loaded data using netcdfcxx
This commit is contained in:
parent
cdef3b2589
commit
cfc1774679
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build
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.vscode
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data
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@ -1,6 +1,6 @@
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# Compiler and flags
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NVCC = nvcc
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CXXFLAGS = -I./src -I./linalg -I./img -I./objs -std=c++17
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CXXFLAGS = -I./src -I./hurricanedata -std=c++17 $(shell nc-config --cxx4flags) $(shell nc-config --cxx4libs)
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# Directories
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SRC_DIR = src
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@ -8,7 +8,7 @@ BUILD_DIR = build
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# Files
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TARGET = $(BUILD_DIR)/main
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SRC_FILES = $(wildcard $(SRC_DIR)/*.cu)
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SRC_FILES := $(shell find $(SRC_DIR) -type f \( -name '*.cu' -o -name '*.cpp' \))
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OBJ_FILES = $(patsubst $(SRC_DIR)/%.cu,$(BUILD_DIR)/%.o,$(SRC_FILES))
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# Default target
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@ -20,6 +20,7 @@ $(TARGET): $(OBJ_FILES) | $(BUILD_DIR)
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# Compile object files
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$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cu
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@mkdir -p $(dir $@)
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$(NVCC) $(CXXFLAGS) -c $< -o $@
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# Debug build
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BIN
build/main
BIN
build/main
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BIN
build/main.o
BIN
build/main.o
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output.ppm
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output.ppm
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#include "datareader.h"
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#include <netcdf>
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using namespace std;
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using namespace netCDF;
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std::vector<float> readData(std::string path, std::string variableName) {
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netCDF::NcFile data(path, netCDF::NcFile::read);
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multimap<string, NcVar> vars = data.getVars();
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NcVar var = vars.find(variableName)->second;
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int length = 1;
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for (NcDim dim: var.getDims()) {
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length *= dim.getSize();
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}
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vector<float> vec(length);
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var.getVar(vec.data());
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return vec;
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}
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#ifndef DATAREADER_H
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#define DATAREADER_H
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#include <vector>
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#include <string>
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std::vector<float> readData(std::string path, std::string variableName);
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#endif //DATAREADER_H
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@ -1,13 +0,0 @@
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#pragma once
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#include <fstream>
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void saveImage(const char* filename, unsigned char* framebuffer, int width, int height) { // TODO: Figure out a better way to do this
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std::ofstream imageFile(filename, std::ios::out | std::ios::binary);
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imageFile << "P6\n" << width << " " << height << "\n255\n";
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for (int i = 0; i < width * height * 3; i++) {
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imageFile << framebuffer[i];
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}
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imageFile.close();
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}
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@ -1,9 +0,0 @@
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#pragma once
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#ifndef LINALG_H
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#define LINALG_H
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#include "vec.h"
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#include "mat.h"
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#endif // LINALG_H
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#pragma once
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#pragma once
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#include <cuda_runtime.h>
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#include <cmath>
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struct Vec3 { // TODO: Maybe make this into a class
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double x, y, z;
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__host__ __device__ Vec3() : x(0), y(0), z(0) {}
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__host__ __device__ Vec3(double x, double y, double z) : x(x), y(y), z(z) {}
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__host__ __device__ Vec3 operator+(const Vec3& b) const { return Vec3(x + b.x, y + b.y, z + b.z); }
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__host__ __device__ Vec3 operator-(const Vec3& b) const { return Vec3(x - b.x, y - b.y, z - b.z); }
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__host__ __device__ Vec3 operator*(double b) const { return Vec3(x * b, y * b, z * b); }
