVY[g_MaxAngles]; __constant__ float gC_DetVZ[g_MaxAngles]; static bool bindVolumeDataTexture(const cudaArray* array) { cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(); gT_par3DVolumeTexture.addressMode[0] = cudaAddressModeBorder; gT_par3DVolumeTexture.addressMode[1] = cudaAddressModeBorder; gT_par3DVolumeTexture.addressMode[2] = cudaAddressModeBorder; gT_par3DVolumeTexture.filterMode = cudaFilterModeLinear; gT_par3DVolumeTexture.normalized = false; cudaBindTextureToArray(gT_par3DVolumeTexture, array, channelDesc); // TODO: error value? return true; } // threadIdx: x = u detector // y = relative angle // blockIdx: x = u/v detector // y = angle block #define PAR3D_FP_BODY(c0,c1,c2) \ int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; \ if (angle >= endAngle) \ return; \ \ const float fRayX = gC_RayX[angle]; \ const float fRayY = gC_RayY[angle]; \ const float fRayZ = gC_RayZ[angle]; \ const float fDetUX = gC_DetUX[angle]; \ const float fDetUY = gC_DetUY[angle]; \ const float fDetUZ = gC_DetUZ[angle]; \ const float fDetVX = gC_DetVX[angle]; \ const float fDetVY = gC_DetVY[angle]; \ const float fDetVZ = gC_DetVZ[angle]; \ const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; \ const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; \ const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; \ \ \ \ const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \ const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; \ int endDetectorV = startDetectorV + g_detBlockV; \ if (endDetectorV > dims.iProjV) \ endDetectorV = dims.iProjV; \ \ int endSlice = startSlice + g_blockSlices; \ if (endSlice > dims.iVol##c0) \ endSlice = dims.iVol##c0; \ \ for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) \ { \ /* Trace ray in direction Ray to (detectorU,detectorV) from */ \ /* X = startSlice to X = endSlice */ \ \ const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; \ const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; \ const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; \ \ /* (x) ( 1) ( 0) */ \ /* ray: (y) = (ay) * x + (by) */ \ /* (z) (az) (bz) */ \ \ const float a##c1 = fRay##c1 / fRay##c0; \ const float a##c2 = fRay##c2 / fRay##c0; \ const float b##c1 = fDet##c1 - a##c1 * fDet##c0; \ const float b##c2 = fDet##c2 - a##c2 * fDet##c0; \ \ const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \ \ float fVal = 0.0f; \ \ float f##c0 = startSlice + 0.5f; \ float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f;\ float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f;\ \ for (int s = startSlice; s < endSlice; ++s) \ { \ fVal += tex3D(gT_par3DVolumeTexture, fX, fY, fZ); \ f##c0 += 1.0f; \ f##c1 += a##c1; \ f##c2 += a##c2; \ } \ \ fVal *= fDistCorr; \ \ D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; \ } // Supersampling version #define PAR3D_FP_SS_BODY(c0,c1,c2) \ int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; \ if (angle >= endAngle) \ return; \ \ const float fRayX = gC_RayX[angle]; \ const float fRayY = gC_RayY[angle]; \ const float fRayZ = gC_RayZ[angle]; \ const float fDetUX = gC_DetUX[angle]; \ const float fDetUY = gC_DetUY[angle]; \ const float fDetUZ = gC_DetUZ[angle]; \ const float fDetVX = gC_DetVX[angle]; \ const float fDetVY = gC_DetVY[angle]; \ const float fDetVZ = gC_DetVZ[angle]; \ const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; \ const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; \ const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; \ \ \ \ const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \ const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; \ int endDetectorV = startDetectorV + g_detBlockV; \ if (endDetectorV > dims.iProjV) \ endDetectorV = dims.iProjV; \ \ int endSlice = startSlice + g_blockSlices; \ if (endSlice > dims.iVol##c0) \ endSlice = dims.iVol##c0; \ \ const float fSubStep = 1.0f/dims.iRaysPerDetDim; \ \ for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) \ { \ \ float fV = 0.0f; \ \ float fdU = detectorU - 0.5f + 0.5f*fSubStep; \ for (int iSubU = 0; iSubU < dims.iRaysPerDetDim; ++iSubU, fdU+=fSubStep) { \ float fdV = detectorV - 0.5f + 0.5f*fSubStep; \ for (int iSubV = 0; iSubV < dims.iRaysPerDetDim; ++iSubV, fdV+=fSubStep) { \ \ /* Trace ray in direction Ray to (detectorU,detectorV) from */ \ /* X = startSlice to X = endSlice */ \ \ const float fDetX = fDetSX + fdU*fDetUX + fdV*fDetVX; \ const float fDetY = fDetSY + fdU*fDetUY + fdV*fDetVY; \ const float fDetZ = fDetSZ + fdU*fDetUZ + fdV*fDetVZ; \ \ /* (x) ( 1) ( 0) */ \ /* ray: (y) = (ay) * x + (by) */ \ /* (z) (az) (bz) */ \ \ const float a##c1 = fRay##c1 / fRay##c0; \ const float a##c2 = fRay##c2 / fRay##c0; \ const float b##c1 = fDet##c1 - a##c1 * fDet##c0; \ const float b##c2 = fDet##c2 - a##c2 * fDet##c0; \ \ const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \ \ float fVal = 0.0f; \ \ float f##c0 = startSlice + 0.5f; \ float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f;\ float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f;\ \ for (int s = startSlice; s < endSlice; ++s) \ { \ fVal += tex3D(gT_par3DVolumeTexture, fX, fY, fZ); \ f##c0 += 1.0f; \ f##c1 += a##c1; \ f##c2 += a##c2; \ } \ \ fVal *= fDistCorr; \ fV += fVal; \ \ } \ } \ \ D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (dims.iRaysPerDetDim * dims.iRaysPerDetDim);\ } __global__ void par3D_FP_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_BODY(X,Y,Z) } __global__ void par3D_FP_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_BODY(Y,X,Z) } __global__ void par3D_FP_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_BODY(Z,X,Y) } __global__ void par3D_FP_SS_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_SS_BODY(X,Y,Z) } __global__ void par3D_FP_SS_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_SS_BODY(Y,X,Z) } __global__ void par3D_FP_SS_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_SS_BODY(Z,X,Y) } __device__ float dirWeights(float fX, float fN) { if (fX <= -0.5f) // outside image on left return 0.0f; if (fX <= 0.5f) // half outside image on left return (fX + 0.5f) * (fX + 0.5f); if (fX <= fN - 0.5f) { // inside image float t = fX + 0.5f - floorf(fX + 0.5f); return t*t + (1-t)*(1-t); } if (fX <= fN + 0.5f) // half outside image on right return (fN + 0.5f - fX) * (fN + 0.5f - fX); return 0.0f; // outside image on right } #define PAR3D_FP_SUMSQW_BODY(c0,c1,c2) \ int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; \ if (angle >= endAngle) \ return; \ \ const float fRayX = gC_RayX[angle]; \ const float fRayY = gC_RayY[angle]; \ const float fRayZ = gC_RayZ[angle]; \ const float fDetUX = gC_DetUX[angle]; \ const float fDetUY = gC_DetUY[angle]; \ const float fDetUZ = gC_DetUZ[angle]; \ const float fDetVX = gC_DetVX[angle]; \ const float fDetVY = gC_DetVY[angle]; \ const float fDetVZ = gC_DetVZ[angle]; \ const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; \ const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; \ const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; \ \ \ \ const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \ const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; \ int endDetectorV = startDetectorV + g_detBlockV; \ if (endDetectorV > dims.iProjV) \ endDetectorV = dims.iProjV; \ \ int endSlice = startSlice + g_blockSlices; \ if (endSlice > dims.iVol##c0) \ endSlice = dims.iVol##c0; \ \ for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) \ { \ /* Trace ray in direction Ray to (detectorU,detectorV) from */ \ /* X = startSlice to X = endSlice */ \ \ const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; \ const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; \ const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; \ \ /* (x) ( 1) ( 0) */ \ /* ray: (y) = (ay) * x + (by) */ \ /* (z) (az) (bz) */ \ \ const float a##c1 = fRay##c1 / fRay##c0; \ const float a##c2 = fRay##c2 / fRay##c0; \ const float b##c1 = fDet##c1 - a##c1 * fDet##c0; \ const float b##c2 = fDet##c2 - a##c2 * fDet##c0; \ \ const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \ \ float fVal = 0.0f; \ \ float f##c0 = startSlice + 0.5f; \ float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f;\ float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f;\ \ for (int s = startSlice; s < endSlice; ++s) \ { \ fVal += dirWeights(f##c1, dims.iVol##c1) * dirWeights(f##c2, dims.iVol##c2) * fDistCorr * fDistCorr; \ f##c0 += 1.0f; \ f##c1 += a##c1; \ f##c2 += a##c2; \ } \ \ D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; \ } // Supersampling version // TODO __global__ void par3D_FP_SumSqW_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_SUMSQW_BODY(X,Y,Z) } __global__ void par3D_FP_SumSqW_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_SUMSQW_BODY(Y,X,Z) } __global__ void par3D_FP_SumSqW_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) { PAR3D_FP_SUMSQW_BODY(Z,X,Y) } bool Par3DFP_Array(cudaArray *D_volArray, cudaPitchedPtr D_projData, const SDimensions3D& dims, const SPar3DProjection* angles, float fOutputScale) { bindVolumeDataTexture(D_volArray); // transfer angles to constant memory float* tmp = new float[dims.iProjAngles]; #define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < dims.iProjAngles; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, dims.iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); } while (0) TRANSFER_TO_CONSTANT(RayX); TRANSFER_TO_CONSTANT(RayY); TRANSFER_TO_CONSTANT(RayZ); TRANSFER_TO_CONSTANT(DetSX); TRANSFER_TO_CONSTANT(DetSY); TRANSFER_TO_CONSTANT(DetSZ); TRANSFER_TO_CONSTANT(DetUX); TRANSFER_TO_CONSTANT(DetUY); TRANSFER_TO_CONSTANT(DetUZ); TRANSFER_TO_CONSTANT(DetVX); TRANSFER_TO_CONSTANT(DetVY); TRANSFER_TO_CONSTANT(DetVZ); #undef TRANSFER_TO_CONSTANT delete[] tmp; std::list streams; dim3 dimBlock(g_detBlockU, g_anglesPerBlock); // region size, angles // Run over all angles, grouping them into groups of the same // orientation (roughly horizontal vs. roughly vertical). // Start a stream of grids for each such group. unsigned int blockStart = 0; unsigned int blockEnd = 0; int blockDirection = 0; // timeval t; // tic(t); for (unsigned int a = 0; a <= dims.iProjAngles; ++a) { int dir; if (a != dims.iProjAngles) { float dX = fabsf(angles[a].fRayX); float dY = fabsf(angles[a].fRayY); float dZ = fabsf(angles[a].fRayZ); if (dX >= dY && dX >= dZ) dir = 0; else if (dY >= dX && dY >= dZ) dir = 1; else dir = 2; } if (a == dims.iProjAngles || dir != blockDirection) { // block done blockEnd = a; if (blockStart != blockEnd) { dim3 dimGrid( ((dims.iProjU+g_detBlockU-1)/g_detBlockU)*((dims.iProjV+g_detBlockV-1)/g_detBlockV), (blockEnd-blockStart+g_anglesPerBlock-1)/g_anglesPerBlock); // TODO: check if we can't immediately // destroy the stream after use cudaStream_t stream; cudaStreamCreate(&stream); streams.push_back(stream); // printf("angle block: %d to %d, %d (%dx%d, %dx%d)\n", blockStart, blockEnd, blockDirection, dimGrid.x, dimGrid.y, dimBlock.x, dimBlock.y); if (blockDirection == 0) { for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) par3D_FP_dirX<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else par3D_FP_SS_dirX<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); } else if (blockDirection == 1) { for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) par3D_FP_dirY<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else par3D_FP_SS_dirY<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); } else