diff options
Diffstat (limited to 'patches/astra-toolbox-approximate-projectors')
5 files changed, 2060 insertions, 0 deletions
| diff --git a/patches/astra-toolbox-approximate-projectors/cone_bp.cu b/patches/astra-toolbox-approximate-projectors/cone_bp.cu new file mode 100644 index 0000000..01edcb9 --- /dev/null +++ b/patches/astra-toolbox-approximate-projectors/cone_bp.cu @@ -0,0 +1,397 @@ +/* +----------------------------------------------------------------------- +Copyright: 2010-2021, imec Vision Lab, University of Antwerp +           2014-2021, CWI, Amsterdam + +Contact: astra@astra-toolbox.com +Website: http://www.astra-toolbox.com/ + +This file is part of the ASTRA Toolbox. + + +The ASTRA Toolbox is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +The ASTRA Toolbox is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with the ASTRA Toolbox. If not, see <http://www.gnu.org/licenses/>. + +----------------------------------------------------------------------- +*/ + +#include "astra/cuda/3d/util3d.h" +#include "astra/cuda/3d/dims3d.h" + +#include <cstdio> +#include <cassert> +#include <iostream> +#include <list> + +#include <cuda.h> + +namespace astraCUDA3d { + +static const unsigned int g_volBlockZ = 6; + +static const unsigned int g_anglesPerBlock = 32; +static const unsigned int g_volBlockX = 16; +static const unsigned int g_volBlockY = 32; + +static const unsigned g_MaxAngles = 1024; + +struct DevConeParams { +	float4 fNumU; +	float4 fNumV; +	float4 fDen; +}; + +__constant__ DevConeParams gC_C[g_MaxAngles]; + +#include "rounding.h" + +//__launch_bounds__(32*16, 4) +template<bool FDKWEIGHT, unsigned int ZSIZE> +__global__ void dev_cone_BP(void* D_volData, unsigned int volPitch, +                            cudaTextureObject_t tex, +                            int startAngle, int angleOffset, +                            const astraCUDA3d::SDimensions3D dims, +                            float fOutputScale) +{ +	float* volData = (float*)D_volData; + +	int endAngle = startAngle + g_anglesPerBlock; +	if (endAngle > dims.iProjAngles - angleOffset) +		endAngle = dims.iProjAngles - angleOffset; + +	// threadIdx: x = rel x +	//            y = rel y + +	// blockIdx:  x = x + y +	//            y = z + + + +	const int X = blockIdx.x % ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockX + threadIdx.x; +	const int Y = blockIdx.x / ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockY + threadIdx.y; + +	if (X >= dims.iVolX) +		return; +	if (Y >= dims.iVolY) +		return; + +	const int startZ = blockIdx.y * g_volBlockZ; +	const float fX = X - 0.5f*dims.iVolX + 0.5f; +	const float fY = Y - 0.5f*dims.iVolY + 0.5f; +	const float fZ = startZ - 0.5f*dims.iVolZ + 0.5f; + +	float Z[ZSIZE]; +	for(int i=0; i < ZSIZE; i++) +		Z[i] = 0.0f; + + +	{ +		float fAngle = startAngle + angleOffset + 0.5f; + +		for (int angle = startAngle; angle < endAngle; ++angle, fAngle += 1.0f) +		{ +			float4 fCu  = gC_C[angle].fNumU; +			float4 fCv  = gC_C[angle].fNumV; +			float4 fCd  = gC_C[angle].fDen; + +			float fUNum = fCu.w + fX * fCu.x + fY * fCu.y + fZ * fCu.z; +			float fVNum = fCv.w + fX * fCv.x + fY * fCv.y + fZ * fCv.z; +			float fDen  = (FDKWEIGHT ? 1.0f : fCd.w) + fX * fCd.x + fY * fCd.y + fZ * fCd.z; + +			float fU,fV, fr; + +			for (int idx = 0; idx < ZSIZE; idx++) +			{ +				fr = __fdividef(1.0f, fDen); +				fU = fUNum * fr; +				fV = fVNum * fr; + +				float fUf = round(fU) - 0.5f; +				float fVf = round(fV) - 0.5f; + +				textype fU_ = texto(fU); +				textype fV_ = texto(fV); +				textype fUf_ = texto(fUf); +				textype fVf_ = texto(fVf); +				 +				textype fVal0_0; textocheck(fVal0_0, "bp", tex3D<float>(tex, fUf, fAngle, fVf)); +				textype fVal1_0; textocheck(fVal1_0, "bp", tex3D<float>(tex, fUf + 1.0f, fAngle, fVf)); +				textype fVal0_1; textocheck(fVal0_1, "bp", tex3D<float>(tex, fUf, fAngle, fVf + 1.0f)); +				textype fVal1_1; textocheck(fVal1_1, "bp", tex3D<float>(tex, fUf + 1.0f, fAngle, fVf + 1.0f)); + +				textype fVal0 = interpolate(fVal0_0, fVal0_1, (fV_ - fVf_)); +				textype fVal1 = interpolate(fVal1_0, fVal1_1, (fV_ - fVf_)); +				float fVal = texfrom(interpolate(fVal0, fVal1, (fU_ - fUf_))); + +//				float fVal = tex3D<float>(tex, fU, fAngle, fV); +				Z[idx] += fr*fr*fVal; + +				fUNum += fCu.z; +				fVNum += fCv.z; +				fDen  += fCd.z; +			} +		} +	} + +	int endZ = ZSIZE; +	if (endZ > dims.iVolZ - startZ) +		endZ = dims.iVolZ - startZ; + +	for(int i=0; i < endZ; i++) +		volData[((startZ+i)*dims.iVolY+Y)*volPitch+X] += Z[i] * fOutputScale; +} //End kernel + + + +// supersampling version +__global__ void dev_cone_BP_SS(void* D_volData, unsigned int volPitch, cudaTextureObject_t tex, int startAngle, int angleOffset, const SDimensions3D dims, int iRaysPerVoxelDim, float fOutputScale) +{ +	float* volData = (float*)D_volData; + +	int endAngle = startAngle + g_anglesPerBlock; +	if (endAngle > dims.iProjAngles - angleOffset) +		endAngle = dims.iProjAngles - angleOffset; + +	// threadIdx: x = rel x +	//            y = rel y + +	// blockIdx:  x = x + y +    //            y = z + + +	// TO TRY: precompute part of detector intersection formulas in shared mem? +	// TO TRY: inner loop over z, gather ray values in shared mem + +	const int X = blockIdx.x % ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockX + threadIdx.x; +	const int Y = blockIdx.x / ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockY + threadIdx.y; + +	if (X >= dims.iVolX) +		return; +	if (Y >= dims.iVolY) +		return; + +	const int startZ = blockIdx.y * g_volBlockZ; +	int endZ = startZ + g_volBlockZ; +	if (endZ > dims.iVolZ) +		endZ = dims.iVolZ; + +	float fX = X - 0.5f*dims.iVolX + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim; +	float fY = Y - 0.5f*dims.iVolY + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim; +	float fZ = startZ - 0.5f*dims.iVolZ + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim; +	const float fSubStep = 1.0f/iRaysPerVoxelDim; + +	fOutputScale /= (iRaysPerVoxelDim*iRaysPerVoxelDim*iRaysPerVoxelDim); + + +	for (int Z = startZ; Z < endZ; ++Z, fZ += 1.0f) +	{ + +		float fVal = 0.0f; +		float fAngle = startAngle + angleOffset + 0.5f; + +		for (int angle = startAngle; angle < endAngle; ++angle, fAngle += 1.0f) +		{ +			float4 fCu  = gC_C[angle].fNumU; +			float4 fCv  = gC_C[angle].fNumV; +			float4 fCd  = gC_C[angle].fDen; + +			float fXs = fX; +			for (int iSubX = 0; iSubX < iRaysPerVoxelDim; ++iSubX) { +			float fYs = fY; +			for (int iSubY = 0; iSubY < iRaysPerVoxelDim; ++iSubY) { +			float fZs = fZ; +			for (int iSubZ = 0; iSubZ < iRaysPerVoxelDim; ++iSubZ) { + +				const float fUNum = fCu.w + fXs * fCu.x + fYs * fCu.y + fZs * fCu.z; +				const float fVNum = fCv.w + fXs * fCv.x + fYs * fCv.y + fZs * fCv.z; +				const float fDen  = fCd.w + fXs * fCd.x + fYs * fCd.y + fZs * fCd.z; + +				const float fr = __fdividef(1.0f, fDen); +				const float fU = fUNum * fr; +				const float fV = fVNum * fr; + +				fVal += tex3D<float>(tex, fU, fAngle, fV) * fr * fr; + +				fZs += fSubStep; +			} +			fYs += fSubStep; +			} +			fXs += fSubStep; +			} + +		} + +		volData[(Z*dims.iVolY+Y)*volPitch+X] += fVal * fOutputScale; +	} +} + + +bool transferConstants(const SConeProjection* angles, unsigned int iProjAngles, const SProjectorParams3D& params) +{ +	DevConeParams *p = new DevConeParams[iProjAngles]; + +	// We need three things in the kernel: +	// projected coordinates of pixels on the detector: + +	// u: || (x-s) v (s-d) || / || u v (s-x) || +	// v: -|| u (x-s) (s-d) || / || u v (s-x) || + +	// ray density weighting factor for the adjoint +	// || u v (s-d) ||^2 / ( |cross(u,v)| * || u v (s-x) ||^2 ) + +	// FDK weighting factor +	// ( || u v s || / || u v (s-x) || ) ^ 2 + +	// Since u and v are ratios with the same denominator, we have +	// a degree of freedom to scale the denominator. We use that to make +	// the square of the denominator equal to the relevant weighting factor. + + +	for (unsigned int i = 0; i < iProjAngles; ++i) { +		Vec3 u(angles[i].fDetUX, angles[i].fDetUY, angles[i].fDetUZ); +		Vec3 v(angles[i].fDetVX, angles[i].fDetVY, angles[i].fDetVZ); +		Vec3 s(angles[i].fSrcX, angles[i].fSrcY, angles[i].fSrcZ); +		Vec3 d(angles[i].fDetSX, angles[i].fDetSY, angles[i].fDetSZ); + + + +		double fScale; +		if (!params.bFDKWeighting) { +			// goal: 1/fDen^2 = || u v (s-d) ||^2 / ( |cross(u,v)| * || u v (s-x) ||^2 ) +			// fDen = ( sqrt(|cross(u,v)|) * || u v (s-x) || ) / || u v (s-d) ||  +			// i.e. scale = sqrt(|cross(u,v)|) * / || u v (s-d) || + + +			// NB: for cross(u,v) we invert the volume scaling (for the voxel +			// size normalization) to get the proper dimensions for +			// the scaling of the adjoint + +			fScale = sqrt(scaled_cross3(u,v,Vec3(params.fVolScaleX,params.fVolScaleY,params.fVolScaleZ)).norm()) / det3(u, v, s-d); +		} else { +			// goal: 1/fDen = || u v s || / || u v (s-x) || +			// fDen = || u v (s-x) || / || u v s || +			// i.e., scale = 1 / || u v s || + +			fScale = 1.0 / det3(u, v, s); +		} + +		p[i].fNumU.w = fScale * det3(s,v,d); +		p[i].fNumU.x = fScale * det3x(v,s-d); +		p[i].fNumU.y = fScale * det3y(v,s-d); +		p[i].fNumU.z = fScale * det3z(v,s-d); +		p[i].fNumV.w = -fScale * det3(s,u,d); +		p[i].fNumV.x = -fScale * det3x(u,s-d); +		p[i].fNumV.y = -fScale * det3y(u,s-d); +		p[i].fNumV.z = -fScale * det3z(u,s-d); +		p[i].fDen.w = fScale * det3(u, v, s); // == 1.0 for FDK +		p[i].fDen.x = -fScale * det3x(u, v); +		p[i].fDen.y = -fScale * det3y(u, v); +		p[i].fDen.z = -fScale * det3z(u, v); +	} + +	// TODO: Check for errors +	cudaMemcpyToSymbol(gC_C, p, iProjAngles*sizeof(DevConeParams), 0, cudaMemcpyHostToDevice); + +	delete[] p; + +	return true; +} + + +bool ConeBP_Array(cudaPitchedPtr D_volumeData, +                  cudaArray *D_projArray, +                  const SDimensions3D& dims, const SConeProjection* angles, +                  const SProjectorParams3D& params) +{ +	cudaTextureObject_t D_texObj; +	if (!createTextureObject3D(D_projArray, D_texObj)) +		return false; + +	float fOutputScale; +	if (params.bFDKWeighting) { +		// NB: assuming cube voxels here +		fOutputScale = params.fOutputScale / (params.fVolScaleX); +	} else { +		fOutputScale = params.fOutputScale * (params.fVolScaleX * params.fVolScaleY * params.fVolScaleZ); +	} + +	bool ok = true; + +	for (unsigned int th = 0; th < dims.iProjAngles; th += g_MaxAngles) { +		unsigned int angleCount = g_MaxAngles; +		if (th + angleCount > dims.iProjAngles) +			angleCount = dims.iProjAngles - th; + +		ok = transferConstants(angles, angleCount, params); +		if (!ok) +			break; + +		dim3 dimBlock(g_volBlockX, g_volBlockY); + +		dim3 dimGrid(((dims.iVolX/1+g_volBlockX-1)/(g_volBlockX))*((dims.iVolY/1+1*g_volBlockY-1)/(1*g_volBlockY)), (dims.iVolZ+g_volBlockZ-1)/g_volBlockZ); + +		// timeval t; +		// tic(t); + +		for (unsigned int i = 0; i < angleCount; i += g_anglesPerBlock) { +		// printf("Calling BP: %d, %dx%d, %dx%d to %p\n", i, dimBlock.x, dimBlock.y, dimGrid.x, dimGrid.y, (void*)D_volumeData.ptr);  +			if (params.bFDKWeighting) { +				if (dims.iVolZ == 1) { +					dev_cone_BP<true, 1><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale); +				} else { +					dev_cone_BP<true, g_volBlockZ><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale); +				} +			} else if (params.iRaysPerVoxelDim == 1) { +				if (dims.iVolZ == 1) { +					dev_cone_BP<false, 1><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale); +				} else { +					dev_cone_BP<false, g_volBlockZ><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale); +				} +			} else +				dev_cone_BP_SS<<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, params.iRaysPerVoxelDim, fOutputScale); +		} + +		// TODO: Consider not synchronizing here, if possible. +		ok = checkCuda(cudaThreadSynchronize(), "cone_bp"); +		if (!ok) +			break; + +		angles = angles + angleCount; +		// printf("%f\n", toc(t)); + +	} + +	cudaDestroyTextureObject(D_texObj); + +	return ok; +} + +bool ConeBP(cudaPitchedPtr D_volumeData, +            cudaPitchedPtr D_projData, +            const SDimensions3D& dims, const SConeProjection* angles, +            const SProjectorParams3D& params) +{ +	// transfer projections to array + +	cudaArray* cuArray = allocateProjectionArray(dims); +	transferProjectionsToArray(D_projData, cuArray, dims); + +	bool ret = ConeBP_Array(D_volumeData, cuArray, dims, angles, params); + +	cudaFreeArray(cuArray); + +	return ret; +} + + +} diff --git a/patches/astra-toolbox-approximate-projectors/cone_fp.cu b/patches/astra-toolbox-approximate-projectors/cone_fp.cu new file mode 100644 index 0000000..f11813c --- /dev/null +++ b/patches/astra-toolbox-approximate-projectors/cone_fp.cu @@ -0,0 +1,516 @@ +/* +----------------------------------------------------------------------- +Copyright: 2010-2021, imec Vision Lab, University of Antwerp +           2014-2021, CWI, Amsterdam + +Contact: astra@astra-toolbox.com +Website: http://www.astra-toolbox.com/ + +This file is part of the ASTRA Toolbox. + + +The ASTRA Toolbox is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +The ASTRA Toolbox is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with the ASTRA Toolbox. If not, see <http://www.gnu.org/licenses/>. + +----------------------------------------------------------------------- +*/ + +#include "astra/cuda/3d/util3d.h" +#include "astra/cuda/3d/dims3d.h" + +#include <cstdio> +#include <cassert> +#include <iostream> +#include <list> + +#include <cuda.h> + +namespace astraCUDA3d { + +static const unsigned int g_anglesPerBlock = 4; + +// thickness of the slices we're splitting the volume up into +static const unsigned int g_blockSlices = 4; +static const unsigned int g_detBlockU = 32; +static const unsigned int g_detBlockV = 32; + +static const unsigned g_MaxAngles = 1024; +__constant__ float gC_SrcX[g_MaxAngles]; +__constant__ float gC_SrcY[g_MaxAngles]; +__constant__ float gC_SrcZ[g_MaxAngles]; +__constant__ float gC_DetSX[g_MaxAngles]; +__constant__ float gC_DetSY[g_MaxAngles]; +__constant__ float gC_DetSZ[g_MaxAngles]; +__constant__ float gC_DetUX[g_MaxAngles]; +__constant__ float gC_DetUY[g_MaxAngles]; +__constant__ float gC_DetUZ[g_MaxAngles]; +__constant__ float gC_DetVX[g_MaxAngles]; +__constant__ float gC_DetVY[g_MaxAngles]; +__constant__ float gC_DetVZ[g_MaxAngles]; + + +// x=0, y=1, z=2 +struct DIR_X { +	__device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolX; } +	__device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolY; } +	__device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } +	__device__ float c0(float x, float y, float z) const { return x; } +	__device__ float c1(float x, float y, float z) const { return y; } +	__device__ float c2(float x, float y, float z) const { return z; } +	__device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D<float>(tex, f0, f1, f2); } +	__device__ float x(float f0, float f1, float f2) const { return f0; } +	__device__ float y(float f0, float f1, float f2) const { return f1; } +	__device__ float z(float f0, float f1, float f2) const { return f2; } +}; + +// y=0, x=1, z=2 +struct DIR_Y { +	__device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolY; } +	__device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } +	__device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } +	__device__ float c0(float x, float y, float z) const { return y; } +	__device__ float c1(float x, float y, float z) const { return x; } +	__device__ float c2(float x, float y, float z) const { return z; } +	__device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D<float>(tex, f1, f0, f2); } +	__device__ float x(float f0, float f1, float f2) const { return f1; } +	__device__ float y(float f0, float f1, float f2) const { return f0; } +	__device__ float z(float f0, float f1, float f2) const { return f2; } +}; + +// z=0, x=1, y=2 +struct DIR_Z { +	__device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolZ; } +	__device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } +	__device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolY; } +	__device__ float c0(float x, float y, float z) const { return z; } +	__device__ float c1(float x, float y, float z) const { return x; } +	__device__ float c2(float x, float y, float z) const { return y; } +	__device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D<float>(tex, f1, f2, f0); } +	__device__ float x(float f0, float f1, float f2) const { return f1; } +	__device__ float y(float f0, float f1, float f2) const { return f2; } +	__device__ float z(float f0, float f1, float f2) const { return f0; } +}; + +struct SCALE_CUBE { +	float fOutputScale; +	__device__ float scale(float a1, float a2) const { return sqrt(a1*a1+a2*a2+1.0f) * fOutputScale; } +}; + +struct SCALE_NONCUBE { +	float fScale1; +	float fScale2; +	float fOutputScale; +	