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__host__ __device__ Vec3 operator-() const { return Vec3(-x, -y, -z); }
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__host__ __device__ double dot(const Vec3& b) const { return x * b.x + y * b.y + z * b.z; }
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__host__ __device__ Vec3 normalize() const { double len = sqrt(x * x + y * y + z * z); return Vec3(x / len, y / len, z / len); }
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};
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103
src/main.cu
103
src/main.cu
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@ -1,102 +1,21 @@
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#include "hurricanedata/datareader.h"
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#include <cuda_runtime.h>
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#include <device_launch_parameters.h>
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#include <iostream>
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#include <cmath>
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#include "linalg/linalg.h"
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#include "objs/sphere.h"
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#include "img/handler.h"
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#define WIDTH 3840
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#define HEIGHT 2160
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#define SAMPLES_PER_PIXEL 8
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__device__ Vec3 phongShading(const Vec3& point, const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& color) {
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double ambientStrength = 0.1;
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double diffuseStrength = 0.8;
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double specularStrength = 0.5;
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int shininess = 64;
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Vec3 ambient = color * ambientStrength;
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double diff = max(normal.dot(lightDir), 0.0);
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Vec3 diffuse = color * (diffuseStrength * diff);
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Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize();
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double spec = pow(max(viewDir.dot(reflectDir), 0.0), shininess);
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Vec3 specular = Vec3(1.0, 1.0, 1.0) * (specularStrength * spec);
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return ambient + diffuse + specular;
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}
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__global__ void renderKernel(unsigned char* framebuffer, Sphere* spheres, int numSpheres, Vec3 lightPos) {
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int x = blockIdx.x * blockDim.x + threadIdx.x;
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int y = blockIdx.y * blockDim.y + threadIdx.y;
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if (x >= WIDTH || y >= HEIGHT) return;
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int pixelIndex = (y * WIDTH + x) * 3;
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Vec3 rayOrigin(0, 0, 0);
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Vec3 colCum(0, 0, 0);
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double spp = static_cast<double>(SAMPLES_PER_PIXEL);
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for (int sample = 0; sample < SAMPLES_PER_PIXEL; sample++) {
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double u = (x + (sample / spp) - WIDTH / 2.0) / WIDTH;
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double v = (y + (sample / spp) - HEIGHT / 2.0) / HEIGHT;
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Vec3 rayDir(u, v, 1.0);
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rayDir = rayDir.normalize();
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for (int i = 0; i < numSpheres; ++i) {
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double t;
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if (spheres[i].intersect(rayOrigin, rayDir, t)) {
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Vec3 hitPoint = rayOrigin + rayDir * t;
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Vec3 normal = (hitPoint - spheres[i].center).normalize();
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Vec3 lightDir = (lightPos - hitPoint).normalize();
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Vec3 viewDir = -rayDir;
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colCum = colCum + phongShading(hitPoint, normal, lightDir, viewDir, spheres[i].color);
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}
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}
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}
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// Average color across all samples
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Vec3 color = colCum * (1.0 / SAMPLES_PER_PIXEL);
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framebuffer[pixelIndex] = static_cast<unsigned char>(fmin(color.x, 1.0) * 255);
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framebuffer[pixelIndex + 1] = static_cast<unsigned char>(fmin(color.y, 1.0) * 255);
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framebuffer[pixelIndex + 2] = static_cast<unsigned char>(fmin(color.z, 1.0) * 255);
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}
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int main() {
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Sphere spheres[] = {
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{ Vec3(0, 0, 5), 1.0, Vec3(1.0, 0.0, 0.0) }, // Red sphere
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{ Vec3(-2, 1, 7), 1.0, Vec3(0.0, 1.0, 0.0) }, // Green sphere
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{ Vec3(2, -1, 6), 1.0, Vec3(0.0, 0.0, 1.0) } // Blue sphere
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};
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int numSpheres = sizeof(spheres) / sizeof(Sphere);
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Vec3 lightPos(5, 5, 0);
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std::string path = "data/MERRA2_400.inst6_3d_ana_Np.20120101.nc4";
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std::string variable = "U";
