import time from stl import * import numpy as np from pycuda import autoinit from pycuda.compiler import SourceModule import pycuda.driver as cuda from pycuda import gpuarray def array2vector(arr, dtype=gpuarray.vec.float3): if len(arr.shape) != 2 or arr.shape[-1] != 3: raise Exception('shape mismatch') x = np.empty(arr.shape[0], dtype=dtype) x['x'] = arr[:,0] x['y'] = arr[:,1] x['z'] = arr[:,2] return x print 'device %s' % autoinit.device.name() source = open('src/linalg.h').read() + open('src/matrix.h').read() + \ open('src/rotate.h').read() + open('src/intersect.cu').read() mod = SourceModule(source, no_extern_c=True, arch='sm_13') intersect = mod.get_function('intersect_triangle_mesh') rotate = mod.get_function('rotate') translate = mod.get_function('translate') import pygame size = width, height = 800, 600 screen = pygame.display.set_mode(size) film_size = (0.035, 0.024) focal_length = 0.05 grid = [] for x in np.linspace(-film_size[0]/2, film_size[0]/2, width): for z in np.linspace(-film_size[1]/2, film_size[1]/2, height): grid.append((x,0,z)) grid = np.array(grid) grid += (0,focal_length,0) grid += (0,300,0) x = array2vector(grid) x_gpu = cuda.to_device(x) p = array2vector(((0,300,0)-grid)) p_gpu = cuda.to_device(p) mesh3 = array2vector(read_stl('models/tie_interceptor6.stl')) rotate(np.int32(mesh3.size), cuda.InOut(mesh3), np.float32(-np.pi/2), gpuarray.vec.make_float3(1,0,0), block=(256,1,1), grid=(mesh3.size//256+1,1)) translate(np.int32(mesh3.size), cuda.InOut(mesh3), gpuarray.vec.make_float3(0,30,0), block=(256,1,1), grid=(mesh3.size//256+1,1)) mesh = np.empty(mesh3.size, dtype=gpuarray.vec.float4) mesh['x'] = mesh3['x'] mesh['y'] = mesh3['y'] mesh['z'] = mesh3['z'] mesh_gpu = cuda.to_device(mesh) mesh_tex = mod.get_texref('mesh') mesh_tex.set_address(mesh_gpu, mesh.nbytes) mesh_tex.set_format(cuda.array_format.FLOAT, 4) pixel = np.empty(size, dtype=np.int32).flatten() pixel_gpu = cuda.to_device(pixel) block_size = 64 for i in range(100): rotate(np.int32(x.size), x_gpu, np.float32(np.pi/100), gpuarray.vec.make_float3(0,0,1), block=(block_size,1,1), grid=(width*height//block_size+1,1)) rotate(np.int32(p.size), p_gpu, np.float32(np.pi/100), gpuarray.vec.make_float3(0,0,1), block=(block_size,1,1), grid=(width*height//block_size+1,1)) t0 = time.time() intersect(np.int32(x.size), x_gpu, p_gpu, np.int32(mesh.size//3), pixel_gpu, block=(block_size,1,1), grid=(width*height//block_size+1,1), texrefs=[mesh_tex]) cuda.Context.synchronize() elapsed = time.time() - t0 print '%i triangles, %i photons, %f sec; (%f photons/s)' % \ (mesh.size//3, pixel.size, elapsed, pixel.size/elapsed) cuda.memcpy_dtoh(pixel, pixel_gpu) pygame.surfarray.blit_array(screen, pixel.reshape(size)) pygame.display.flip() raw_input('press enter to exit')