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author | Stan Seibert <stan@mtrr.org> | 2012-01-02 16:39:23 -0500 |
---|---|---|
committer | tlatorre <tlatorre@uchicago.edu> | 2021-05-09 08:42:38 -0700 |
commit | fb49d3c96b4c5a24e63442d17a7e037929aa8bbd (patch) | |
tree | d03d36e437db7b88804f51dbb82467e31e78630f | |
parent | 90d51c5f897ed7f6230e9280a865b096a19a11b6 (diff) | |
download | chroma-fb49d3c96b4c5a24e63442d17a7e037929aa8bbd.tar.gz chroma-fb49d3c96b4c5a24e63442d17a7e037929aa8bbd.tar.bz2 chroma-fb49d3c96b4c5a24e63442d17a7e037929aa8bbd.zip |
First steps toward an alternative BVH implementation.
In this implementation, the BVH is represented in a different way.
Unlike the standard implementation, this BVH is constrained to be very
uniform. Every node has the same number of children, B, except the
leaf layer, where each leaf node wraps exactly one triangle. All
leaves are at the same depth, and dummy nodes are inserted into the
tree in order to meet the requirement that all nodes have B children.
By requiring each triangle be wrapped by a bounding box, we increase
the number of nodes required to represent a geometry quite
dramatically. To compensate, we cut the storage requirement per node
by storing the following per-node properties:
1) 6 * 16 bits: x, y, z upper and lower bounds in a 16-bit fixed-point
representation. The Geometry struct contains the global offset and
scale factor required to transform the fixed point values back into
floats. The bounding values are rounded to ensure they still fully
contain the triangle vertices, even though the vertices are
represented with greater precision than the bounding boxes.
2) 1 bit: Leaf bit. If not set, this node has child nodes, otherwise
this node is a leaf node wrapping a single triangle.
3) 31 bits: The index of the first child of this node in the node
list. All other children of the node immediately follow the first
child, and there are always exactly B of them. If the leaf bit is
set, then the child index refers to the triangle list, rather than the
node list.
A dummy node is defined to have the x lower bound = x upper bound = 0.
All dummy children of a node will be consecutive at the end of the
list of children, so once the first dummy is encountered, the
remaining children can be skipped.
To build this BVH, we use the GPU for assistance. One kernel computes
the boundaries of the leaf nodes and the Morton codes from the
triangle list. Since GPU storage is severely strained for large
detectors, we then pull back these arrays to the CPU, sort the leaf
nodes in Morton-order, delete the GPU arrays, and then allocate the
full node list on the GPU. The BVH is then built in-place on the GPU
layer by layer, moving bottom to top.
The BVH for LBNE can be constructed in about 20 seconds in this
fashion, which is actually faster than the standard BVH can be
deserialized from disk.
Unfortunately, the benchmark geometry requires so many nodes (due to
one leaf per triangle), that the BVH leaves almost no room on the GPU
for the actual triangles or vertices. As a result, the current code
actually stores these arrays on the CPU and *maps them into the GPU
address space*. That sounds kind of crazy, but given the bounding of
each triangle in a box, the number of triangles that actually need to
be fetched over the PCI-E bus is fairly low. For a branching factor
of 3, the BVH needs to test ~400 nodes and only 3-7 triangles to
project a single ray. If the off-board storage of the triangles and
vertices can be preserved, then it might be possible in the future to
squeeze LBNE onto a standard 1.5 GB GTX 580.
The current mesh intersection code has some severe performance issues
at the moment. It is about 5-10x slower than the standard BVH code
for reasons that are not immediately clear, although there are plenty
of candidates.
Some investigation is in order, but I will probably just skip right
over to the ultimate goal of this effort: parallel BVH search.
Instead of assigning one ray per thread, I would like to assign one
ray per 32-thread block, and use the 32-threads to cooperatively
search the BVH. This requires a BVH with branch factor of 32, and a
very regular layout. That wide of a tree requires more nodes to be
evaluated (~1200 instead of 400), but will hopefully have more
streamlined memory access patterns and less warp divergence.
It is not clear whether this experiment will actually speed things
up...