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auto x = readData(path, variable);
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unsigned char* d_framebuffer;
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unsigned char* h_framebuffer = new unsigned char[WIDTH * HEIGHT * 3];
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Sphere* d_spheres;
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cudaMalloc(&d_framebuffer, WIDTH * HEIGHT * 3);
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cudaMalloc(&d_spheres, numSpheres * sizeof(Sphere));
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cudaMemcpy(d_spheres, spheres, numSpheres * sizeof(Sphere), cudaMemcpyHostToDevice);
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int num = 0;
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for(int i = 0; i < x.size(); i++) {
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if (x[i] < 1E14) std::cout << x[i] << "\n";
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if(num > 10000) break;
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num++;
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}
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dim3 threadsPerBlock(16, 16);
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dim3 numBlocks((WIDTH + threadsPerBlock.x - 1) / threadsPerBlock.x,
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(HEIGHT + threadsPerBlock.y - 1) / threadsPerBlock.y);
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renderKernel<<<numBlocks, threadsPerBlock>>>(d_framebuffer, d_spheres, numSpheres, lightPos);
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cudaDeviceSynchronize();
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cudaMemcpy(h_framebuffer, d_framebuffer, WIDTH * HEIGHT * 3, cudaMemcpyDeviceToHost);
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saveImage("output.ppm", h_framebuffer, WIDTH, HEIGHT);
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cudaFree(d_framebuffer);
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cudaFree(d_spheres);
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delete[] h_framebuffer;
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std::cout << "High-resolution image saved as output.ppm" << std::endl;
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return 0;
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}
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#pragma once
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#include <cuda_runtime.h>
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#include <cmath>
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#include "linalg/linalg.h"
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struct Sphere {
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Vec3 center;
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double radius;
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Vec3 color;
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__device__ bool intersect(const Vec3& rayOrigin, const Vec3& rayDir, double& t) const {
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Vec3 oc = rayOrigin - center;
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double b = oc.dot(rayDir);
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double c = oc.dot(oc) - radius * radius;
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double h = b * b - c;
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if (h < 0.0) return false;
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h = sqrt(h);
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t = -b - h;
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return true;
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}
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};
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src/tests/a.out
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src/tests/a.out
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#include <cuda_runtime.h>
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#include <device_launch_parameters.h>
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#include <iostream>
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#include <fstream>
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#define WIDTH 800
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#define HEIGHT 600
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struct Vec3 {
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double x, y, z;
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__host__ __device__ Vec3() : x(0), y(0), z(0) {}
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__host__ __device__ Vec3(double x, double y, double z) : x(x), y(y), z(z) {}
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__host__ __device__ Vec3 operator+(const Vec3& b) const { return Vec3(x + b.x, y + b.y, z + b.z); }
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__host__ __device__ Vec3 operator-(const Vec3& b) const { return Vec3(x - b.x, y - b.y, z - b.z); }
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__host__ __device__ Vec3 operator*(double b) const { return Vec3(x * b, y * b, z * b); }
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__host__ __device__ Vec3 operator-() const { return Vec3(-x, -y, -z); }
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__host__ __device__ double dot(const Vec3& b) const { return x * b.x + y * b.y + z * b.z; }
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__host__ __device__ Vec3 normalize() const { double len = sqrt(x * x + y * y + z * z); return Vec3(x / len, y / len, z / len); }
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};
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// Simple Phong lighting components
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struct Sphere {
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Vec3 center;
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double radius;
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Vec3 color;
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__device__ bool intersect(const Vec3& rayOrigin, const Vec3& rayDir, double& t) const {
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Vec3 oc = rayOrigin - center;
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double b = oc.dot(rayDir);
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double c = oc.dot(oc) - radius * radius;
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double h = b * b - c;
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if (h < 0.0) return false;
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h = sqrt(h);