if (blockDirection == 2) { for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) par3D_FP_dirZ<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else par3D_FP_SS_dirZ<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); } } blockDirection = dir; blockStart = a; } } for (std::list::iterator iter = streams.begin(); iter != streams.end(); ++iter) cudaStreamDestroy(*iter); streams.clear(); cudaTextForceKernelsCompletion(); // printf("%f\n", toc(t)); return true; } bool Par3DFP(cudaPitchedPtr D_volumeData, cudaPitchedPtr D_projData, const SDimensions3D& dims, const SPar3DProjection* angles, float fOutputScale) { // transfer volume to array cudaArray* cuArray = allocateVolumeArray(dims); transferVolumeToArray(D_volumeData, cuArray, dims); bool ret = Par3DFP_Array(cuArray, D_projData, dims, angles, fOutputScale); cudaFreeArray(cuArray); return ret; } bool Par3DFP_SumSqW(cudaPitchedPtr D_volumeData, cudaPitchedPtr D_projData, const SDimensions3D& dims, const SPar3DProjection* angles, float fOutputScale) { // transfer angles to constant memory float* tmp = new float[dims.iProjAngles]; #define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < dims.iProjAngles; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, dims.iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); } while (0) TRANSFER_TO_CONSTANT(RayX); TRANSFER_TO_CONSTANT(RayY); TRANSFER_TO_CONSTANT(RayZ); TRANSFER_TO_CONSTANT(DetSX); TRANSFER_TO_CONSTANT(DetSY); TRANSFER_TO_CONSTANT(DetSZ); TRANSFER_TO_CONSTANT(DetUX); TRANSFER_TO_CONSTANT(DetUY); TRANSFER_TO_CONSTANT(DetUZ); TRANSFER_TO_CONSTANT(DetVX); TRANSFER_TO_CONSTANT(DetVY); TRANSFER_TO_CONSTANT(DetVZ); #undef TRANSFER_TO_CONSTANT delete[] tmp; std::list streams; dim3 dimBlock(g_detBlockU, g_anglesPerBlock); // region size, angles // Run over all angles, grouping them into groups of the same // orientation (roughly horizontal vs. roughly vertical). // Start a stream of grids for each such group. unsigned int blockStart = 0; unsigned int blockEnd = 0; int blockDirection = 0; // timeval t; // tic(t); for (unsigned int a = 0; a <= dims.iProjAngles; ++a) { int dir; if (a != dims.iProjAngles) { float dX = fabsf(angles[a].fRayX); float dY = fabsf(angles[a].fRayY); float dZ = fabsf(angles[a].fRayZ); if (dX >= dY && dX >= dZ) dir = 0; else if (dY >= dX && dY >= dZ) dir = 1; else dir = 2; } if (a == dims.iProjAngles || dir != blockDirection) { // block done blockEnd = a; if (blockStart != blockEnd) { dim3 dimGrid( ((dims.iProjU+g_detBlockU-1)/g_detBlockU)*((dims.iProjV+g_detBlockV-1)/g_detBlockV), (blockEnd-blockStart+g_anglesPerBlock-1)/g_anglesPerBlock); // TODO: check if we can't immediately // destroy the stream after use cudaStream_t stream; cudaStreamCreate(&stream); streams.push_back(stream); // printf("angle block: %d to %d, %d (%dx%d, %dx%d)\n", blockStart, blockEnd, blockDirection, dimGrid.x, dimGrid.y, dimBlock.x, dimBlock.y); if (blockDirection == 0) { for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) par3D_FP_SumSqW_dirX<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else #if 0 par3D_FP_SS_SumSqW_dirX<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); #else assert(false); #endif } else if (blockDirection == 1) { for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) par3D_FP_SumSqW_dirY<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else #if 0 par3D_FP_SS_SumSqW_dirY<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); #else assert(false); #endif } else if (blockDirection == 2) { for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) par3D_FP_SumSqW_dirZ<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else #if 0 par3D_FP_SS_SumSqW_dirZ<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); #else assert(false); #endif } } blockDirection = dir; blockStart = a; } } for (std::list::iterator iter = streams.begin(); iter != streams.end(); ++iter) cudaStreamDestroy(*iter); streams.clear(); cudaTextForceKernelsCompletion(); // printf("%f\n", toc(t)); return true; } } #ifdef STANDALONE using namespace astraCUDA3d; int main() { cudaSetDevice(1); SDimensions3D dims; dims.iVolX = 500; dims.iVolY = 500; dims.iVolZ = 81; dims.iProjAngles = 241; dims.iProjU = 600; dims.iProjV = 100; dims.iRaysPerDet = 1; SPar3DProjection base; base.fRayX = 1.0f; base.fRayY = 0.0f; base.fRayZ = 0.1f; base.fDetSX = 0.0f; base.fDetSY = -300.0f; base.fDetSZ = -50.0f; base.fDetUX = 0.0f; base.fDetUY = 1.0f; base.fDetUZ = 0.0f; base.fDetVX = 0.0f; base.fDetVY = 0.0f; base.fDetVZ = 1.0f; SPar3DProjection angle[dims.iProjAngles]; cudaPitchedPtr volData; // pitch, ptr, xsize, ysize volData = allocateVolumeData(dims); cudaPitchedPtr projData; // pitch, ptr, xsize, ysize projData = allocateProjectionData(dims); unsigned int ix = 500,iy = 500; float* buf = new float[dims.iProjU*dims.iProjV]; float* slice = new float[dims.iVolX*dims.iVolY]; for (int i = 0; i < dims.iVolX*dims.iVolY; ++i) slice[i] = 1.0f; for (unsigned int a = 0; a < 241; a += dims.iProjAngles) { zeroProjectionData(projData, dims); for (int y = 0; y < iy; y += dims.iVolY) { for (int x = 0; x < ix; x += dims.iVolX) { timeval st; tic(st); for (int z = 0; z < dims.iVolZ; ++z) { // char sfn[256]; // sprintf(sfn, "/home/wpalenst/projects/cone_simulation/phantom_4096/mouse_fem_phantom_%04d.png", 30+z); // float* slice = loadSubImage(sfn, x, y, dims.iVolX, dims.iVolY); cudaPitchedPtr ptr; ptr.ptr = slice; ptr.pitch = dims.iVolX*sizeof(float); ptr.xsize = dims.iVolX*sizeof(float); ptr.ysize = dims.iVolY; cudaExtent extentS; extentS.width = dims.iVolX*sizeof(float); extentS.height = dims.iVolY; extentS.depth = 1; cudaPos sp = { 0, 0, 0 }; cudaPos dp = { 0, 0, z }; cudaMemcpy3DParms p; p.srcArray = 0; p.srcPos = sp; p.srcPtr = ptr; p.dstArray = 0; p.dstPos = dp; p.dstPtr = volData; p.extent = extentS; p.kind = cudaMemcpyHostToDevice; cudaError err = cudaMemcpy3D(&p); assert(!err); // delete[] slice; } printf("Load: %f\n", toc(st)); #if 0 cudaPos zp = { 0, 0, 0 }; cudaPitchedPtr t; t.ptr = new float[1024*1024]; t.pitch = 1024*4; t.xsize = 1024*4; t.ysize = 1024; cudaMemcpy3DParms p; p.srcArray = 0; p.srcPos = zp; p.srcPtr = volData; p.extent = extentS; p.dstArray = 0; p.dstPtr = t; p.dstPos = zp; p.kind = cudaMemcpyDeviceToHost; cudaError err = cudaMemcpy3D(&p); assert(!err); char fn[32]; sprintf(fn, "t%d%d.png", x / dims.iVolX, y / dims.iVolY); saveImage(fn, 1024, 1024, (float*)t.ptr); saveImage("s.png", 4096, 4096, slice); delete[] (float*)t.ptr; #endif #define ROTATE0(name,i,alpha) do { angle[i].f##name##X = base.f##name##X * cos(alpha) - base.f##name##Y * sin(alpha); angle[i].f##name##Y = base.f##name##X * sin(alpha) + base.f##name##Y * cos(alpha); angle[i].f##name##Z = base.f##name##Z; } while(0) #define SHIFT(name,i,x,y) do { angle[i].f##name##X += x; angle[i].f##name##Y += y; } while(0) for (int i = 0; i < dims.iProjAngles; ++i) { ROTATE0(Ray, i, (a+i)*.8*M_PI/180); ROTATE0(DetS, i, (a+i)*.8*M_PI/180); ROTATE0(DetU, i, (a+i)*.8*M_PI/180); ROTATE0(DetV, i, (a+i)*.8*M_PI/180); // SHIFT(Src, i, (-x+1536), (-y+1536)); // SHIFT(DetS, i, (-x+1536), (-y+1536)); } #undef ROTATE0 #undef SHIFT tic(st); astraCUDA3d::Par3DFP(volData, projData, dims, angle, 1.0f); printf("FP: %f\n", toc(st)); } } for (unsigned int aa = 0; aa < dims.iProjAngles; ++aa) { for (unsigned int v = 0; v < dims.iProjV; ++v) cudaMemcpy(buf+v*dims.iProjU, ((float*)projData.ptr)+(v*dims.iProjAngles+aa)*(projData.pitch/sizeof(float)), dims.iProjU*sizeof(float), cudaMemcpyDeviceToHost); char fname[32]; sprintf(fname, "proj%03d.png", a+aa); saveImage(fname, dims.iProjV, dims.iProjU, buf, 0.0f, 1000.0f); } } delete[] buf; } #endif