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author | Anthony LaTorre <tlatorre9@gmail.com> | 2011-07-27 15:09:12 -0400 |
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committer | Anthony LaTorre <tlatorre9@gmail.com> | 2011-07-27 15:09:12 -0400 |
commit | 368524c5007a1f6ce2ef7be8d5dc1156c41a9dc2 (patch) | |
tree | 62992d86956f0f7282bd69c0f160710ff0489b2a /camera.py | |
parent | b94392f8ed2ce7bf364d0549bcda8e632d56de05 (diff) | |
download | chroma-368524c5007a1f6ce2ef7be8d5dc1156c41a9dc2.tar.gz chroma-368524c5007a1f6ce2ef7be8d5dc1156c41a9dc2.tar.bz2 chroma-368524c5007a1f6ce2ef7be8d5dc1156c41a9dc2.zip |
camera automatically increases render quality when it is not being moved
Diffstat (limited to 'camera.py')
-rw-r--r-- | camera.py | 114 |
1 files changed, 75 insertions, 39 deletions
@@ -3,6 +3,7 @@ from itertools import product, count from threading import Thread, Lock import time import os +import sys from transform import rotate @@ -55,6 +56,7 @@ class Camera(Thread): pygame.init() self.screen = pygame.display.set_mode(size) pygame.display.set_caption('') + self.clock = pygame.time.Clock() with self.lock: self.context.push() @@ -68,23 +70,37 @@ class Camera(Thread): lower_bound, upper_bound = self.geometry.mesh.get_bounds() self.scale = np.linalg.norm(upper_bound-lower_bound) - self.source_position = [0,0,upper_bound[2]+1.0] self.nblocks = 64 + self.point = np.array([0, self.scale*1.75, (lower_bound[2]+upper_bound[2])/2]) + self.axis1 = np.array([1,0,0], float) + self.axis2 = np.array([0,0,1], float) + + origins, directions = get_rays(self.point) + with self.lock: self.context.push() - print 'initializing random number states.' - rng_state_count = max(len(geometry.mesh.triangles), self.width*self.height) - self.rng_states_gpu = cuda.mem_alloc(rng_state_count*sizeof('curandStateXORWOW', '#include <curand_kernel.h>')) - self.init_rng_kernel(np.int32(rng_state_count), self.rng_states_gpu, np.int32(0), np.int32(0), block=(self.nblocks,1,1), grid=(rng_state_count//self.nblocks+1,1)) + self.origins_gpu = gpuarray.to_gpu(origins.astype(np.float32).view(gpuarray.vec.float3)) + self.directions_gpu = gpuarray.to_gpu(directions.astype(np.float32).view(gpuarray.vec.float3)) + self.pixels_gpu = gpuarray.zeros(self.width*self.height, dtype=np.int32) + self.context.pop() + + self.render = False + + def build_rgb_lookup(self, source_position=(0,0,0)): + with self.lock: + self.context.push() + print '\ninitializing random number states.' + self.rng_states_gpu = cuda.mem_alloc(self.width*self.height*sizeof('curandStateXORWOW', '#include <curand_kernel.h>')) + self.init_rng_kernel(np.int32(self.width*self.height), self.rng_states_gpu, np.int32(0), np.int32(0), block=(self.nblocks,1,1), grid=(self.width*self.height//self.nblocks+1,1)) self.context.synchronize() print 'done.' self.source_positions_gpu = gpuarray.empty(len(geometry.mesh.triangles), dtype=gpuarray.vec.float3) - self.source_positions_gpu.fill(gpuarray.vec.make_float3(*self.source_position)) + self.source_positions_gpu.fill(gpuarray.vec.make_float3(*source_position)) - source_directions = np.mean(self.geometry.mesh[:], axis=1) - self.source_position + source_directions = np.mean(self.geometry.mesh[:], axis=1) - source_position self.source_directions_gpu = gpuarray.to_gpu(source_directions.astype(np.float32).view(gpuarray.vec.float3)) self.rgb_lookup1_gpu = gpuarray.zeros(self.source_positions_gpu.size, dtype=gpuarray.vec.float3) @@ -94,7 +110,7 @@ class Camera(Thread): rgb_runs = 100 print 'building rgb lookup.' - self.build_rgb_lookup_kernel(np.int32(self.source_positions_gpu.size), self.rng_states_gpu, self.source_positions_gpu, self.source_directions_gpu, self.rgb_lookup1_gpu, self.rgb_lookup2_gpu, np.int32(rgb_runs), np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.source_positions_gpu.size//self.nblocks+1,1)) + self.build_rgb_lookup_kernel(np.int32(self.source_positions_gpu.size), self.source_positions_gpu, self.source_directions_gpu, self.rgb_lookup1_gpu, self.rgb_lookup2_gpu, np.uint64(np.random.randint(np.iinfo(np.int64).max)), np.int32(rgb_runs), np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.source_positions_gpu.size//self.nblocks+1,1)) self.context.synchronize() print 'done.' @@ -108,26 +124,41 @@ class Camera(Thread): rgb_lookup2[rgb_lookup2 > 1.0] = 1.0 self.rgb_lookup2_gpu.set(rgb_lookup2.view(gpuarray.vec.float3)) - self.nruns = 1 + self.nimages = 0 + self.rgb_image = np.zeros((self.pixels_gpu.size, 3), float) + self.r_gpu = gpuarray.zeros(self.pixels_gpu.size, dtype=np.float32) + self.g_gpu = gpuarray.zeros(self.pixels_gpu.size, dtype=np.float32) + self.b_gpu = gpuarray.zeros(self.pixels_gpu.size, dtype=np.float32) self.context.pop() - self.point = np.array([0, self.scale*1.75, (lower_bound[2]+upper_bound[2])/2]) - self.axis1 = np.array([1,0,0], float) - self.axis2 = np.array([0,0,1], float) + def clear_image(self): + try: + self.rgb_image.fill(0.0) + self.nimages = 0 + except AttributeError: + pass - origins, directions = get_rays(self.point) + def acquire_image(self): + if not hasattr(self, 'rng_states_gpu'): + self.build_rgb_lookup() with self.lock: self.context.push() - self.origins_gpu = gpuarray.to_gpu(origins.astype(np.float32).view(gpuarray.vec.float3)) - self.directions_gpu = gpuarray.to_gpu(directions.astype(np.float32).view(gpuarray.vec.float3)) - self.pixels_gpu = gpuarray.zeros(self.width*self.height, dtype=np.int32) + self.render_kernel(np.int32(self.pixels_gpu.size), self.rng_states_gpu, self.origins_gpu, self.directions_gpu, self.r_gpu, self.g_gpu, self.b_gpu, self.rgb_lookup1_gpu, self.rgb_lookup2_gpu, np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1)) + self.rgb_image[:,0] += self.r_gpu.get() + self.rgb_image[:,1] += self.g_gpu.get() + self.rgb_image[:,2] += self.b_gpu.get() + self.nimages += 1 self.context.pop() - self.render = False + def render_image(self): + scaled_rgb_image = ((self.rgb_image/self.nimages)*255).astype(np.int32) + + image = scaled_rgb_image[:,0] << 16 | scaled_rgb_image[:,1] << 8 | scaled_rgb_image[:,2] - self.render_run_count = 1 + pygame.surfarray.blit_array(self.screen, image.reshape(self.size)) + pygame.display.flip() def screenshot(self, dir=''): root, ext = 'screenshot', 'png' @@ -161,17 +192,20 @@ class Camera(Thread): self.context.pop() def update(self): + if self.render: + self.acquire_image() + self.render_image() + return + with self.lock: self.context.push() t0 = time.time() - if self.render: - self.render_kernel(np.int32(self.pixels_gpu.size), self.rng_states_gpu, self.origins_gpu, self.directions_gpu, self.rgb_lookup1_gpu, self.rgb_lookup2_gpu, np.int32(self.render_run_count), self.pixels_gpu, np.int32(self.max_steps), block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1)) - else: - self.ray_trace_kernel(np.int32(self.pixels_gpu.size), self.origins_gpu, self.directions_gpu, self.pixels_gpu, block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1)) + self.ray_trace_kernel(np.int32(self.pixels_gpu.size), self.origins_gpu, self.directions_gpu, self.pixels_gpu, block=(self.nblocks,1,1), grid=(self.pixels_gpu.size//self.nblocks+1,1)) self.context.synchronize() elapsed = time.time() - t0 - print 'elapsed %f sec.' % elapsed + print '\relapsed %f sec.' % elapsed, + sys.stdout.flush() pygame.surfarray.blit_array(self.screen, self.pixels_gpu.get().reshape(self.size)) pygame.display.flip() @@ -187,20 +221,24 @@ class Camera(Thread): current_layer = 0 while not done: + self.clock.tick(20) + + if self.render and not clicked and not pygame.event.peek(KEYDOWN): + self.acquire_image() + self.render_image() + for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: if event.button == 4: v = self.scale*np.cross(self.axis1,self.axis2)/10.0 - self.translate(v) - + self.clear_image() self.update() if event.button == 5: v = -self.scale*np.cross(self.axis1,self.axis2)/10.0 - self.translate(v) - + self.clear_image() self.update() if event.button == 1: @@ -224,47 +262,52 @@ class Camera(Thread): if shift: v = mouse_direction*self.scale*length/float(self.width) - self.translate(v) - + self.clear_image() self.update() else: phi = np.float32(2*np.pi*length/float(self.width)) n = rotate(mouse_direction, np.pi/2, -np.cross(self.axis1,self.axis2)) self.rotate(phi, n) - + self.clear_image() self.update() if event.type == KEYDOWN: if event.key == K_a: v = self.scale*self.axis1/10.0 self.translate(v) + self.clear_image() self.update() if event.key == K_d: v = -self.scale*self.axis1/10.0 self.translate(v) + self.clear_image() self.update() if event.key == K_w: v = self.scale*np.cross(self.axis1,self.axis2)/10.0 self.translate(v) + self.clear_image() self.update() if event.key == K_s: v = -self.scale*np.cross(self.axis1,self.axis2)/10.0 self.translate(v) + self.clear_image() self.update() if event.key == K_SPACE: v = self.scale*self.axis2/10.0 self.translate(v) + self.clear_image() self.update() if event.key == K_LCTRL: v = -self.scale*self.axis2/10.0 self.translate(v) + self.clear_image() self.update() if event.key == K_LSHIFT or event.key == K_RSHIFT: @@ -307,15 +350,6 @@ class Camera(Thread): self.render = not self.render self.update() - if event.key == K_EQUALS: - self.render_run_count += 1 - self.update() - - if event.key == K_MINUS: - if self.render_run_count > 1: - self.render_run_count -= 1 - self.update() - if event.type == KEYUP: if event.key == K_LSHIFT or event.key == K_RSHIFT: shift = False @@ -324,6 +358,7 @@ class Camera(Thread): done = True break + print pygame.display.quit() if __name__ == '__main__': @@ -376,6 +411,7 @@ if __name__ == '__main__': cuda.init() context = make_default_context() + print 'device %s' % context.get_device().name() module = SourceModule(src.kernel, options=['-I' + src.dir], no_extern_c=True, cache_dir=False) geometry = build(obj, options.bits) |