__device__ float scale(float a1, float a2) const { return sqrt(a1*a1*fScale1+a2*a2*fScale2+1.0f) * fOutputScale; } +}; + + +bool transferConstants(const SConeProjection* angles, unsigned int iProjAngles) +{ +	// transfer angles to constant memory +	float* tmp = new float[iProjAngles]; + +#define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < iProjAngles; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); } while (0) + +	TRANSFER_TO_CONSTANT(SrcX); +	TRANSFER_TO_CONSTANT(SrcY); +	TRANSFER_TO_CONSTANT(SrcZ); +	TRANSFER_TO_CONSTANT(DetSX); +	TRANSFER_TO_CONSTANT(DetSY); +	TRANSFER_TO_CONSTANT(DetSZ); +	TRANSFER_TO_CONSTANT(DetUX); +	TRANSFER_TO_CONSTANT(DetUY); +	TRANSFER_TO_CONSTANT(DetUZ); +	TRANSFER_TO_CONSTANT(DetVX); +	TRANSFER_TO_CONSTANT(DetVY); +	TRANSFER_TO_CONSTANT(DetVZ); + +#undef TRANSFER_TO_CONSTANT + +	delete[] tmp; + +	return true; +} + + +#include "rounding.h" + +	// threadIdx: x = ??? detector  (u?) +	//            y = relative angle + +	// blockIdx:  x = ??? detector  (u+v?) +    //            y = angle block + +template<class COORD, class SCALE> +__global__ void cone_FP_t(float* D_projData, unsigned int projPitch, +                          cudaTextureObject_t tex, +                          unsigned int startSlice, +                          unsigned int startAngle, unsigned int endAngle, +                          const SDimensions3D dims, +                          SCALE sc) +{ +	COORD c; + +	int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; +	if (angle >= endAngle) +		return; + +	const float fSrcX = gC_SrcX[angle]; +	const float fSrcY = gC_SrcY[angle]; +	const float fSrcZ = gC_SrcZ[angle]; +	const float fDetUX = gC_DetUX[angle]; +	const float fDetUY = gC_DetUY[angle]; +	const float fDetUZ = gC_DetUZ[angle]; +	const float fDetVX = gC_DetVX[angle]; +	const float fDetVY = gC_DetVY[angle]; +	const float fDetVZ = gC_DetVZ[angle]; +	const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; +	const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; +	const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; + +	const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; +	if (detectorU >= dims.iProjU) +		return; +	const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; +	int endDetectorV = startDetectorV + g_detBlockV; +	if (endDetectorV > dims.iProjV) +		endDetectorV = dims.iProjV; + +	int endSlice = startSlice + g_blockSlices; +	if (endSlice > c.nSlices(dims)) +		endSlice = c.nSlices(dims); + +	for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) +	{ +		/* Trace ray from Src to (detectorU,detectorV) from */ +		/* X = startSlice to X = endSlice                   */ + +		const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; +		const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; +		const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; + +		/*        (x)   ( 1)       ( 0) */ +		/* ray:   (y) = (ay) * x + (by) */ +		/*        (z)   (az)       (bz) */ + +		const float a1 = (c.c1(fSrcX,fSrcY,fSrcZ) - c.c1(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); +		const float a2 = (c.c2(fSrcX,fSrcY,fSrcZ) - c.c2(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); +		const float b1 = c.c1(fSrcX,fSrcY,fSrcZ) - a1 * c.c0(fSrcX,fSrcY,fSrcZ); +		const float b2 = c.c2(fSrcX,fSrcY,fSrcZ) - a2 * c.c0(fSrcX,fSrcY,fSrcZ); + +		const float fDistCorr = sc.scale(a1, a2); + +		float fVal = 0.0f; + +		float f0 = startSlice + 0.5f; +		float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; +		float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; + +		for (int s = startSlice; s < endSlice; ++s) +		{ + +			float f1f = round(f1) - 0.5f; +			float f2f = round(f2) - 0.5f; + +			textype f1_ = texto(f1); +			textype f2_ = texto(f2); +			textype f1f_ = texto(f1f); +			textype f2f_ = texto(f2f); + +			textype fVal0_0; textocheck(fVal0_0, "fp", c.tex(tex, f0, f1f, f2f)); +			textype fVal1_0; textocheck(fVal1_0, "fp", c.tex(tex, f0, f1f + 1.0f, f2f)); +			textype fVal0_1; textocheck(fVal0_1, "fp", c.tex(tex, f0, f1f, f2f + 1.0f)); +			textype fVal1_1; textocheck(fVal1_1, "fp", c.tex(tex, f0, f1f + 1.0f, f2f + 1.0f)); + +			textype fVal0 = interpolate(fVal0_0, fVal0_1, (f2_ - f2f_)); +			textype fVal1 = interpolate(fVal1_0, fVal1_1, (f2_ - f2f_)); +			fVal += texfrom(interpolate(fVal0, fVal1, (f1_ - f1f_))); + +//			fVal += c.tex(tex, f0, f1, f2); +			f0 += 1.0f; +			f1 += a1; +			f2 += a2; +		} + +		fVal *= fDistCorr; + +		D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; +	} +} + +template<class COORD> +__global__ void cone_FP_SS_t(float* D_projData, unsigned int projPitch, +                             cudaTextureObject_t tex, +                             unsigned int startSlice, +                             unsigned int startAngle, unsigned int endAngle, +                             const SDimensions3D dims, int iRaysPerDetDim, +                             SCALE_NONCUBE sc) +{ +	COORD c; + +	int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; +	if (angle >= endAngle) +		return; + +	const float fSrcX = gC_SrcX[angle]; +	const float fSrcY = gC_SrcY[angle]; +	const float fSrcZ = gC_SrcZ[angle]; +	const float fDetUX = gC_DetUX[angle]; +	const float fDetUY = gC_DetUY[angle]; +	const float fDetUZ = gC_DetUZ[angle]; +	const float fDetVX = gC_DetVX[angle]; +	const float fDetVY = gC_DetVY[angle]; +	const float fDetVZ = gC_DetVZ[angle]; +	const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; +	const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; +	const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; + +	const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; +	if (detectorU >= dims.iProjU) +		return; +	const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; +	int endDetectorV = startDetectorV + g_detBlockV; +	if (endDetectorV > dims.iProjV) +		endDetectorV = dims.iProjV; + +	int endSlice = startSlice + g_blockSlices; +	if (endSlice > c.nSlices(dims)) +		endSlice = c.nSlices(dims); + +	const float fSubStep = 1.0f/iRaysPerDetDim; + +	for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) +	{ +		/* Trace ray from Src to (detectorU,detectorV) from */ +		/* X = startSlice to X = endSlice                   */ + +		float fV = 0.0f; + +		float fdU = detectorU - 0.5f + 0.5f*fSubStep; +		for (int iSubU = 0; iSubU < iRaysPerDetDim; ++iSubU, fdU+=fSubStep) { +		float fdV = detectorV - 0.5f + 0.5f*fSubStep; +		for (int iSubV = 0; iSubV < iRaysPerDetDim; ++iSubV, fdV+=fSubStep) { + +		const float fDetX = fDetSX + fdU*fDetUX + fdV*fDetVX; +		const float fDetY = fDetSY + fdU*fDetUY + fdV*fDetVY; +		const float fDetZ = fDetSZ + fdU*fDetUZ + fdV*fDetVZ; + +		/*        (x)   ( 1)       ( 0) */ +		/* ray:   (y) = (ay) * x + (by) */ +		/*        (z)   (az)       (bz) */ + +		const float a1 = (c.c1(fSrcX,fSrcY,fSrcZ) - c.c1(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); +		const float a2 = (c.c2(fSrcX,fSrcY,fSrcZ) - c.c2(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); +		const float b1 = c.c1(fSrcX,fSrcY,fSrcZ) - a1 * c.c0(fSrcX,fSrcY,fSrcZ); +		const float b2 = c.c2(fSrcX,fSrcY,fSrcZ) - a2 * c.c0(fSrcX,fSrcY,fSrcZ); + +		const float fDistCorr = sc.scale(a1, a2); + +		float fVal = 0.0f; + +		float f0 = startSlice + 0.5f; +		float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; +		float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; + +		for (int s = startSlice; s < endSlice; ++s) +		{ +			fVal += c.tex(tex, f0, f1, f2); +			f0 += 1.0f; +			f1 += a1; +			f2 += a2; +		} + +		fVal *= fDistCorr; +		fV += fVal; + +		} +		} + +		D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (iRaysPerDetDim * iRaysPerDetDim); +	} +} + + +bool ConeFP_Array_internal(cudaPitchedPtr D_projData, +                  cudaTextureObject_t D_texObj, +                  const SDimensions3D& dims, +                  unsigned int angleCount, const SConeProjection* angles, +                  const SProjectorParams3D& params) +{ +	if (!transferConstants(angles, angleCount)) +		return false; + +	std::list<cudaStream_t> streams; +	dim3 dimBlock(g_detBlockU, g_anglesPerBlock); // region size, angles + +	// Run over all angles, grouping them into groups of the same +	// orientation (roughly horizontal vs. roughly vertical). +	// Start a stream of grids for each such group. + +	unsigned int blockStart = 0; +	unsigned int blockEnd = 0; +	int blockDirection = 0; + +	bool cube = true; +	if (abs(params.fVolScaleX / params.fVolScaleY - 1.0) > 0.00001) +		cube = false; +	if (abs(params.fVolScaleX / params.fVolScaleZ - 1.0) > 0.00001) +		cube = false; + +	SCALE_CUBE scube; +	scube.fOutputScale = params.fOutputScale * params.fVolScaleX; + +	SCALE_NONCUBE snoncubeX; +	float fS1 = params.fVolScaleY / params.fVolScaleX; +	snoncubeX.fScale1 = fS1 * fS1; +	float fS2 = params.fVolScaleZ / params.fVolScaleX; +	snoncubeX.fScale2 = fS2 * fS2; +	snoncubeX.fOutputScale = params.fOutputScale * params.fVolScaleX; + +	SCALE_NONCUBE snoncubeY; +	fS1 = params.fVolScaleX / params.fVolScaleY; +	snoncubeY.fScale1 = fS1 * fS1; +	fS2 = params.fVolScaleZ / params.fVolScaleY; +	snoncubeY.fScale2 = fS2 * fS2; +	snoncubeY.fOutputScale = params.fOutputScale * params.fVolScaleY; + +	SCALE_NONCUBE snoncubeZ; +	fS1 = params.fVolScaleX / params.fVolScaleZ; +	snoncubeZ.fScale1 = fS1 * fS1; +	fS2 = params.fVolScaleY / params.fVolScaleZ; +	snoncubeZ.fScale2 = fS2 * fS2; +	snoncubeZ.fOutputScale = params.fOutputScale * params.fVolScaleZ; + +	// timeval t; +	// tic(t); + +	for (unsigned int a = 0; a <= angleCount; ++a) { +		int dir = -1; +		if (a != angleCount) { +			float dX = fabsf(angles[a].fSrcX - (angles[a].fDetSX + dims.iProjU*angles[a].fDetUX*0.5f + dims.iProjV*angles[a].fDetVX*0.5f)); +			float dY = fabsf(angles[a].fSrcY - (angles[a].fDetSY + dims.iProjU*angles[a].fDetUY*0.5f + dims.iProjV*angles[a].fDetVY*0.5f)); +			float dZ = fabsf(angles[a].fSrcZ - (angles[a].fDetSZ + dims.iProjU*angles[a].fDetUZ*0.5f + dims.iProjV*angles[a].fDetVZ*0.5f)); + +			if (dX >= dY && dX >= dZ) +				dir = 0; +			else if (dY >= dX && dY >= dZ) +				dir = 1; +			else +				dir = 2; +		} + +		if (a == angleCount || dir != blockDirection) { +			// block done + +			blockEnd = a; +			if (blockStart != blockEnd) { + +				dim3 dimGrid( +				             ((dims.iProjU+g_detBlockU-1)/g_detBlockU)*((dims.iProjV+g_detBlockV-1)/g_detBlockV), +(blockEnd-blockStart+g_anglesPerBlock-1)/g_anglesPerBlock); + +				// TODO: consider limiting number of handle (chaotic) geoms +				//       with many alternating directions +				cudaStream_t stream; +				cudaStreamCreate(&stream); +				streams.push_back(stream); + +				// printf("angle block: %d to %d, %d (%dx%d, %dx%d)\n", blockStart, blockEnd, blockDirection, dimGrid.x, dimGrid.y, dimBlock.x, dimBlock.y); + +				if (blockDirection == 0) { +					for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +							if (cube) +								cone_FP_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, scube); +							else +								cone_FP_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, snoncubeX); +						else +							cone_FP_SS_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeX); +				} else if (blockDirection == 1) { +					for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +							if (cube) +								cone_FP_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, scube); +							else +								cone_FP_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, snoncubeY); +						else +							cone_FP_SS_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeY); +				} else if (blockDirection == 2) { +					for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +							if (cube) +								cone_FP_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, scube); +							else +								cone_FP_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, snoncubeZ); +						else +							cone_FP_SS_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeZ); +				} + +			} + +			blockDirection = dir; +			blockStart = a; +		} +	} + +	bool ok = true; + +	for (std::list<cudaStream_t>::iterator iter = streams.begin(); iter != streams.end(); ++iter) { +		ok &= checkCuda(cudaStreamSynchronize(*iter), "cone_fp"); +		cudaStreamDestroy(*iter); +	} + +	// printf("%f\n", toc(t)); + +	return ok; +} + + +bool ConeFP(cudaPitchedPtr D_volumeData, +            cudaPitchedPtr D_projData, +            const SDimensions3D& dims, const SConeProjection* angles, +            const SProjectorParams3D& params) +{ +	// transfer volume to array +	cudaArray* cuArray = allocateVolumeArray(dims); +	transferVolumeToArray(D_volumeData, cuArray, dims); + +	cudaTextureObject_t D_texObj; +	if (!createTextureObject3D(cuArray, D_texObj)) { +		cudaFreeArray(cuArray); +		return false; +	} + +	bool ret; + +	for (unsigned int iAngle = 0; iAngle < dims.iProjAngles; iAngle += g_MaxAngles) { +		unsigned int iEndAngle = iAngle + g_MaxAngles; +		if (iEndAngle >= dims.iProjAngles) +			iEndAngle = dims.iProjAngles; + +		cudaPitchedPtr D_subprojData = D_projData; +		D_subprojData.ptr = (char*)D_projData.ptr + iAngle * D_projData.pitch; + +		ret = ConeFP_Array_internal(D_subprojData, D_texObj, +		                            dims, iEndAngle - iAngle, angles + iAngle, +		                            params); +		if (!ret) +			break; +	} + +	cudaFreeArray(cuArray); + +	return ret; +} + + +} diff --git a/patches/astra-toolbox-approximate-projectors/par3d_bp.cu b/patches/astra-toolbox-approximate-projectors/par3d_bp.cu new file mode 100644 index 0000000..7958ac9 --- /dev/null +++ b/patches/astra-toolbox-approximate-projectors/par3d_bp.cu @@ -0,0 +1,327 @@ +/* +----------------------------------------------------------------------- +Copyright: 2010-2021, imec Vision Lab, University of Antwerp +           2014-2021, CWI, Amsterdam + +Contact: astra@astra-toolbox.com +Website: http://www.astra-toolbox.com/ + +This file is part of the ASTRA Toolbox. + + +The ASTRA Toolbox is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +The ASTRA Toolbox is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with the ASTRA Toolbox. If not, see <http://www.gnu.org/licenses/>. + +----------------------------------------------------------------------- +*/ + +#include "astra/cuda/3d/util3d.h" +#include "astra/cuda/3d/dims3d.h" + +#include <cstdio> +#include <cassert> +#include <iostream> +#include <list> + +#include <cuda.h> + +namespace astraCUDA3d { + +static const unsigned int g_volBlockZ = 6; + +static const unsigned int g_anglesPerBlock = 32; +static const unsigned int g_volBlockX = 16; +static const unsigned int g_volBlockY = 32; + +static const unsigned g_MaxAngles = 1024; + +struct DevPar3DParams { +	float4 fNumU; +	float4 fNumV; +}; + +__constant__ DevPar3DParams gC_C[g_MaxAngles]; +__constant__ float gC_scale[g_MaxAngles]; + + +#include "rounding.h" + +template<unsigned int ZSIZE> +__global__ void dev_par3D_BP(void* D_volData, unsigned int volPitch, cudaTextureObject_t tex, int startAngle, int angleOffset, const SDimensions3D dims, float fOutputScale) +{ +	float* volData = (float*)D_volData; + +	int endAngle = startAngle + g_anglesPerBlock; +	if (endAngle > dims.iProjAngles - angleOffset) +		endAngle = dims.iProjAngles - angleOffset; + +	// threadIdx: x = rel x +	//            y = rel y + +	// blockIdx:  x = x + y +	//            y = z + + +	const int X = blockIdx.x % ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockX + threadIdx.x; +	const int Y = blockIdx.x / ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockY + threadIdx.y; + +	if (X >= dims.iVolX) +		return; +	if (Y >= dims.iVolY) +		return; + +	const int startZ = blockIdx.y * g_volBlockZ; + +	float fX = X - 0.5f*dims.iVolX + 0.5f; +	float fY = Y - 0.5f*dims.iVolY + 0.5f; +	float fZ = startZ - 0.5f*dims.iVolZ + 0.5f; + +	float Z[ZSIZE]; +	for(int i=0; i < ZSIZE; i++) +		Z[i] = 0.0f; + +	{ +		float fAngle = startAngle + angleOffset + 0.5f; + +		for (int angle = startAngle; angle < endAngle; ++angle, fAngle += 1.0f) +		{ + +			float4 fCu = gC_C[angle].fNumU; +			float4 fCv = gC_C[angle].fNumV; +			float fS = gC_scale[angle]; + +			float fU = fCu.w + fX * fCu.x + fY * fCu.y + fZ * fCu.z; +			float fV = fCv.w + fX * fCv.x + fY * fCv.y + fZ * fCv.z; +//			printf("%f %f\n", fU, fV); + +			for (int idx = 0; idx < ZSIZE; ++idx) { +				float fVal; +				textype h5 = texto(0.5f); +				textype fU_ = texto(fU); +				textype fUf_ = texto(floor(fU)); +				float fUf = floor(fU); +				 +				if ((fU - fUf) < 0.5f) { +				    textype fVal1 = texto(tex3D<float>(tex, fUf - 0.5f, fAngle, fV)); +				    textype fVal2 = texto(tex3D<float>(tex, fUf + 0.5f, fAngle, fV)); +				    fVal = texfrom(fVal1 + (fU_ + h5 - fUf_) * (fVal2 - fVal1)); +				} else { +				    textype fVal1 = texto(tex3D<float>(tex, fUf + 0.5f, fAngle, fV)); +				    textype fVal2 = texto(tex3D<float>(tex, fUf + 1.5f, fAngle, fV)); +				    fVal = texfrom(fVal1 + (fU_ - h5 - fUf_) * (fVal2 - fVal1)); +				} + +//				float fVal = tex3D<float>(tex, fU, fAngle, fV); +				Z[idx] += fVal * fS; + +				fU += fCu.z; +				fV += fCv.z; +			} + +		} +	} + +	int endZ = ZSIZE; +	if (endZ > dims.iVolZ - startZ) +		endZ = dims.iVolZ - startZ; + +	for(int i=0; i < endZ; i++) +		volData[((startZ+i)*dims.iVolY+Y)*volPitch+X] += Z[i] * fOutputScale; +} + +// supersampling version +__global__ void dev_par3D_BP_SS(void* D_volData, unsigned int volPitch, cudaTextureObject_t tex, int startAngle, int angleOffset, const SDimensions3D dims, int iRaysPerVoxelDim, float fOutputScale) +{ +	float* volData = (float*)D_volData; + +	int endAngle = startAngle + g_anglesPerBlock; +	if (endAngle > dims.iProjAngles - angleOffset) +		endAngle = dims.iProjAngles - angleOffset; + +	// threadIdx: x = rel x +	//            y = rel y + +	// blockIdx:  x = x + y +    //            y = z + + +	// TO TRY: precompute part of detector intersection formulas in shared mem? +	// TO TRY: inner loop over z, gather ray values in shared mem + +	const int X = blockIdx.x % ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockX + threadIdx.x; +	const int Y = blockIdx.x / ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockY + threadIdx.y; + +	if (X >= dims.iVolX) +		return; +	if (Y >= dims.iVolY) +		return; + +	const int startZ = blockIdx.y * g_volBlockZ; +	int endZ = startZ + g_volBlockZ; +	if (endZ > dims.iVolZ) +		endZ = dims.iVolZ; + +	float fX = X - 0.5f*dims.iVolX + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim; +	float fY = Y - 0.5f*dims.iVolY + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim; +	float fZ = startZ - 0.5f*dims.iVolZ + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim; + +	const float fSubStep = 1.0f/iRaysPerVoxelDim; + +	fOutputScale /= (iRaysPerVoxelDim*iRaysPerVoxelDim*iRaysPerVoxelDim); + + +	for (int Z = startZ; Z < endZ; ++Z, fZ += 1.0f) +	{ + +		float fVal = 0.0f; +		float fAngle = startAngle + angleOffset + 0.5f; + +		for (int angle = startAngle; angle < endAngle; ++angle, fAngle += 1.0f) +		{ +			float4 fCu = gC_C[angle].fNumU; +			float4 fCv = gC_C[angle].fNumV; +			float fS = gC_scale[angle]; + +			float fXs = fX; +			for (int iSubX = 0; iSubX < iRaysPerVoxelDim; ++iSubX) { +			float fYs = fY; +			for (int iSubY = 0; iSubY < iRaysPerVoxelDim; ++iSubY) { +			float fZs = fZ; +			for (int iSubZ = 0; iSubZ < iRaysPerVoxelDim; ++iSubZ) { + +				const float fU = fCu.w + fXs * fCu.x + fYs * fCu.y + fZs * fCu.z; +				const float fV = fCv.w + fXs * fCv.x + fYs * fCv.y + fZs * fCv.z; + +				fVal += tex3D<float>(tex, fU, fAngle, fV) * fS; +				fZs += fSubStep; +			} +			fYs += fSubStep; +			} +			fXs += fSubStep; +			} + +		} + +		volData[(Z*dims.iVolY+Y)*volPitch+X] += fVal * fOutputScale; +	} + +} + +bool transferConstants(const SPar3DProjection* angles, unsigned int iProjAngles, const SProjectorParams3D& params) +{ +	DevPar3DParams *p = new DevPar3DParams[iProjAngles]; +	float *s = new float[iProjAngles]; + +	for (unsigned int i = 0; i < iProjAngles; ++i) { +		Vec3 u(angles[i].fDetUX, angles[i].fDetUY, angles[i].fDetUZ); +		Vec3 v(angles[i].fDetVX, angles[i].fDetVY, angles[i].fDetVZ); +		Vec3 r(angles[i].fRayX, angles[i].fRayY, angles[i].fRayZ); +		Vec3 d(angles[i].fDetSX, angles[i].fDetSY, angles[i].fDetSZ); + +		double fDen = det3(r,u,v); +		p[i].fNumU.x = -det3x(r,v) / fDen; +		p[i].fNumU.y = -det3y(r,v) / fDen; +		p[i].fNumU.z = -det3z(r,v) / fDen; +		p[i].fNumU.w = -det3(r,d,v) / fDen; +		p[i].fNumV.x = det3x(r,u) / fDen; +		p[i].fNumV.y = det3y(r,u) / fDen; +		p[i].fNumV.z = det3z(r,u) / fDen; +		p[i].fNumV.w = det3(r,d,u) / fDen; + +		s[i] = 1.0 / scaled_cross3(u,v,Vec3(params.fVolScaleX,params.fVolScaleY,params.fVolScaleZ)).norm(); +	} + +	cudaMemcpyToSymbol(gC_C, p, iProjAngles*sizeof(DevPar3DParams), 0, cudaMemcpyHostToDevice); +	cudaMemcpyToSymbol(gC_scale, s, iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); + +	delete[] p; +	delete[] s; + +	return true; +} + +bool Par3DBP_Array(cudaPitchedPtr D_volumeData, +                   cudaArray *D_projArray, +                   const SDimensions3D& dims, const SPar3DProjection* angles, +                   const SProjectorParams3D& params) +{ +	cudaTextureObject_t D_texObj; +	if (!createTextureObject3D(D_projArray, D_texObj)) +		return false; + +	float fOutputScale = params.fOutputScale * params.fVolScaleX * params.fVolScaleY * params.fVolScaleZ; + +	bool ok = true; + +	for (unsigned int th = 0; th < dims.iProjAngles; th += g_MaxAngles) { +		unsigned int angleCount = g_MaxAngles; +		if (th + angleCount > dims.iProjAngles) +			angleCount = dims.iProjAngles - th; + +		ok = transferConstants(angles, angleCount, params); +		if (!ok) +			break; + +		dim3 dimBlock(g_volBlockX, g_volBlockY); + +		dim3 dimGrid(((dims.iVolX+g_volBlockX-1)/g_volBlockX)*((dims.iVolY+g_volBlockY-1)/g_volBlockY), (dims.iVolZ+g_volBlockZ-1)/g_volBlockZ); + +		// timeval t; +		// tic(t); + +		for (unsigned int i = 0; i < angleCount; i += g_anglesPerBlock) { +			// printf("Calling BP: %d, %dx%d, %dx%d to %p\n", i, dimBlock.x, dimBlock.y, dimGrid.x, dimGrid.y, (void*)D_volumeData.ptr);  +			if (params.iRaysPerVoxelDim == 1) { +				if (dims.iVolZ == 1) { +					dev_par3D_BP<1><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale); +				} else { +					dev_par3D_BP<g_volBlockZ><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale); +				} +			} else +				dev_par3D_BP_SS<<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, params.iRaysPerVoxelDim, fOutputScale); +		} + +		// TODO: Consider not synchronizing here, if possible. +		ok = checkCuda(cudaThreadSynchronize(), "cone_bp"); +		if (!ok) +			break; + +		angles = angles + angleCount; +		// printf("%f\n", toc(t)); + +	} + +	cudaDestroyTextureObject(D_texObj); + +	return true; +} + +bool Par3DBP(cudaPitchedPtr D_volumeData, +            cudaPitchedPtr D_projData, +            const SDimensions3D& dims, const SPar3DProjection* angles, +            const SProjectorParams3D& params) +{ +	// transfer projections to array + +	cudaArray* cuArray = allocateProjectionArray(dims); +	transferProjectionsToArray(D_projData, cuArray, dims); + +	bool ret = Par3DBP_Array(D_volumeData, cuArray, dims, angles, params); + +	cudaFreeArray(cuArray); + +	return ret; +} + + +} diff --git a/patches/astra-toolbox-approximate-projectors/par3d_fp.cu b/patches/astra-toolbox-approximate-projectors/par3d_fp.cu new file mode 100644 index 0000000..075784b --- /dev/null +++ b/patches/astra-toolbox-approximate-projectors/par3d_fp.cu @@ -0,0 +1,770 @@ +/* +----------------------------------------------------------------------- +Copyright: 2010-2021, imec Vision Lab, University of Antwerp +           2014-2021, CWI, Amsterdam + +Contact: astra@astra-toolbox.com +Website: http://www.astra-toolbox.com/ + +This file is part of the ASTRA Toolbox. + + +The ASTRA Toolbox is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +The ASTRA Toolbox is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with the ASTRA Toolbox. If not, see <http://www.gnu.org/licenses/>. + +----------------------------------------------------------------------- +*/ + +#include "astra/cuda/3d/util3d.h" +#include "astra/cuda/3d/dims3d.h" + +#include <cstdio> +#include <cassert> +#include <iostream> +#include <list> + +#include <cuda.h> + +namespace astraCUDA3d { + +static const unsigned int g_anglesPerBlock = 4; + +// thickness of the slices we're splitting the volume up into +static const unsigned int g_blockSlices = 32; +static const unsigned int g_detBlockU = 32; +static const unsigned int g_detBlockV = 32; + +static const unsigned g_MaxAngles = 1024; +__constant__ float gC_RayX[g_MaxAngles]; +__constant__ float gC_RayY[g_MaxAngles]; +__constant__ float gC_RayZ[g_MaxAngles]; +__constant__ float gC_DetSX[g_MaxAngles]; +__constant__ float gC_DetSY[g_MaxAngles]; +__constant__ float gC_DetSZ[g_MaxAngles]; +__constant__ float gC_DetUX[g_MaxAngles]; +__constant__ float gC_DetUY[g_MaxAngles]; +__constant__ float gC_DetUZ[g_MaxAngles]; +__constant__ float gC_DetVX[g_MaxAngles]; +__constant__ float gC_DetVY[g_MaxAngles]; +__constant__ float gC_DetVZ[g_MaxAngles]; + + +// x=0, y=1, z=2 +struct DIR_X { +	__device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolX; } +	__device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolY; } +	