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t = -b - h;
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return true;
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}
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};
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__device__ Vec3 phongShading(const Vec3& point, const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& color) {
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double ambientStrength = 0.1;
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double diffuseStrength = 0.8;
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double specularStrength = 0.5;
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int shininess = 32;
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// Ambient
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Vec3 ambient = color * ambientStrength;
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// Diffuse
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double diff = max(normal.dot(lightDir), 0.0);
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Vec3 diffuse = color * (diffuseStrength * diff);
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// Specular
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Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize();
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double spec = pow(max(viewDir.dot(reflectDir), 0.0), shininess);
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Vec3 specular = Vec3(1.0, 1.0, 1.0) * (specularStrength * spec);
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return ambient + diffuse + specular;
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}
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__global__ void renderKernel(unsigned char* framebuffer, Sphere sphere, Vec3 lightPos) {
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int x = blockIdx.x * blockDim.x + threadIdx.x;
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int y = blockIdx.y * blockDim.y + threadIdx.y;
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if (x >= WIDTH || y >= HEIGHT) return;
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int pixelIndex = (y * WIDTH + x) * 3;
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Vec3 rayOrigin(0, 0, 0);
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Vec3 rayDir((x - WIDTH / 2.0) / WIDTH, (y - HEIGHT / 2.0) / HEIGHT, 1.0);
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rayDir = rayDir.normalize();
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double t;
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if (sphere.intersect(rayOrigin, rayDir, t)) {
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Vec3 hitPoint = rayOrigin + rayDir * t;
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Vec3 normal = (hitPoint - sphere.center).normalize();
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Vec3 lightDir = (lightPos - hitPoint).normalize();
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Vec3 viewDir = -rayDir;
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Vec3 color = phongShading(hitPoint, normal, lightDir, viewDir, sphere.color);
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framebuffer[pixelIndex] = static_cast<unsigned char>(fmin(color.x, 1.0) * 255);
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framebuffer[pixelIndex + 1] = static_cast<unsigned char>(fmin(color.y, 1.0) * 255);
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framebuffer[pixelIndex + 2] = static_cast<unsigned char>(fmin(color.z, 1.0) * 255);
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} else {
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framebuffer[pixelIndex] = 0;
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framebuffer[pixelIndex + 1] = 0;
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framebuffer[pixelIndex + 2] = 0;
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}
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}
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void saveImage(const char* filename, unsigned char* framebuffer) {
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std::ofstream imageFile(filename, std::ios::out | std::ios::binary);
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imageFile << "P6\n" << WIDTH << " " << HEIGHT << "\n255\n";
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for (int i = 0; i < WIDTH * HEIGHT * 3; i++) {
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imageFile << framebuffer[i];
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}
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imageFile.close();
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}
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int main() {
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// Initialize sphere and light source
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Sphere sphere = { Vec3(0, 0, 5), 1.0, Vec3(1.0, 0.0, 0.0) }; // Red sphere
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Vec3 lightPos(5, 5, 0);
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// Allocate framebuffer on device and host
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unsigned char* d_framebuffer;
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unsigned char* h_framebuffer = new unsigned char[WIDTH * HEIGHT * 3];
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cudaMalloc(&d_framebuffer, WIDTH * HEIGHT * 3);
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// Launch
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dim3 threadsPerBlock(16, 16);
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dim3 numBlocks((WIDTH + threadsPerBlock.x - 1) / threadsPerBlock.x,
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(HEIGHT + threadsPerBlock.y - 1) / threadsPerBlock.y);
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renderKernel<<<numBlocks, threadsPerBlock>>>(d_framebuffer, sphere, lightPos);
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cudaDeviceSynchronize();
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// Copy result back to host and save
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cudaMemcpy(h_framebuffer, d_framebuffer, WIDTH * HEIGHT * 3, cudaMemcpyDeviceToHost);
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saveImage("output.ppm", h_framebuffer);
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// Clean up
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cudaFree(d_framebuffer);
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delete[] h_framebuffer;
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std::cout << "Image saved as output.ppm" << std::endl;
