cuda-based-raytrace/src/illumination/Raycaster.cu

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#include "Raycaster.h"
#include "cuda_runtime.h"
#include "device_launch_parameters.h"
#include "linalg/linalg.h"
#include "consts.h"
#include "transferFunction.h"
#include "cuda_error.h"
#include <iostream>
#include <curand_kernel.h>
// TODO: instead of IMAGEWIDTH and IMAGEHEIGHT this should reflect the windowSize;
__global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer, const int width, const int height) {
int px = blockIdx.x * blockDim.x + threadIdx.x;
int py = blockIdx.y * blockDim.y + threadIdx.y;
if (px >= width || py >= height) return;
float accumR = 0.0f;
float accumG = 0.0f;
float accumB = 0.0f;
float accumA = 1.0f * (float)d_samplesPerPixel;
// Initialize random state for ray scattering
curandState randState;
curand_init(1234, px + py * width, 0, &randState);
// Multiple samples per pixel
for (int s = 0; s < d_samplesPerPixel; s++) {
// Map to [-1, 1]
float jitterU = (curand_uniform(&randState) - 0.5f) / width;
float jitterV = (curand_uniform(&randState) - 0.5f) / height;
float u = ((px + 0.5f + jitterU) / width ) * 2.0f - 1.0f;
float v = ((py + 0.5f + jitterV) / height) * 2.0f - 1.0f;
float tanHalfFov = tanf(fov * 0.5f);
u *= tanHalfFov;
v *= tanHalfFov;
// Find ray direction
Vec3 cameraRight = (d_cameraDir.cross(d_cameraUp)).normalize();
d_cameraUp = (cameraRight.cross(d_cameraDir)).normalize();
Vec3 rayDir = (d_cameraDir + cameraRight*u + d_cameraUp*v).normalize();
// Intersect
float tNear = 0.0f;
float tFar = 1e6f;
auto intersectAxis = [&](float start, float dir, float minV, float maxV) {
if (fabsf(dir) < epsilon) {
// Ray parallel to axis. If outside min..max, no intersection.
if (start < minV || start > maxV) {
tNear = 1e9f;
tFar = -1e9f;
}
} else {
float t0 = (minV - start) / dir;
float t1 = (maxV - start) / dir;
if (t0 > t1) {
float tmp = t0;
t0 = t1;
t1 = tmp;
}
if (t0 > tNear) tNear = t0;
if (t1 < tFar ) tFar = t1;
}
};
intersectAxis(d_cameraPos.x, rayDir.x, 0.0f, (float)VOLUME_HEIGHT);
intersectAxis(d_cameraPos.y, rayDir.y, 0.0f, (float)VOLUME_WIDTH);
intersectAxis(d_cameraPos.z, rayDir.z, 0.0f, (float)VOLUME_DEPTH);
if (tNear > tFar) {
// No intersection -> Set to brackground color (multiply by d_samplesPerPixel because we divide by it later)
accumR = d_backgroundColor.x * (float)d_samplesPerPixel;
accumG = d_backgroundColor.y * (float)d_samplesPerPixel;
accumB = d_backgroundColor.z * (float)d_samplesPerPixel;
accumA = 1.0f * (float)d_samplesPerPixel;
} else {
if (tNear < 0.0f) tNear = 0.0f;
float colorR = 0.0f, colorG = 0.0f, colorB = 0.0f;
float alphaAccum = 0.0f;
float t = tNear; // Front to back
while (t < tFar && alphaAccum < d_alphaAcumLimit) {
Point3 pos = d_cameraPos + rayDir * t;
// Convert to volume indices
int ix = (int)roundf(pos.x);
int iy = (int)roundf(pos.y);
int iz = (int)roundf(pos.z);
// Sample (pick appropriate method based on volume size) TODO: Consider adding a way to pick this in GUI (?)
// float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
float density = sampleVolumeTrilinear(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, pos.x, pos.y, pos.z);
// If density ~ 0, skip shading
if (density > minAllowedDensity) {
Vec3 grad = computeGradient(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, pos.x, pos.y, pos.z);
float4 color = transferFunction(density, grad, pos, rayDir); // This already returns the alpha-weighted color
//Accumulate color, and alpha
colorR = (1.0f - alphaAccum) * color.x + colorR;
colorG = (1.0f - alphaAccum) * color.y + colorG;
colorB = (1.0f - alphaAccum) * color.z + colorB;
alphaAccum = (1 - alphaAccum) * color.w + alphaAccum;
}
t += stepSize;
}
// Calculate final colour
accumR += colorR;
accumG += colorG;
accumB += colorB;
accumA += alphaAccum;
// Blend with background (for transparency)
float leftover = 1.0 - alphaAccum;
accumR = accumR + leftover * d_backgroundColor.x;
accumG = accumG + leftover * d_backgroundColor.y;
accumB = accumB + leftover * d_backgroundColor.z;
}
}
// Average samples
accumR /= (float)d_samplesPerPixel;
accumG /= (float)d_samplesPerPixel;
accumB /= (float)d_samplesPerPixel;
accumA /= (float)d_samplesPerPixel;
// Final colour
framebuffer.writePixel(px, py, accumR, accumG, accumB, accumA);
}
Raycaster::Raycaster(cudaGraphicsResource_t resources, int w, int h, float* data) {
this->resources = resources;
this->w = w;
this->h = h;
this->fb = new FrameBuffer(w, h);
this->data = data;
// camera_info = CameraInfo(Vec3(0.0f, 0.0f, 0.0f), Vec3(0.0f, 0.0f, 0.0f), 90.0f, (float) w, (float) h);
// d_camera = thrust::device_new<Camera*>();
check_cuda_errors(cudaDeviceSynchronize());
}
void Raycaster::render() {
check_cuda_errors(cudaGraphicsMapResources(1, &this->resources));
check_cuda_errors(cudaGraphicsResourceGetMappedPointer((void**)&(this->fb->buffer), &(this->fb->buffer_size), resources));
// FIXME: might not be the best parallelization configuration
int tx = 8;
int ty = 8;
dim3 threadSize(this->w / tx + 1, this->h / ty + 1);
dim3 blockSize(tx, ty);
// TODO: pass camera info at some point
// frame buffer is implicitly copied to the device each frame
raycastKernel<<<threadSize, blockSize>>> (this->data, *this->fb, this->w, this->h);
check_cuda_errors(cudaGetLastError());
check_cuda_errors(cudaDeviceSynchronize());
check_cuda_errors(cudaGraphicsUnmapResources(1, &this->resources));
}
void Raycaster::resize(int w, int h) {
this->w = w;
this->h = h;
delete this->fb;
this->fb = new FrameBuffer(w, h);
// TODO: should be globals probably
int tx = 8;
int ty = 8;
dim3 blocks(w / tx + 1, h / ty + 1);
dim3 threads(tx, ty);
check_cuda_errors(cudaDeviceSynchronize());
}