__device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } +	__device__ float c0(float x, float y, float z) const { return x; } +	__device__ float c1(float x, float y, float z) const { return y; } +	__device__ float c2(float x, float y, float z) const { return z; } +	__device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D<float>(tex, f0, f1, f2); } +	__device__ float x(float f0, float f1, float f2) const { return f0; } +	__device__ float y(float f0, float f1, float f2) const { return f1; } +	__device__ float z(float f0, float f1, float f2) const { return f2; } +}; + +// y=0, x=1, z=2 +struct DIR_Y { +	__device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolY; } +	__device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } +	__device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } +	__device__ float c0(float x, float y, float z) const { return y; } +	__device__ float c1(float x, float y, float z) const { return x; } +	__device__ float c2(float x, float y, float z) const { return z; } +	__device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D<float>(tex, f1, f0, f2); } +	__device__ float x(float f0, float f1, float f2) const { return f1; } +	__device__ float y(float f0, float f1, float f2) const { return f0; } +	__device__ float z(float f0, float f1, float f2) const { return f2; } +}; + +// z=0, x=1, y=2 +struct DIR_Z { +	__device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolZ; } +	__device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } +	__device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolY; } +	__device__ float c0(float x, float y, float z) const { return z; } +	__device__ float c1(float x, float y, float z) const { return x; } +	__device__ float c2(float x, float y, float z) const { return y; } +	__device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D<float>(tex, f1, f2, f0); } +	__device__ float x(float f0, float f1, float f2) const { return f1; } +	__device__ float y(float f0, float f1, float f2) const { return f2; } +	__device__ float z(float f0, float f1, float f2) const { return f0; } +}; + +struct SCALE_CUBE { +	float fOutputScale; +	__device__ float scale(float a1, float a2) const { return sqrt(a1*a1+a2*a2+1.0f) * fOutputScale; } +}; + +struct SCALE_NONCUBE { +	float fScale1; +	float fScale2; +	float fOutputScale; +	__device__ float scale(float a1, float a2) const { return sqrt(a1*a1*fScale1+a2*a2*fScale2+1.0f) * fOutputScale; } +}; + +bool transferConstants(const SPar3DProjection* angles, unsigned int iProjAngles) +{ +	// transfer angles to constant memory +	float* tmp = new float[iProjAngles]; + +#define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < iProjAngles; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); } while (0) + +	TRANSFER_TO_CONSTANT(RayX); +	TRANSFER_TO_CONSTANT(RayY); +	TRANSFER_TO_CONSTANT(RayZ); +	TRANSFER_TO_CONSTANT(DetSX); +	TRANSFER_TO_CONSTANT(DetSY); +	TRANSFER_TO_CONSTANT(DetSZ); +	TRANSFER_TO_CONSTANT(DetUX); +	TRANSFER_TO_CONSTANT(DetUY); +	TRANSFER_TO_CONSTANT(DetUZ); +	TRANSFER_TO_CONSTANT(DetVX); +	TRANSFER_TO_CONSTANT(DetVY); +	TRANSFER_TO_CONSTANT(DetVZ); + +#undef TRANSFER_TO_CONSTANT + +	delete[] tmp; + +	return true; +} + + +// threadIdx: x = u detector +//            y = relative angle +// blockIdx:  x = u/v detector +//            y = angle block + +#include "rounding.h" + +template<class COORD, class SCALE> +__global__ void par3D_FP_t(float* D_projData, unsigned int projPitch, +                           cudaTextureObject_t tex, +                           unsigned int startSlice, +                           unsigned int startAngle, unsigned int endAngle, +                           const SDimensions3D dims, +                           SCALE sc) +{ +	COORD c; + +	int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; +	if (angle >= endAngle) +		return; + +	const float fRayX = gC_RayX[angle]; +	const float fRayY = gC_RayY[angle]; +	const float fRayZ = gC_RayZ[angle]; +	const float fDetUX = gC_DetUX[angle]; +	const float fDetUY = gC_DetUY[angle]; +	const float fDetUZ = gC_DetUZ[angle]; +	const float fDetVX = gC_DetVX[angle]; +	const float fDetVY = gC_DetVY[angle]; +	const float fDetVZ = gC_DetVZ[angle]; +	const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; +	const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; +	const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; + +	const float a1 = c.c1(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); +	const float a2 = c.c2(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); +	const float fDistCorr = sc.scale(a1, a2); + + +	const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; +	if (detectorU >= dims.iProjU) +		return; +	const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; +	int endDetectorV = startDetectorV + g_detBlockV; +	if (endDetectorV > dims.iProjV) +		endDetectorV = dims.iProjV; + +	int endSlice = startSlice + g_blockSlices; +	if (endSlice > c.nSlices(dims)) +		endSlice = c.nSlices(dims); + +	for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) +	{ +		/* Trace ray in direction Ray to (detectorU,detectorV) from  */ +		/* X = startSlice to X = endSlice                            */ + +		const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; +		const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; +		const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; + +		/*        (x)   ( 1)       ( 0)    */ +		/* ray:   (y) = (ay) * x + (by)    */ +		/*        (z)   (az)       (bz)    */ + +		const float b1 = c.c1(fDetX,fDetY,fDetZ) - a1 * c.c0(fDetX,fDetY,fDetZ); +		const float b2 = c.c2(fDetX,fDetY,fDetZ) - a2 * c.c0(fDetX,fDetY,fDetZ); + +		float fVal = 0.0f; + +		float f0 = startSlice + 0.5f; +		float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; +		float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; +		//printf("%f, %f (%f), %f (%f)\n", f0, f1, a1, f2, a2); // Only f1 non linear + +		for (int s = startSlice; s < endSlice; ++s) +		{ + +			textype h5 = texto(0.5f); +			textype f1_ = texto(f1); +			textype f1f_ = texto(floor(f1)); +			float f1f = floor(f1); +				 +			if ((f1 - f1f) < 0.5f) { +			    textype fVal1 = texto(c.tex(tex, f0, f1f - 0.5f, f2)); +			    textype fVal2 = texto(c.tex(tex, f0, f1f + 0.5f, f2)); +			    fVal += texfrom(fVal1 + (f1_ + h5 - f1f_) * (fVal2 - fVal1)); +//			    fVal += texfrom(__hfma(__hadd(h5,__hsub(f1_, f1f_)), __hsub(fVal2, fVal1), fVal1)); +			} else { +			    textype fVal1 = texto(c.tex(tex, f0, f1f + 0.5f, f2)); +			    textype fVal2 = texto(c.tex(tex, f0, f1f + 1.5f, f2)); +			    fVal += texfrom(fVal1 + (f1_ - h5 - f1f_) * (fVal2 - fVal1)); +			} + +//			fVal += c.tex(tex, f0, f1, f2); +			f0 += 1.0f; +			f1 += a1; +			f2 += a2; +		} + +		fVal *= fDistCorr; + +		D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; +	} +} + +// Supersampling version +template<class COORD> +__global__ void par3D_FP_SS_t(float* D_projData, unsigned int projPitch, +                              cudaTextureObject_t tex, +                              unsigned int startSlice, +                              unsigned int startAngle, unsigned int endAngle, +                              const SDimensions3D dims, int iRaysPerDetDim, +                              SCALE_NONCUBE sc) +{ +	COORD c; + +	int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; +	if (angle >= endAngle) +		return; + +	const float fRayX = gC_RayX[angle]; +	const float fRayY = gC_RayY[angle]; +	const float fRayZ = gC_RayZ[angle]; +	const float fDetUX = gC_DetUX[angle]; +	const float fDetUY = gC_DetUY[angle]; +	const float fDetUZ = gC_DetUZ[angle]; +	const float fDetVX = gC_DetVX[angle]; +	const float fDetVY = gC_DetVY[angle]; +	const float fDetVZ = gC_DetVZ[angle]; +	const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; +	const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; +	const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; + +	const float a1 = c.c1(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); +	const float a2 = c.c2(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); +	const float fDistCorr = sc.scale(a1, a2); + + +	const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; +	if (detectorU >= dims.iProjU) +		return; +	const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; +	int endDetectorV = startDetectorV + g_detBlockV; +	if (endDetectorV > dims.iProjV) +		