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return 0;
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}
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#include <iostream>
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#include <cuda_runtime.h>
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__global__ void hello_from_gpu() {
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printf("Hello from GPU!\n");
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}
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int main() {
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hello_from_gpu<<<1, 1>>>();
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cudaDeviceSynchronize();
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// Reset device
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cudaDeviceReset();
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return 0;
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}
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#include <cuda_runtime.h>
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#include <device_launch_parameters.h>
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#include <iostream>
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#include <cmath>
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#include "linalg/linalg.h"
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#include "sphere.h"
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#include "img/handler.h"
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#define WIDTH 3840
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#define HEIGHT 2160
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#define SAMPLES_PER_PIXEL 8
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__device__ Vec3 phongShading(const Vec3& point, const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& color) {
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double ambientStrength = 0.1;
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double diffuseStrength = 0.8;
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double specularStrength = 0.5;
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int shininess = 64;
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Vec3 ambient = color * ambientStrength;
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double diff = max(normal.dot(lightDir), 0.0);
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Vec3 diffuse = color * (diffuseStrength * diff);
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Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize();
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double spec = pow(max(viewDir.dot(reflectDir), 0.0), shininess);
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Vec3 specular = Vec3(1.0, 1.0, 1.0) * (specularStrength * spec);
|
||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
__global__ void renderKernel(unsigned char* framebuffer, Sphere* spheres, int numSpheres, Vec3 lightPos) {
|
||||
int x = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
int y = blockIdx.y * blockDim.y + threadIdx.y;
|
||||
if (x >= WIDTH || y >= HEIGHT) return;
|
||||
|
||||
int pixelIndex = (y * WIDTH + x) * 3;
|
||||
Vec3 rayOrigin(0, 0, 0);
|
||||
Vec3 colCum(0, 0, 0);
|
||||
|
||||
double spp = static_cast<double>(SAMPLES_PER_PIXEL);
|
||||
for (int sample = 0; sample < SAMPLES_PER_PIXEL; sample++) {
|
||||
double u = (x + (sample / spp) - WIDTH / 2.0) / WIDTH;
|
||||
double v = (y + (sample / spp) - HEIGHT / 2.0) / HEIGHT;
|
||||
Vec3 rayDir(u, v, 1.0);
|
||||
rayDir = rayDir.normalize();
|
||||
|
||||
for (int i = 0; i < numSpheres; ++i) {
|
||||
double t;
|
||||
if (spheres[i].intersect(rayOrigin, rayDir, t)) {
|
||||
Vec3 hitPoint = rayOrigin + rayDir * t;
|
||||
Vec3 normal = (hitPoint - spheres[i].center).normalize();
|
||||
Vec3 lightDir = (lightPos - hitPoint).normalize();
|
||||
Vec3 viewDir = -rayDir;
|
||||
|
||||
colCum = colCum + phongShading(hitPoint, normal, lightDir, viewDir, spheres[i].color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Average color across all samples
|
||||
Vec3 color = colCum * (1.0 / SAMPLES_PER_PIXEL);
|
||||
|
||||
framebuffer[pixelIndex] = static_cast<unsigned char>(fmin(color.x, 1.0) * 255);
|
||||
framebuffer[pixelIndex + 1] = static_cast<unsigned char>(fmin(color.y, 1.0) * 255);
|
||||
framebuffer[pixelIndex + 2] = static_cast<unsigned char>(fmin(color.z, 1.0) * 255);
|
||||
}
|
||||
|
||||
|
||||
|
||||
int main() {
|
||||
Sphere spheres[] = {
|
||||
{ Vec3(0, 0, 5), 1.0, Vec3(1.0, 0.0, 0.0) }, // Red sphere
|
||||
{ Vec3(-2, 1, 7), 1.0, Vec3(0.0, 1.0, 0.0) }, // Green sphere
|
||||
{ Vec3(2, -1, 6), 1.0, Vec3(0.0, 0.0, 1.0) } // Blue sphere
|
||||
};
|
||||
int numSpheres = sizeof(spheres) / sizeof(Sphere);
|
||||
Vec3 lightPos(5, 5, 0);
|
||||
|
||||
unsigned char* d_framebuffer;
|
||||
unsigned char* h_framebuffer = new unsigned char[WIDTH * HEIGHT * 3];
|
||||
Sphere* d_spheres;
|
||||
cudaMalloc(&d_framebuffer, WIDTH * HEIGHT * 3);
|
||||
cudaMalloc(&d_spheres, numSpheres * sizeof(Sphere));
|
||||
cudaMemcpy(d_spheres, spheres, numSpheres * sizeof(Sphere), cudaMemcpyHostToDevice);
|
||||
|
||||
dim3 threadsPerBlock(16, 16);
|
||||
dim3 numBlocks((WIDTH + threadsPerBlock.x - 1) / threadsPerBlock.x,
|
||||
(HEIGHT + threadsPerBlock.y - 1) / threadsPerBlock.y);
|
||||
renderKernel<<<numBlocks, threadsPerBlock>>>(d_framebuffer, d_spheres, numSpheres, lightPos);
|
||||
cudaDeviceSynchronize();
|
||||
|
||||
cudaMemcpy(h_framebuffer, d_framebuffer, WIDTH * HEIGHT * 3, cudaMemcpyDeviceToHost);
|
||||
saveImage("output.ppm", h_framebuffer, WIDTH, HEIGHT);
|
||||
|
||||
cudaFree(d_framebuffer);
|
||||
cudaFree(d_spheres);
|
||||
delete[] h_framebuffer;
|
||||
|
||||
std::cout << "High-resolution image saved as output.ppm" << std::endl;
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
import numpy as np
|
||||
from netCDF4 import Dataset
|
||||
|
||||
# Load the NetCDF file
|
||||
file_path = 'data/MERRA2_400.inst6_3d_ana_Np.20120101.nc4'
|
||||
ncfile = Dataset(file_path, 'r')
|
||||
|
||||
# Check the available variables in the file
|
||||
print(ncfile.variables.keys())
|
||||
|
||||
U = ncfile.variables['T'][:]
|
||||
|
||||
# Check the shape of the variable (it should be 3D)
|
||||
print("Shape of U:", U.shape)
|
||||
|
||||
# Compute the mean of the variable across all axes (for all elements in U)
|
||||
U_mean = np.mean(U)
|
||||
|
||||
# Print the mean
|
||||
print("Mean of U:", U_mean)
|
||||
|
||||
# Close the NetCDF file
|
||||
ncfile.close()
|
||||
Loading…
Reference in New Issue