import sys import time import numpy as np from solid import Solid from geometry import Geometry from mesh import mesh_from_stl from sample import uniform_sphere, flashlight from pycuda import autoinit from pycuda.compiler import SourceModule from pycuda import gpuarray import pycuda.driver as cuda import src import models from materials import * from transform import * from itertoolset import roundrobin from view import view import matplotlib.pyplot as plt print 'device %s' % autoinit.device.name() nphotons, nblocks = 1000000, 64 start_position = (5.0,0.0,0.0) gpu_kwargs = {'block': (nblocks,1,1), 'grid': (nphotons/nblocks+1,1)} lens_mesh = mesh_from_stl(models.dir + '/lens.stl') lens_mesh.vertices /= 1000 lens_solid = Solid(0, lens_mesh, material1=acrylic_sno, material2=vacuum, color=0x00ff0000) box_mesh = mesh_from_stl(models.dir + '/box.stl') box_mesh.vertices /= 1000 box_solid = Solid(0, box_mesh, material1=vacuum, material2=vacuum, surface=black_surface, color=0x000000ff) film_mesh = mesh_from_stl(models.dir + '/film.stl') film_mesh.vertices /= 10 film_solid = Solid(1, film_mesh, material1=vacuum, material2=vacuum, surface=black_surface, displacement=(-0.3,0,0), color=0x0000ff00) pmt_mesh1 = mesh_from_stl(models.dir + '/hamamatsu_12inch.stl') pmt_mesh1.vertices /= 1000 pmt_mesh2 = mesh_from_stl(models.dir + '/hamamatsu_12inch.stl') pmt_mesh2.vertices /= 1000 pmt_mesh2.vertices *= 0.95 pmt_solid1 = Solid(3, pmt_mesh1, displacement=(2.0,0.0,0.0), material1=glass, material2=vacuum) pmt_solid2 = Solid(4, pmt_mesh2, displacement=(2.0,0.0,0.0), material1=vacuum, material2=glass, surface=lambertian_surface) sphere_mesh = mesh_from_stl(models.dir + '/sphere.stl') sphere_mesh.vertices *= 100 sphere_solid = Solid(2, sphere_mesh, material1=vacuum, material2=vacuum, surface=black_surface) geometry = Geometry()#[lens_solid1, lens_solid2, film_solid, sphere_solid]) geometry.add_solid(lens_solid) geometry.add_solid(film_solid) geometry.add_solid(box_solid) #geometry.add_solid(pmt_solid1) #geometry.add_solid(pmt_solid2) #geometry.add_solid(sphere_solid) #from detectors import LBNE #geometry = LBNE() texrefs = geometry.build(bits=8) #view(geometry) module = SourceModule(src.kernel, options=['-I' + src.dir], no_extern_c=True, cache_dir=False) geometry.load(module) propagate = module.get_function('propagate') init_rng = module.get_function('init_rng') init_rng(np.int32(nphotons), np.int32(0), np.int32(0), **gpu_kwargs) positions = np.tile(start_position, nphotons).reshape(nphotons,3) positions_float3 = np.empty(positions.shape[0], dtype=gpuarray.vec.float3) positions_float3['x'] = positions[:,0] positions_float3['y'] = positions[:,1] positions_float3['z'] = positions[:,2] positions_gpu = cuda.to_device(positions_float3) directions = flashlight(np.pi/256, (-1,0,0), size=nphotons) #directions = flashlight(np.pi/8, (0,-1,0), size=nphotons) #directions = uniform_sphere(nphotons) directions_float3 = np.empty(directions.shape[0], dtype=gpuarray.vec.float3) directions_float3['x'] = directions[:,0] directions_float3['y'] = directions[:,1] directions_float3['z'] = directions[:,2] directions_gpu = cuda.to_device(directions_float3) wavelengths = np.random.uniform(400, 700, nphotons).astype(np.float32) wavelengths_gpu = cuda.to_device(wavelengths) times = np.tile(0, nphotons).astype(np.float32) times_gpu = cuda.to_device(times) polarizations = uniform_sphere(nphotons) polarizations_float3 = np.empty(polarizations.shape[0], dtype=gpuarray.vec.float3) polarizations_float3['x'] = polarizations[:,0] polarizations_float3['y'] = polarizations[:,1] polarizations_float3['z'] = polarizations[:,2] polarizations_gpu = cuda.to_device(polarizations_float3) last_hit_triangles = -np.ones(nphotons, dtype=np.int32) last_hit_triangles_gpu = cuda.to_device(last_hit_triangles) states = -np.ones(nphotons, dtype=np.int32) states_gpu = cuda.to_device(states) x = np.empty((nphotons, 10, 3)) for i in range(10): x[:,i,0] = positions_float3['x'] x[:,i,1] = positions_float3['y'] x[:,i,2] = positions_float3['z'] t0 = time.time() propagate(np.int32(nphotons), positions_gpu, directions_gpu, wavelengths_gpu, polarizations_gpu, times_gpu, states_gpu, last_hit_triangles_gpu, np.int32(geometry.node_map.size-1), np.int32(geometry.first_node), np.int32(1), **gpu_kwargs) cuda.Context.synchronize() elapsed = time.time() - t0 print 'elapsed %f sec; %f photons/sec ' % (elapsed, nphotons/elapsed) cuda.memcpy_dtoh(positions_float3, positions_gpu) cuda.memcpy_dtoh(directions_float3, directions_gpu) cuda.memcpy_dtoh(states, states_gpu) cuda.memcpy_dtoh(last_hit_triangles, last_hit_triangles_gpu) print np.unique(states) from chromaticity import map_wavelength #mask = states != 0 mask = geometry.solid_id[last_hit_triangles] == 1 print 'mask length = ', len(states[mask]) rgb_colors = map_wavelength(wavelengths[mask]) colors = rgb_colors*255 colors = colors.astype(np.uint32) colors = colors[:,0] << 16 | colors[:,1] << 8 | colors[:,2] def format_hex_string(s): return '#' + s.rstrip('L')[2:].zfill(6) colors = map(format_hex_string, map(hex, colors)) plt.figure() plt.plot(*roundrobin(x[mask,:,0], x[mask,:,1], colors)) plt.show() size = (600, 600) y = np.linspace(np.min(film_mesh.vertices[:,1]), np.max(film_mesh.vertices[:,1]), size[0]) z = np.linspace(np.min(film_mesh.vertices[:,2]), np.max(film_mesh.vertices[:,2]), size[1]) film_positions = np.empty((len(positions_float3[mask]), 3)) film_positions[:,0] = positions_float3[mask]['x'] film_positions[:,1] = positions_float3[mask]['y'] film_positions[:,2] = positions_float3[mask]['z'] film_positions -= film_solid.displacement film_positions = np.inner(film_positions, np.linalg.inv(film_solid.rotation)) pixels = np.zeros((size[0], size[1], 3)) for position, rgb_color in zip(film_positions, rgb_colors): ybin = np.digitize(np.array([position[1]]), y)[0] zbin = np.digitize(np.array([position[2]]), z)[0] try: pixels[ybin,zbin] += rgb_color except IndexError: continue import pygame pixels = ((pixels/np.max(pixels))*255).astype(np.uint32) pixels = pixels[:,:,0] << 16 | pixels[:,:,1] << 8 | pixels[:,:,2] pygame.init() screen = pygame.display.set_mode(size) pygame.surfarray.blit_array(screen, pixels) pygame.display.flip() raw_input()