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2011-09-06geometry on the GPU is now a struct created in the GPUGeometry class. coding ↵Anthony LaTorre
style for cuda code is now compliant with python PEP 7 -- Style Guide for C Code.
2011-09-02update event structure. break gpu.GPU class into separate smaller ↵Anthony LaTorre
independent classes.
2011-08-26no more 3d headache! 3d viewing angle changes depending on the distance to ↵Anthony LaTorre
the object in the center of the screen.
2011-08-25add 3d support to camera views by displaying images as an anaglyph. alpha ↵Anthony LaTorre
coloring is now calculated using the new searching/sorting algorithms.
2011-08-13A faulty optical process can make the position or direction of theStan Seibert
photon into NaN on the GPU. Now we abort these photons rather than let them lock up the intersect_mesh() method. There is a new history bit (#31) that indicates when a NAN_ABORT has occurred, and this bit is checked for by GPU.propagate(). If set for any of the photons, a warning message is printed. While not as good as preventing the NaN problem in the first place, this at least ensures we are aware of the problem.
2011-08-12mergeAnthony LaTorre
2011-08-12do not check child nodes of a node at which the distance to the bounding box ↵Anthony LaTorre
is further than a triangle the ray/photon has already intersected
2011-08-12Use an input and output photon queue in order to consolidate all theStan Seibert
photons that didn't die during propagation into the beginning of the list. This speeds up propagation by reducing the number of partially filled CUDA warps on the next propagation step. 2.2 million photons/sec on LBNE!
2011-08-11No need for __noinline__ now that kernel caching works.Stan Seibert
2011-08-08propagate() takes an array of photon offsets and a range ofStan Seibert
offsets to load. Now events with more photons than RNG states can be propagated through multiple kernel calls. Also lays the groundwork for consolidating photons between steps to reduce the amount of propagation work required.
2011-07-30you can rotate just the camera by holding the control key and take movies by ↵Anthony LaTorre
pressing the m key.
2011-07-30when throwing photons from the light source out onto the scene, photons are ↵Anthony LaTorre
now thrown randomly across each triangle instead of only at the center of each triangle. all of the rendering kernels have been rewritten so that they operate additively; for example, you may now throw photons from the light source onto the scene, render from the camera to the scene, then throw more photons and render again.
2011-07-27camera automatically increases render quality when it is not being movedAnthony LaTorre
2011-07-26added a camera class which is able to render using the simple ray tracer or ↵Anthony LaTorre
the hybrid monte carlo ray tracer in a separate thread. the camera object is initialized by passing a pycuda.driver.Context object and a threading.Lock object; you can then run kernels and copy arrays to and from the device in the same context as that used by the camera by acquiring the lock, calling context.push(), executing the kernel and/or copying arrays, calling context.pop(), and then releasing the lock. fixed mistakes in both build_rgb_lookup() and render() where I had accidently switched the green and blue photons. updated the lbne geometry with the latest specifications. added profiles for the sno pmt and concentrator.
2011-07-25moved triangle colors to a separate global device array so that the ray ↵Anthony LaTorre
tracer and photon simulation can be run in the same context. added the ability to add alpha channel to triangle color so that triangles can be made transparent. added __noinline__ modifier to certain device functions to speed up kernel compilation.
2011-07-21pull random number generator states out of the photon struct; this allows ↵Anthony LaTorre
you to copy photon information within a thread but still keep a single random number generator throughout the thread.
2011-07-21hybrid monte carlo render now distinguishes between the two different sides ↵Anthony LaTorre
of each triangle. reduced the number of runs to average when propagating photons from each pixel in render.py from 5 to 1; the speed improvement outweighs any small improvement in the quality of the rendered image.
2011-07-20pulled a lot of the photon propagation code out of src/kernel.cu into ↵Anthony LaTorre
src/photon.h so that photon propagation by propagate() in kernel.cu and the hybrid monte carlo ray tracing use the same code. instead of a single state, photons now carry the history of the processes they've undergone. this history is stored as a bitmask; see src/photon.h. start_node and first_node of the mesh are now stored as global variables in mesh.h instead of being passed to kernel functions.