endDetectorV = dims.iProjV; + +	int endSlice = startSlice + g_blockSlices; +	if (endSlice > c.nSlices(dims)) +		endSlice = c.nSlices(dims); + +	const float fSubStep = 1.0f/iRaysPerDetDim; + +	for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) +	{ + +		float fV = 0.0f; + +		float fdU = detectorU - 0.5f + 0.5f*fSubStep; +		for (int iSubU = 0; iSubU < iRaysPerDetDim; ++iSubU, fdU+=fSubStep) { +		float fdV = detectorV - 0.5f + 0.5f*fSubStep; +		for (int iSubV = 0; iSubV < iRaysPerDetDim; ++iSubV, fdV+=fSubStep) { + +		/* Trace ray in direction Ray to (detectorU,detectorV) from  */ +		/* X = startSlice to X = endSlice                            */ + +		const float fDetX = fDetSX + fdU*fDetUX + fdV*fDetVX; +		const float fDetY = fDetSY + fdU*fDetUY + fdV*fDetVY; +		const float fDetZ = fDetSZ + fdU*fDetUZ + fdV*fDetVZ; + +		/*        (x)   ( 1)       ( 0)    */ +		/* ray:   (y) = (ay) * x + (by)    */ +		/*        (z)   (az)       (bz)    */ + +		const float b1 = c.c1(fDetX,fDetY,fDetZ) - a1 * c.c0(fDetX,fDetY,fDetZ); +		const float b2 = c.c2(fDetX,fDetY,fDetZ) - a2 * c.c0(fDetX,fDetY,fDetZ); + + +		float fVal = 0.0f; + +		float f0 = startSlice + 0.5f; +		float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; +		float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; + +		for (int s = startSlice; s < endSlice; ++s) +		{ +			fVal += c.tex(tex, f0, f1, f2); + +			f0 += 1.0f; +			f1 += a1; +			f2 += a2; +		} + +		fV += fVal; + +		} +		} + +		fV *= fDistCorr; +		D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (iRaysPerDetDim * iRaysPerDetDim); +	} +} + + +__device__ float dirWeights(float fX, float fN) { +	if (fX <= -0.5f) // outside image on left +		return 0.0f; +	if (fX <= 0.5f) // half outside image on left +		return (fX + 0.5f) * (fX + 0.5f); +	if (fX <= fN - 0.5f) { // inside image +		float t = fX + 0.5f - floorf(fX + 0.5f); +		return t*t + (1-t)*(1-t); +	} +	if (fX <= fN + 0.5f) // half outside image on right +		return (fN + 0.5f - fX) * (fN + 0.5f - fX); +	return 0.0f; // outside image on right +} + +template<class COORD> +__global__ void par3D_FP_SumSqW_t(float* D_projData, unsigned int projPitch, +                                  unsigned int startSlice, +                                  unsigned int startAngle, unsigned int endAngle, +                                  const SDimensions3D dims, +                                  SCALE_NONCUBE sc) +{ +	COORD c; + +	int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; +	if (angle >= endAngle) +		return; + +	const float fRayX = gC_RayX[angle]; +	const float fRayY = gC_RayY[angle]; +	const float fRayZ = gC_RayZ[angle]; +	const float fDetUX = gC_DetUX[angle]; +	const float fDetUY = gC_DetUY[angle]; +	const float fDetUZ = gC_DetUZ[angle]; +	const float fDetVX = gC_DetVX[angle]; +	const float fDetVY = gC_DetVY[angle]; +	const float fDetVZ = gC_DetVZ[angle]; +	const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; +	const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; +	const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; + +	const float a1 = c.c1(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); +	const float a2 = c.c2(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); +	const float fDistCorr = sc.scale(a1, a2); + + +	const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; +	if (detectorU >= dims.iProjU) +		return; +	const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; +	int endDetectorV = startDetectorV + g_detBlockV; +	if (endDetectorV > dims.iProjV) +		endDetectorV = dims.iProjV; + +	int endSlice = startSlice + g_blockSlices; +	if (endSlice > c.nSlices(dims)) +		endSlice = c.nSlices(dims); + +	for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) +	{ +		/* Trace ray in direction Ray to (detectorU,detectorV) from  */ +		/* X = startSlice to X = endSlice                            */ + +		const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; +		const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; +		const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; + +		/*        (x)   ( 1)       ( 0)    */ +		/* ray:   (y) = (ay) * x + (by)    */ +		/*        (z)   (az)       (bz)    */ + +		const float b1 = c.c1(fDetX,fDetY,fDetZ) - a1 * c.c0(fDetX,fDetY,fDetZ); +		const float b2 = c.c2(fDetX,fDetY,fDetZ) - a2 * c.c0(fDetX,fDetY,fDetZ); + +		float fVal = 0.0f; + +		float f0 = startSlice + 0.5f; +		float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; +		float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; + +		for (int s = startSlice; s < endSlice; ++s) +		{ +			fVal += dirWeights(f1, c.nDim1(dims)) * dirWeights(f2, c.nDim2(dims)); +			f0 += 1.0f; +			f1 += a1; +			f2 += a2; +		} + +		fVal *= fDistCorr * fDistCorr; +		D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; +	} +} + +// Supersampling version +// TODO + + +bool Par3DFP_Array_internal(cudaPitchedPtr D_projData, +                   cudaTextureObject_t D_texObj, +                   const SDimensions3D& dims, +                   unsigned int angleCount, const SPar3DProjection* angles, +                   const SProjectorParams3D& params) +{ +	if (!transferConstants(angles, angleCount)) +		return false; + +	std::list<cudaStream_t> streams; +	dim3 dimBlock(g_detBlockU, g_anglesPerBlock); // region size, angles + +	// Run over all angles, grouping them into groups of the same +	// orientation (roughly horizontal vs. roughly vertical). +	// Start a stream of grids for each such group. + +	unsigned int blockStart = 0; +	unsigned int blockEnd = 0; +	int blockDirection = 0; + +	bool cube = true; +	if (abs(params.fVolScaleX / params.fVolScaleY - 1.0) > 0.00001) +		cube = false; +	if (abs(params.fVolScaleX / params.fVolScaleZ - 1.0) > 0.00001) +		cube = false; + +	SCALE_CUBE scube; +	scube.fOutputScale = params.fOutputScale * params.fVolScaleX; + +	SCALE_NONCUBE snoncubeX; +	float fS1 = params.fVolScaleY / params.fVolScaleX; +	snoncubeX.fScale1 = fS1 * fS1; +	float fS2 = params.fVolScaleZ / params.fVolScaleX; +	snoncubeX.fScale2 = fS2 * fS2; +	snoncubeX.fOutputScale = params.fOutputScale * params.fVolScaleX; + +	SCALE_NONCUBE snoncubeY; +	fS1 = params.fVolScaleX / params.fVolScaleY; +	snoncubeY.fScale1 = fS1 * fS1; +	fS2 = params.fVolScaleY / params.fVolScaleY; +	snoncubeY.fScale2 = fS2 * fS2; +	snoncubeY.fOutputScale = params.fOutputScale * params.fVolScaleY; + +	SCALE_NONCUBE snoncubeZ; +	fS1 = params.fVolScaleX / params.fVolScaleZ; +	snoncubeZ.fScale1 = fS1 * fS1; +	fS2 = params.fVolScaleY / params.fVolScaleZ; +	snoncubeZ.fScale2 = fS2 * fS2; +	snoncubeZ.fOutputScale = params.fOutputScale * params.fVolScaleZ; + +	// timeval t; +	// tic(t); + +	for (unsigned int a = 0; a <= angleCount; ++a) { +		int dir = -1; +		if (a != angleCount) { +			float dX = fabsf(angles[a].fRayX); +			float dY = fabsf(angles[a].fRayY); +			float dZ = fabsf(angles[a].fRayZ); + +			if (dX >= dY && dX >= dZ) +				dir = 0; +			else if (dY >= dX && dY >= dZ) +				dir = 1; +			else +				dir = 2; +		} + +		if (a == angleCount || dir != blockDirection) { +			// block done + +			blockEnd = a; +			if (blockStart != blockEnd) { + +				dim3 dimGrid( +				             ((dims.iProjU+g_detBlockU-1)/g_detBlockU)*((dims.iProjV+g_detBlockV-1)/g_detBlockV), +(blockEnd-blockStart+g_anglesPerBlock-1)/g_anglesPerBlock); +				// TODO: consider limiting number of handle (chaotic) geoms +				//       with many alternating directions +				cudaStream_t stream; +				cudaStreamCreate(&stream); +				streams.push_back(stream); + +				// printf("angle block: %d to %d, %d (%dx%d, %dx%d)\n", blockStart, blockEnd, blockDirection, dimGrid.x, dimGrid.y, dimBlock.x, dimBlock.y); + +				if (blockDirection == 0) { +					for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +								if (cube) +										par3D_FP_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, scube); +								else +										par3D_FP_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, snoncubeX); +						else +							par3D_FP_SS_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeX); +				} else if (blockDirection == 1) { +					for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +								if (cube) +										par3D_FP_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, scube); +								else +										par3D_FP_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, snoncubeY); +						else +							