Exported ray-caster into its own file
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#ifndef RAYCASTER_H
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#define RAYCASTER_H
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#include <cuda_runtime.h>
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#include "linalg/linalg.h"
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#include "consts.h"
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#include "shading.h"
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// Raycast + phong, TODO: Consider wrapping in a class
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__global__ void raycastKernel(float* volumeData, unsigned char* framebuffer, int d_volumeWidth, int d_volumeHeight, int d_volumeDepth) {
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int px = blockIdx.x * blockDim.x + threadIdx.x;
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int py = blockIdx.y * blockDim.y + threadIdx.y;
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if (px >= IMAGE_WIDTH || py >= IMAGE_HEIGHT) return;
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float accumR = 0.0f;
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float accumG = 0.0f;
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float accumB = 0.0f;
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// Multiple samples per pixel
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for (int s = 0; s < SAMPLES_PER_PIXEL; s++) {
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// Map to [-1, 1]
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float u = ((px + 0.5f) / IMAGE_WIDTH ) * 2.0f - 1.0f;
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float v = ((py + 0.5f) / IMAGE_HEIGHT) * 2.0f - 1.0f;
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// TODO: Move this (and all similar transformation code) to its own separate file
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float tanHalfFov = tanf(fov * 0.5f);
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u *= tanHalfFov;
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v *= tanHalfFov;
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// Find ray direction
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Vec3 cameraRight = (cameraDir.cross(cameraUp)).normalize();
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cameraUp = (cameraRight.cross(cameraDir)).normalize();
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Vec3 rayDir = (cameraDir + cameraRight*u + cameraUp*v).normalize();
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// Intersect (for simplicity just a 3D box from 0 to 1 in all dimensions) - TODO: Think about whether this is the best way to do this
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float tNear = 0.0f;
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float tFar = 1e6f;
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auto intersectAxis = [&](float start, float dirVal) {
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if (fabsf(dirVal) < epsilon) {
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if (start < 0.f || start > 1.f) {
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tNear = 1e9f;
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tFar = -1e9f;
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}
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} else {
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float t0 = (0.0f - start) / dirVal;
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float t1 = (1.0f - start) / dirVal;
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if (t0>t1) {
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float tmp=t0;
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t0=t1;
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t1=tmp;
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}
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if (t0>tNear) tNear = t0;
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if (t1<tFar ) tFar = t1;
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}
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};
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intersectAxis(cameraPos.x, rayDir.x);
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intersectAxis(cameraPos.y, rayDir.y);
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intersectAxis(cameraPos.z, rayDir.z);
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if (tNear > tFar) continue; // No intersectionn
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if (tNear < 0.0f) tNear = 0.0f;
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float colorR = 0.0f, colorG = 0.0f, colorB = 0.0f;
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float alphaAccum = 0.0f;
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float tCurrent = tNear;
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while (tCurrent < tFar && alphaAccum < alphaAcumLimit) {
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Point3 pos = cameraPos + rayDir * tCurrent;
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// Convert to volume indices
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float fx = pos.x * (d_volumeWidth - 1);
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float fy = pos.y * (d_volumeHeight - 1);
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float fz = pos.z * (d_volumeDepth - 1);
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int ix = (int)roundf(fx);
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int iy = (int)roundf(fy);
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int iz = (int)roundf(fz);
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// Sample
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float density = sampleVolumeNearest(volumeData, d_volumeWidth, d_volumeHeight, d_volumeDepth, ix, iy, iz);
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// Basic transfer function. TODO: Move to a separate file, and then improve
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float alphaSample = density * 0.1f;
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// float alphaSample = 1.0f - expf(-density * 0.1f);
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Color3 baseColor = Color3(density, 0.1f*density, 1.f - density); // TODO: Implement a proper transfer function
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// If density ~ 0, skip shading
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if (density > minAllowedDensity) {
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Vec3 grad = computeGradient(volumeData, d_volumeWidth, d_volumeHeight, d_volumeDepth, ix, iy, iz);
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Vec3 normal = -grad.normalize();
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Vec3 lightDir = (lightPos - pos).normalize();
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Vec3 viewDir = -rayDir.normalize();
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// Apply Phong
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Vec3 shadedColor = phongShading(normal, lightDir, viewDir, baseColor);
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// Compose
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colorR += (1.0f - alphaAccum) * shadedColor.x * alphaSample;
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colorG += (1.0f - alphaAccum) * shadedColor.y * alphaSample;
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colorB += (1.0f - alphaAccum) * shadedColor.z * alphaSample;
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alphaAccum += (1.0f - alphaAccum) * alphaSample;
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}
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tCurrent += stepSize;
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}
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accumR += colorR;
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accumG += colorG;
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accumB += colorB;
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}
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// Average samples
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accumR /= (float)SAMPLES_PER_PIXEL;
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accumG /= (float)SAMPLES_PER_PIXEL;
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accumB /= (float)SAMPLES_PER_PIXEL;
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// Final colour
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int fbIndex = (py * IMAGE_WIDTH + px) * 3;
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framebuffer[fbIndex + 0] = (unsigned char)(fminf(accumR, 1.f) * 255);
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framebuffer[fbIndex + 1] = (unsigned char)(fminf(accumG, 1.f) * 255);
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framebuffer[fbIndex + 2] = (unsigned char)(fminf(accumB, 1.f) * 255);
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}
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#endif // RAYCASTER_H
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