2011-07-19removed STL pmt models; pmt models are now built by calling rotate_extrude() ↵Anthony LaTorre
on a profile of the PMT model (see build_pmt() in solids/pmts.py). triangle intersection now allows one of the two coefficients multiplying the vectors which span the triangle to float slightly negative (up to -EPSILON; EPSILON is defined in src/intersect.h) in order to eliminate rays passing through the line between two triangles. cleaned up a lot of unused code. pulled duplicate code in view() and render() into functions in view.py. in order to allow view.py and render.py to search pre-defined geometries, solids, meshes, etc. without requiring them to be pre-built, pre-defined geometries, solids, meshes, etc. should be returned by a function tagged by the decorator @buildable(identifier) defined in view.py, where identifier is a string used to identify the object as an argument to either view.py or render.py. optical materials and surfaces are now defined in optics.py. added an image directory to save cool screenshots.
2011-07-10added a hybrid monte carlo ray tracing rendering algorithmAnthony LaTorre
2011-06-24speedup mesh intersection by skipping directly to the child node of nodes ↵Anthony LaTorre
with only one child.
2011-06-23move photon initialization to the gpu. it's unclear if this is a speed ↵Anthony LaTorre
improvement.
2011-06-22Switch from float4 to float3 for vertices.Stan Seibert
2011-06-22Fix accidental reuse of absorption_length when computing scattering length.Stan Seibert
2011-06-21Switch vertex list on GPU from a texture to a standard device array.Stan Seibert
This avoids the texture size limitation.
2011-06-20pack material and surface indices into the fourth byte of the triangle array ↵Anthony LaTorre
on the GPU. you can now take a screenshot of an image rendered with view.py() by pressing the f12 key.
2011-06-19reverse the face orientation on all triangles in the stl files exported from ↵Anthony LaTorre
sketchup.
2011-06-18change curandstate array length to 100,000. gputhread.run() now correctly ↵Anthony LaTorre
initializes ALL of the states.
2011-06-17visually tested optics code. added models of the inner and outer meshes for ↵Anthony LaTorre
the 12" hamamatsu and sno pmts. ratdb.py is able to parse ratdb files. chromaticity.py provides a function to map wavelength -> rgb color. lbne detector model now includes an outer black cylinder and pmts with a glass layer and photocathode/reflective surfaces.
2011-06-12added some fun models; added some untested code to implement absorption, ↵Anthony LaTorre
scattering, reflection, and refraction
2011-06-07Switch triangle texture to device array, use int32 and float32Stan Seibert
datatypes everywhere, and build final mesh without concatenation of lists. This allows for very large detectors, like full size LBNE.
2011-06-03load material/surface index lookup arrays to the gpu and bind them to ↵Anthony LaTorre
textures. also, forgot to include the gpu code for material/surface structures
2011-06-03load materials/surfaces onto the gpuAnthony LaTorre
2011-06-02material/surface codes or color are packed into the fourth byte of the ↵Anthony LaTorre
triangle data texture depending on the color keyword passed to Geometry.build()
2011-06-02triangle mesh is now stored everywhere as a split list of vertices and trianglesAnthony LaTorre
2011-05-27kernel ran off the end of the ray arrayAnthony LaTorre
2011-05-20faster bounding volume hierarchy constructionAnthony LaTorre
2011-05-18added test likelihoodAnthony LaTorre
2011-05-18added some more documentation and a more accurate miniature version of lbneAnthony LaTorre
2011-05-17added documentationAnthony LaTorre
2011-05-16added stl mesh viewerAnthony LaTorre
2011-05-15cleanup. fixed testsAnthony LaTorre
2011-05-15new geometry class. beginning to implement physics by defining a material ↵Anthony LaTorre
class; each triangle will have a material linked to both of its sides