-rw-r--r-- | chroma/cuda/bvh.cu | 183 | ||||
-rw-r--r-- | chroma/cuda/geometry.h | 69 | ||||
-rw-r--r-- | chroma/cuda/geometry_types.h | 55 | ||||
-rw-r--r-- | chroma/cuda/mesh.h | 140 | ||||
-rw-r--r-- | chroma/gpu/geometry.py | 171 |
5 files changed, 483 insertions, 135 deletions
diff --git a/chroma/cuda/bvh.cu b/chroma/cuda/bvh.cu new file mode 100644 index 0000000..8543649 --- /dev/null +++ b/chroma/cuda/bvh.cu @@ -0,0 +1,183 @@ +//-*-c++-*- +#include <cuda.h> + +#include "linalg.h" + +__device__ float3 +fminf(const float3 &a, const float3 &b) +{ + return make_float3(fminf(a.x, b.x), fminf(a.y, b.y), fminf(a.z, b.z)); +} + +__device__ float3 +fmaxf(const float3 &a, const float3 &b) +{ + return make_float3(fmaxf(a.x, b.x), fmaxf(a.y, b.y), fmaxf(a.z, b.z)); +} + +__device__ uint3 +min(const uint3 &a, const uint3 &b) +{ + return make_uint3(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z)); +} + +__device__ uint3 +max(const uint3 &a, const uint3 &b) +{ + return make_uint3(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z)); +} + + +__device__ uint3 +operator+ (const uint3 &a, const unsigned int &b) +{ + return make_uint3(a.x + b, a.y + b, a.z + b); +} + +// spread out the first 16 bits in x to occupy every 3rd slot in the return value +__device__ unsigned long long spread3_16(unsigned int input) +{ + // method from http://stackoverflow.com/a/4838734 + unsigned long long x = input; + x = (x | (x << 16)) & 0x00000000FF0000FFul; + x = (x | (x << 8)) & 0x000000F00F00F00Ful; + x = (x | (x << 4)) & 0x00000C30C30C30C3ul; + x = (x | (x << 2)) & 0X0000249249249249ul; + + return x; +} + +__device__ unsigned int quantize(float v, float world_origin, float world_scale) +{ + // truncate! + return (unsigned int) ((v - world_origin) / world_scale); +} + +__device__ uint3 quantize3(float3 v, float3 world_origin, float3 world_scale) +{ + return make_uint3(quantize(v.x, world_origin.x, world_scale.x), + quantize(v.y, world_origin.y, world_scale.y), + quantize(v.z, world_origin.z, world_scale.z)); +} + +const unsigned int LEAF_BIT = (1U << 31); + +extern "C" +{ + + __global__ void + make_leaves(unsigned int first_triangle, + unsigned int ntriangles, uint3 *triangles, float3 *vertices, + float3 world_origin, float3 world_scale, + uint4 *leaf_nodes, unsigned long long *morton_codes) + + { + unsigned int thread_id = blockDim.x * blockIdx.x + threadIdx.x; + if (thread_id >= ntriangles) + return; + + unsigned int triangle_id = first_triangle + thread_id; + + // Find bounding corners and centroid + uint3 triangle = triangles[triangle_id]; + float3 lower = vertices[triangle.x]; + float3 centroid = lower; + float3 upper = lower; + float3 temp_vertex; + + temp_vertex = vertices[triangle.y]; + lower = fminf(lower, temp_vertex); + upper = fmaxf(upper, temp_vertex); + centroid += temp_vertex; + + temp_vertex = vertices[triangle.z]; + lower = fminf(lower, temp_vertex); + upper = fmaxf(upper, temp_vertex); + centroid += temp_vertex; + + centroid /= 3.0f; + + // Quantize bounding corners and centroid + uint3 q_lower = quantize3(lower, world_origin, world_scale); + uint3 q_upper = quantize3(upper, world_origin, world_scale) + 1; + uint3 q_centroid = quantize3(centroid, world_origin, world_scale); + + // Compute Morton code from quantized centroid + unsigned long long morton = + spread3_16(q_centroid.x) + | (spread3_16(q_centroid.y) << 1) + | (spread3_16(q_centroid.z) << 2); + + // Write leaf and morton code + uint4 leaf_node; + leaf_node.x = q_lower.x | (q_upper.x << 16); + leaf_node.y = q_lower.y | (q_upper.y << 16); + leaf_node.z = q_lower.z | (q_upper.z << 16); + leaf_node.w = triangle_id | LEAF_BIT; + + leaf_nodes[triangle_id] = leaf_node; + morton_codes[triangle_id] = morton; + } + + __global__ void + reorder_leaves(unsigned int first_triangle, + unsigned int ntriangles, + uint4 *leaf_nodes_in, + uint4 *leaf_nodes_out, + unsigned int *remap_order) + + { + unsigned int thread_id = blockDim.x * blockIdx.x + threadIdx.x; + if (thread_id >= ntriangles) + return; + + unsigned int dest_id = first_triangle + thread_id; + unsigned int source_id = remap_order[dest_id]; + + leaf_nodes_out[dest_id] = leaf_nodes_in[source_id]; + } + + __global__ void + build_layer(unsigned int first_node, + unsigned int n_parent_nodes, + unsigned int n_children_per_node, + uint4 *nodes, + unsigned int parent_layer_offset, + unsigned int child_layer_offset) + { + unsigned int thread_id = blockDim.x * blockIdx.x + threadIdx.x; + if (thread_id >= n_parent_nodes) + return; + + unsigned int parent_id = first_node + thread_id; + unsigned int first_child = child_layer_offset + parent_id * n_children_per_node; + + // Load first child + uint4 parent_node = nodes[first_child]; + uint3 lower = make_uint3(parent_node.x & 0xFFFF, parent_node.y & 0xFFFF, parent_node.z & 0xFFFF); + uint3 upper = make_uint3(parent_node.x >> 16, parent_node.y >> 16, parent_node.z >> 16); + + + // Scan remaining children + for (unsigned int i=1; i < n_children_per_node; i++) { + uint4 child_node = nodes[first_child + i]; + + if (child_node.x == 0) + break; // Hit first padding node in list of children + + uint3 child_lower = make_uint3(child_node.x & 0xFFFF, child_node.y & 0xFFFF, child_node.z & 0xFFFF); + uint3 child_upper = make_uint3(child_node.x >> 16, child_node.y >> 16, child_node.z >> 16); + + lower = min(lower, child_lower); + upper = max(upper, child_upper); + } + + parent_node.w = first_child; + parent_node.x = upper.x << 16 | lower.x; + parent_node.y = upper.y << 16 | lower.y; + parent_node.z = upper.z << 16 | lower.z; + + nodes[parent_layer_offset + parent_id] = parent_node; + } + +} // extern "C" diff --git a/chroma/cuda/geometry.h b/chroma/cuda/geometry.h index 2b5eacb..86ced6c 100644 --- a/chroma/cuda/geometry.h +++ b/chroma/cuda/geometry.h @@ -1,47 +1,40 @@ #ifndef __GEOMETRY_H__ #define __GEOMETRY_H__ -struct Material -{ - float *refractive_index; - float *absorption_length; - float *scattering_length; - unsigned int n; - float step; - float wavelength0; -}; - -struct Surface -{ - float *detect; - float *absorb; - float *reflect_diffuse; - float *reflect_specular; - unsigned int n; - float step; - float wavelength0; -}; - -struct Triangle +#include "geometry_types.h" +#include "linalg.h" + +const unsigned int LEAF_BIT = (1U << 31); + + +__device__ float3 +to_float3(const uint3 &a) { - float3 v0, v1, v2; -}; + return make_float3(a.x, a.y, a.z); +} -struct Geometry +__device__ Node +get_node(Geometry *geometry, const unsigned int &i) { - float3 *vertices; - uint3 *triangles; - unsigned int *material_codes; - unsigned int *colors; - float3 *lower_bounds; - float3 *upper_bounds; - unsigned int *node_map; - unsigned int *node_map_end; - Material **materials; - Surface **surfaces; - unsigned int start_node; - unsigned int first_node; -}; + uint4 node = geometry->nodes[i]; + Node node_struct; + + if (node.x == 0) { + node_struct.kind = PADDING_NODE; + return node_struct; + } + + uint3 lower_int = make_uint3(node.x & 0xFFFF, node.y & 0xFFFF, node.z & 0xFFFF); + uint3 upper_int = make_uint3(node.x >> 16, node.y >> 16, node.z >> 16); + + + node_struct.lower = geometry->world_origin + to_float3(lower_int) * geometry->world_scale; + node_struct.upper = geometry->world_origin + to_float3(upper_int) * geometry->world_scale; + node_struct.child = node.w & ~LEAF_BIT; // Mask off leaf bit + node_struct.kind = node.w & LEAF_BIT ? LEAF_NODE : INTERNAL_NODE; + + return node_struct; +} __device__ Triangle get_triangle(Geometry *geometry, const unsigned int &i) diff --git a/chroma/cuda/geometry_types.h b/chroma/cuda/geometry_types.h new file mode 100644 index 0000000..31ff3c6 --- /dev/null +++ b/chroma/cuda/geometry_types.h @@ -0,0 +1,55 @@ +#ifndef __GEOMETRY_TYPES_H__ +#define __GEOMETRY_TYPES_H__ + +struct Material +{ + float *refractive_index; + float *absorption_length; + float *scattering_length; + unsigned int n; + float step; + float wavelength0; +}; + +struct Surface +{ + float *detect; + float *absorb; + float *reflect_diffuse; + float *reflect_specular; + unsigned int n; + float step; + float wavelength0; +}; + +struct Triangle +{ + float3 v0, v1, v2; +}; + +enum { INTERNAL_NODE, LEAF_NODE, PADDING_NODE }; + +struct Node +{ + float3 lower; + float3 upper; + unsigned int child; + unsigned int kind; +}; + +struct Geometry +{ + float3 *vertices; + uint3 *triangles; + unsigned int *material_codes; + unsigned int *colors; + uint4 *nodes; + Material **materials; + Surface **surfaces; + float3 world_origin; + float _dummy1; // for alignment + float3 world_scale; + unsigned int branch_degree; +}; + +#endif diff --git a/chroma/cuda/mesh.h b/chroma/cuda/mesh.h index d60d801..de15156 100644 --- a/chroma/cuda/mesh.h +++ b/chroma/cuda/mesh.h @@ -6,7 +6,7 @@ #include "stdio.h" -#define STACK_SIZE 100 +#define STACK_SIZE 1000 /* Tests the intersection between a ray and a node in the bounding volume hierarchy. If the ray intersects the bounding volume and `min_distance` @@ -14,15 +14,11 @@ less than `min_distance`, return true, else return false. */ __device__ bool intersect_node(const float3 &origin, const float3 &direction, - Geometry *g, int i, float min_distance=-1.0f) + Geometry *g, const Node &node, const float min_distance=-1.0f) { - /* assigning these to local variables is faster for some reason */ - float3 lower_bound = g->lower_bounds[i]; - float3 upper_bound = g->upper_bounds[i]; - float distance_to_box; - if (intersect_box(origin, direction, lower_bound, upper_bound, + if (intersect_box(origin, direction, node.lower, node.upper, distance_to_box)) { if (min_distance < 0.0f) return true; @@ -35,7 +31,6 @@ intersect_node(const float3 &origin, const float3 &direction, else { return false; } - } /* Finds the intersection between a ray and `geometry`. If the ray does @@ -52,73 +47,74 @@ intersect_mesh(const float3 &origin, const float3& direction, Geometry *g, float distance; min_distance = -1.0f; - if (!intersect_node(origin, direction, g, g->start_node, min_distance)) + Node root = get_node(g, 0); + + if (!intersect_node(origin, direction, g, root, min_distance)) return -1; - unsigned int stack[STACK_SIZE]; - - unsigned int *head = &stack[0]; - unsigned int *node = &stack[1]; - unsigned int *tail = &stack[STACK_SIZE-1]; - *node = g->start_node; - - unsigned int i; - - do - { - unsigned int first_child = g->node_map[*node]; - unsigned int stop = g->node_map_end[*node]; - - while (*node >= g->first_node && stop == first_child+1) { - *node = first_child; - first_child = g->node_map[*node]; - stop = g->node_map_end[*node]; - } - - if (*node >= g->first_node) { - for (i=first_child; i < stop; i++) { - if (intersect_node(origin, direction, g, i, min_distance)) { - *node = i; - node++; - } - } + //min_distance = 100.0f; + //return 1; + + unsigned int child_ptr_stack[STACK_SIZE]; + child_ptr_stack[0] = root.child; + + const unsigned int *head = &child_ptr_stack[0]; + unsigned int *curr = &child_ptr_stack[0]; + const unsigned int *tail = &child_ptr_stack[STACK_SIZE-1]; + + unsigned int count = 0; + unsigned int tri_count = 0; + + while (curr >= head) { + unsigned int first_child = *curr; + curr--; + + for (unsigned int i=first_child; i < first_child + g->branch_degree; i++) { + Node node = get_node(g, i); + count++; + + if (node.kind == PADDING_NODE) + break; // this node and rest of children are padding + + if (intersect_node(origin, direction, g, node, min_distance)) { + + if (node.kind == LEAF_NODE) { + // This node wraps a triangle + + if (node.child != last_hit_triangle) { + // Can't hit same triangle twice in a row + tri_count++; + Triangle t = get_triangle(g, node.child); + if (intersect_triangle(origin, direction, t, distance)) { + + if (triangle_index == -1 || distance < min_distance) { + triangle_index = node.child; + min_distance = distance; + } // if hit triangle is closer than previous hits + + } // if hit triangle + + } // if not hitting same triangle as last step + + } else { + curr++; + *curr = node.child; + } // leaf or internal node? + } // hit node? - node--; - } - else { - // node is a leaf - for (i=first_child; i < stop; i++) { - if (last_hit_triangle == i) - continue; - - Triangle t = get_triangle(g, i); - - if (intersect_triangle(origin, direction, t, distance)) { - if (triangle_index == -1) { - triangle_index = i; - min_distance = distance; - continue; - } - - if (distance < min_distance) { - triangle_index = i; - min_distance = distance; - } - } - } // triangle loop - - node--; - - } // node is a leaf - - if (node > tail) { - printf("warning: intersect_mesh() aborted; node > tail\n"); - break; - } - - } // while loop - while (node != head); - + if (curr > tail) { + printf("warning: intersect_mesh() aborted; node > tail\n"); + break; + } + } // loop over children, starting with first_child + + } // while nodes on stack + + if (threadIdx.x == 0) { + printf("node count: %d\n", count); + printf("triangle count: %d\n", tri_count); + } + return triangle_index; } diff --git a/chroma/gpu/geometry.py b/chroma/gpu/geometry.py index 081563f..6682f8f 100644 --- a/chroma/gpu/geometry.py +++ b/chroma/gpu/geometry.py @@ -6,11 +6,35 @@ from pycuda import characterize from chroma.geometry import standard_wavelengths from chroma.gpu.tools import get_cu_module, get_cu_source, cuda_options, \ chunk_iterator, format_array, format_size, to_uint3, to_float3, \ - make_gpu_struct + make_gpu_struct, GPUFuncs + from chroma.log import logger +def round_up_to_multiple(x, multiple): + remainder = x % multiple + if remainder == 0: + return x + else: + return x + multiple - remainder + +def compute_layer_configuration(n, branch_degree): + if n == 1: + # Special case for root + return [ (1, 1) ] + else: + layer_conf = [ (n, round_up_to_multiple(n, branch_degree)) ] + + while layer_conf[0][1] > 1: + nparent = int(np.ceil( float(layer_conf[0][1]) / branch_degree )) + if nparent == 1: + layer_conf = [ (1, 1) ] + layer_conf + else: + layer_conf = [ (nparent, round_up_to_multiple(nparent, branch_degree)) ] + layer_conf + + return layer_conf + class GPUGeometry(object): - def __init__(self, geometry, wavelengths=None, print_usage=False): + def __init__(self, geometry, wavelengths=None, print_usage=False, branch_degree=32): if wavelengths is None: wavelengths = standard_wavelengths @@ -19,7 +43,7 @@ class GPUGeometry(object): except ValueError: raise ValueError('wavelengths must be equally spaced apart.') - geometry_source = get_cu_source('geometry.h') + geometry_source = get_cu_source('geometry_types.h') material_struct_size = characterize.sizeof('Material', geometry_source) surface_struct_size = characterize.sizeof('Surface', geometry_source) geometry_struct_size = characterize.sizeof('Geometry', geometry_source) @@ -104,32 +128,50 @@ class GPUGeometry(object): self.surface_pointer_array = \ make_gpu_struct(8*len(self.surface_ptrs), self.surface_ptrs) - self.vertices = ga.to_gpu(to_float3(geometry.mesh.vertices)) - self.triangles = ga.to_gpu(to_uint3(geometry.mesh.triangles)) + self.pagelocked_vertices = cuda.pagelocked_empty(shape=len(geometry.mesh.vertices), + dtype=ga.vec.float3, + mem_flags=cuda.host_alloc_flags.DEVICEMAP | cuda.host_alloc_flags.WRITECOMBINED) + self.pagelocked_triangles = cuda.pagelocked_empty(shape=len(geometry.mesh.triangles), + dtype=ga.vec.uint3, + mem_flags=cuda.host_alloc_flags.DEVICEMAP | cuda.host_alloc_flags.WRITECOMBINED) + self.pagelocked_vertices[:] = to_float3(geometry.mesh.vertices) + self.pagelocked_triangles[:] = to_uint3(geometry.mesh.triangles) + self.vertices = np.intp(self.pagelocked_vertices.base.get_device_pointer()) + self.triangles = np.intp(self.pagelocked_triangles.base.get_device_pointer()) + + + self.branch_degree = branch_degree + print 'bvh', cuda.mem_get_info() + self.world_origin, self.world_scale, self.nodes = self.make_bvh(geometry.mesh.vertices, + self.vertices, + len(geometry.mesh.triangles), + self.triangles, + self.branch_degree) + print 'bvh after' material_codes = (((geometry.material1_index & 0xff) << 24) | ((geometry.material2_index & 0xff) << 16) | ((geometry.surface_index & 0xff) << 8)).astype(np.uint32) - - self.material_codes = ga.to_gpu(material_codes) - - self.lower_bounds = ga.to_gpu(to_float3(geometry.lower_bounds)) - self.upper_bounds = ga.to_gpu(to_float3(geometry.upper_bounds)) - self.colors = ga.to_gpu(geometry.colors.astype(np.uint32)) - self.node_map = ga.to_gpu(geometry.node_map.astype(np.uint32)) - self.node_map_end = ga.to_gpu(geometry.node_map_end.astype(np.uint32)) + self.pagelocked_material_codes = cuda.pagelocked_empty_like(material_codes, mem_flags=cuda.host_alloc_flags.DEVICEMAP | cuda.host_alloc_flags.WRITECOMBINED) + self.pagelocked_material_codes[:] = material_codes + self.material_codes = np.intp(self.pagelocked_material_codes.base.get_device_pointer()) + + colors = geometry.colors.astype(np.uint32) + self.pagelocked_colors = cuda.pagelocked_empty_like(colors, mem_flags=cuda.host_alloc_flags.DEVICEMAP | cuda.host_alloc_flags.WRITECOMBINED) + self.pagelocked_colors[:] = colors + self.colors = np.intp(self.pagelocked_colors.base.get_device_pointer()) self.solid_id_map = ga.to_gpu(geometry.solid_id.astype(np.uint32)) self.gpudata = make_gpu_struct(geometry_struct_size, [self.vertices, self.triangles, self.material_codes, - self.colors, self.lower_bounds, - self.upper_bounds, self.node_map, - self.node_map_end, + self.colors, self.nodes, self.material_pointer_array, self.surface_pointer_array, - np.uint32(geometry.start_node), - np.uint32(geometry.first_node)]) + self.world_origin, + np.float32(0.0), # dummy1 + self.world_scale, + np.uint32(self.branch_degree)]) self.geometry = geometry @@ -137,17 +179,96 @@ class GPUGeometry(object): self.print_device_usage() logger.info(self.device_usage_str()) + def make_bvh(self, vertices, gpu_vertices, ntriangles, gpu_triangles, branch_degree): + assert branch_degree > 1 + bvh_module = get_cu_module('bvh.cu', options=cuda_options, + include_source_directory=True) + bvh_funcs = GPUFuncs(bvh_module) + + world_min = vertices.min(axis=0) + # Full scale at 2**16 - 2 in order to ensure there is dynamic range to round + # up by one count after quantization + world_scale = (vertices.max(axis=0) - world_min) / (2**16 - 2) + + world_origin = ga.vec.make_float3(*world_min) + world_scale = ga.vec.make_float3(*world_scale) + + layer_conf = compute_layer_configuration(ntriangles, branch_degree) + layer_offsets = list(np.cumsum([npad for n, npad in layer_conf])) + + # Last entry is number of nodes, trim off and add zero to get offset of each layer + n_nodes = int(layer_offsets[-1]) + layer_offsets = [0] + layer_offsets[:-1] + + leaf_nodes = ga.empty(shape=ntriangles, dtype=ga.vec.uint4) + morton_codes = ga.empty(shape=ntriangles, dtype=np.uint64) + + # Step 1: Make leaves + nthreads_per_block=256 + for first_index, elements_this_iter, nblocks_this_iter in \ + chunk_iterator(ntriangles, nthreads_per_block, max_blocks=10000): + bvh_funcs.make_leaves(np.uint32(first_index), + np.uint32(elements_this_iter), + gpu_triangles, gpu_vertices, + world_origin, world_scale, + leaf_nodes, morton_codes, + block=(nthreads_per_block,1,1), + grid=(nblocks_this_iter,1)) + + # argsort on the CPU because I'm too lazy to do it on the GPU + argsort = morton_codes.get().argsort().astype(np.uint32) + del morton_codes + #local_leaf_nodes = leaf_nodes.get()[argsort] + # + remap_order = ga.to_gpu(argsort) + #m = morton_codes.get() + #m.sort() + #print m + #assert False + # Step 2: sort leaf nodes into full node list + print cuda.mem_get_info(), leaf_nodes.nbytes + nodes = ga.zeros(shape=n_nodes, dtype=ga.vec.uint4) + #cuda.memcpy_htod(int(nodes.gpudata)+int(layer_offsets[-1]), local_leaf_nodes) + + for first_index, elements_this_iter, nblocks_this_iter in \ + chunk_iterator(ntriangles, nthreads_per_block, max_blocks=10000): + bvh_funcs.reorder_leaves(np.uint32(first_index), + np.uint32(elements_this_iter), + leaf_nodes, nodes[layer_offsets[-1]:], remap_order, + block=(nthreads_per_block,1,1), + grid=(nblocks_this_iter,1)) + + del leaf_nodes + del remap_order + + # Step 3: Create parent layers in reverse order + layer_parameters = zip(layer_offsets[:-1], layer_offsets[1:], layer_conf) + layer_parameters.reverse() + + for parent_offset, child_offset, (nparent, nparent_pad) in layer_parameters: + for first_index, elements_this_iter, nblocks_this_iter in \ + chunk_iterator(nparent, nthreads_per_block, max_blocks=10000): + print parent_offset, first_index, elements_this_iter, nblocks_this_iter + bvh_funcs.build_layer(np.uint32(first_index), + np.uint32(elements_this_iter), + np.uint32(branch_degree), + nodes, + np.uint32(parent_offset), + np.uint32(child_offset), + block=(nthreads_per_block,1,1), + grid=(nblocks_this_iter,1)) + + return world_origin, world_scale, nodes + + def device_usage_str(self): '''Returns a formatted string displaying the memory usage.''' s = 'device usage:\n' s += '-'*10 + '\n' - s += format_array('vertices', self.vertices) + '\n' - s += format_array('triangles', self.triangles) + '\n' - s += format_array('lower_bounds', self.lower_bounds) + '\n' - s += format_array('upper_bounds', self.upper_bounds) + '\n' - s += format_array('node_map', self.node_map) + '\n' - s += format_array('node_map_end', self.node_map_end) + '\n' - s += '%-15s %6s %6s' % ('total', '', format_size(self.vertices.nbytes + self.triangles.nbytes + self.lower_bounds.nbytes + self.upper_bounds.nbytes + self.node_map.nbytes + self.node_map_end.nbytes)) + '\n' + #s += format_array('vertices', self.vertices) + '\n' + #s += format_array('triangles', self.triangles) + '\n' + s += format_array('nodes', self.nodes) + '\n' + s += '%-15s %6s %6s' % ('total', '', format_size(self.nodes.nbytes)) + '\n' s += '-'*10 + '\n' free, total = cuda.mem_get_info() s += '%-15s %6s %6s' % ('device total', '', format_size(total)) + '\n' |