par3D_FP_SS_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeY); +				} else if (blockDirection == 2) { +					for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +								if (cube) +										par3D_FP_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, scube); +								else +										par3D_FP_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, snoncubeZ); +						else +							par3D_FP_SS_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float),  D_texObj,i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeZ); +				} + +			} + +			blockDirection = dir; +			blockStart = a; +		} +	} + +	bool ok = true; + +	for (std::list<cudaStream_t>::iterator iter = streams.begin(); iter != streams.end(); ++iter) { +		ok &= checkCuda(cudaStreamSynchronize(*iter), "par3d_fp"); +		cudaStreamDestroy(*iter); +	} + +	// printf("%f\n", toc(t)); + +	return ok; +} + +bool Par3DFP(cudaPitchedPtr D_volumeData, +             cudaPitchedPtr D_projData, +             const SDimensions3D& dims, const SPar3DProjection* angles, +             const SProjectorParams3D& params) +{ + +	// transfer volume to array +	cudaArray* cuArray = allocateVolumeArray(dims); +	transferVolumeToArray(D_volumeData, cuArray, dims); + +	cudaTextureObject_t D_texObj; +	if (!createTextureObject3D(cuArray, D_texObj)) { +		cudaFreeArray(cuArray); +		return false; +	} + +	bool ret; + +	for (unsigned int iAngle = 0; iAngle < dims.iProjAngles; iAngle += g_MaxAngles) { +		unsigned int iEndAngle = iAngle + g_MaxAngles; +		if (iEndAngle >= dims.iProjAngles) +			iEndAngle = dims.iProjAngles; + +		cudaPitchedPtr D_subprojData = D_projData; +		D_subprojData.ptr = (char*)D_projData.ptr + iAngle * D_projData.pitch; + +		ret = Par3DFP_Array_internal(D_subprojData, D_texObj, +		                             dims, iEndAngle - iAngle, angles + iAngle, +		                             params); +		if (!ret) +			break; +	} + +	cudaFreeArray(cuArray); + +	cudaDestroyTextureObject(D_texObj); + +	return ret; +} + + + +bool Par3DFP_SumSqW(cudaPitchedPtr D_volumeData, +                    cudaPitchedPtr D_projData, +                    const SDimensions3D& dims, const SPar3DProjection* angles, +                    const SProjectorParams3D& params) +{ +	// transfer angles to constant memory +	float* tmp = new float[dims.iProjAngles]; + +#define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < dims.iProjAngles; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, dims.iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); } while (0) + +	TRANSFER_TO_CONSTANT(RayX); +	TRANSFER_TO_CONSTANT(RayY); +	TRANSFER_TO_CONSTANT(RayZ); +	TRANSFER_TO_CONSTANT(DetSX); +	TRANSFER_TO_CONSTANT(DetSY); +	TRANSFER_TO_CONSTANT(DetSZ); +	TRANSFER_TO_CONSTANT(DetUX); +	TRANSFER_TO_CONSTANT(DetUY); +	TRANSFER_TO_CONSTANT(DetUZ); +	TRANSFER_TO_CONSTANT(DetVX); +	TRANSFER_TO_CONSTANT(DetVY); +	TRANSFER_TO_CONSTANT(DetVZ); + +#undef TRANSFER_TO_CONSTANT + +	delete[] tmp; + +	std::list<cudaStream_t> streams; +	dim3 dimBlock(g_detBlockU, g_anglesPerBlock); // region size, angles + +	// Run over all angles, grouping them into groups of the same +	// orientation (roughly horizontal vs. roughly vertical). +	// Start a stream of grids for each such group. + +	unsigned int blockStart = 0; +	unsigned int blockEnd = 0; +	int blockDirection = 0; + +	SCALE_NONCUBE snoncubeX; +	float fS1 = params.fVolScaleY / params.fVolScaleX; +	snoncubeX.fScale1 = fS1 * fS1; +	float fS2 = params.fVolScaleZ / params.fVolScaleX; +	snoncubeX.fScale2 = fS2 * fS2; +	snoncubeX.fOutputScale = params.fOutputScale * params.fVolScaleX; + +	SCALE_NONCUBE snoncubeY; +	fS1 = params.fVolScaleX / params.fVolScaleY; +	snoncubeY.fScale1 = fS1 * fS1; +	fS2 = params.fVolScaleY / params.fVolScaleY; +	snoncubeY.fScale2 = fS2 * fS2; +	snoncubeY.fOutputScale = params.fOutputScale * params.fVolScaleY; + +	SCALE_NONCUBE snoncubeZ; +	fS1 = params.fVolScaleX / params.fVolScaleZ; +	snoncubeZ.fScale1 = fS1 * fS1; +	fS2 = params.fVolScaleY / params.fVolScaleZ; +	snoncubeZ.fScale2 = fS2 * fS2; +	snoncubeZ.fOutputScale = params.fOutputScale * params.fVolScaleZ; + + +	// timeval t; +	// tic(t); + +	for (unsigned int a = 0; a <= dims.iProjAngles; ++a) { +		int dir; +		if (a != dims.iProjAngles) { +			float dX = fabsf(angles[a].fRayX); +			float dY = fabsf(angles[a].fRayY); +			float dZ = fabsf(angles[a].fRayZ); + +			if (dX >= dY && dX >= dZ) +				dir = 0; +			else if (dY >= dX && dY >= dZ) +				dir = 1; +			else +				dir = 2; +		} + +		if (a == dims.iProjAngles || dir != blockDirection) { +			// block done + +			blockEnd = a; +			if (blockStart != blockEnd) { + +				dim3 dimGrid( +				             ((dims.iProjU+g_detBlockU-1)/g_detBlockU)*((dims.iProjV+g_detBlockV-1)/g_detBlockV), +(blockEnd-blockStart+g_anglesPerBlock-1)/g_anglesPerBlock); +				// TODO: check if we can't immediately +				//       destroy the stream after use +				cudaStream_t stream; +				cudaStreamCreate(&stream); +				streams.push_back(stream); + +				// printf("angle block: %d to %d, %d (%dx%d, %dx%d)\n", blockStart, blockEnd, blockDirection, dimGrid.x, dimGrid.y, dimBlock.x, dimBlock.y); + +				if (blockDirection == 0) { +					for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +							par3D_FP_SumSqW_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeX); +						else +#if 0 +							par3D_FP_SS_SumSqW_dirX<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); +#else +							assert(false); +#endif +				} else if (blockDirection == 1) { +					for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +							par3D_FP_SumSqW_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeY); +						else +#if 0 +							par3D_FP_SS_SumSqW_dirY<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); +#else +							assert(false); +#endif +				} else if (blockDirection == 2) { +					for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) +						if (params.iRaysPerDetDim == 1) +							par3D_FP_SumSqW_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeZ); +						else +#if 0 +							par3D_FP_SS_SumSqW_dirZ<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); +#else +							assert(false); +#endif +				} + +			} + +			blockDirection = dir; +			blockStart = a; +		} +	} + +	bool ok = true; + +	for (std::list<cudaStream_t>::iterator iter = streams.begin(); iter != streams.end(); ++iter) { +		ok &= checkCuda(cudaStreamSynchronize(*iter), "Par3DFP_SumSqW"); +		cudaStreamDestroy(*iter); +	} + +	// printf("%f\n", toc(t)); + +	return ok; +} + + + + + + + +} diff --git a/patches/astra-toolbox-approximate-projectors/rounding.h b/patches/astra-toolbox-approximate-projectors/rounding.h new file mode 100644 index 0000000..c1cbffb --- /dev/null +++ b/patches/astra-toolbox-approximate-projectors/rounding.h @@ -0,0 +1,50 @@ +#include <cuda_fp16.h> + +#define precision 8 +#define approximate_interpolation + +#ifdef approximate_interpolation +# ifdef precision +#  if precision == 16 +#   define texto(v) __float2half(v) +#   define texfrom(v) __half2float(v) +#   define textype half +#   define interpolate(v0, v1, pos) (v0 + pos*(v1-v0)) +#   define textocheck(var,msg,val) var=texto(val); +#  else +#   define precision_mult ((1<<precision)-1) +#   define texto(v) ((unsigned char)(precision_mult*v)) +#   define texfrom(v) (1.f * v / precision_mult) +#   define textype unsigned +#   define interpolate(v0, v1, pos) (v0 + ((unsigned)(256 * pos)) * (v1 - v0) / 256) +#   define textocheck(var, msg, val) \ +	if ((val<0)||(val>1)) { printf("Received out-of-range value (%f) in %s texture fetch\n", val, msg); } \ +	var=texto(val); +#  endif +# else +#  define texto(v) (v) +#  define texfrom(v) (v) +#  define textype float +#  define interpolate(v0, v1, pos) (v0 + pos*(v1-v0)) +#  define textocheck(var,msg,val) var=texto(val); +# endif +#else +# ifdef precision +#  if precision == 16 +#   define texto(v) __half2float(__float2half(v)) +#   define textocheck(var,msg,val) var=texto(val); +#  else +#   define precision_mult ((1<<precision)-1) +#   define texto(v) (floor(precision_mult*v)/precision_mult) +#   define textocheck(var, msg, val) \ +	if ((val<0)||(val>1)) { printf("Received out-of-range value (%f) in %s texture fetch\n", val, msg); } \ +	var=texto(val); +#  endif +# else +#  define texto(v) (v) +#  define textocheck(var,msg,val) var=texto(val); +# endif +# define texfrom(v) (v) +# define textype float +# define interpolate(v0, v1, pos) (v0 + pos*(v1-v0)) +#endif | 
