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authorWillem Jan Palenstijn <Willem.Jan.Palenstijn@cwi.nl>2014-05-02 09:20:43 +0000
committerwpalenst <Willem.Jan.Palenstijn@cwi.nl>2014-05-02 09:20:43 +0000
commit03aa451eeb7c7d6af699f967724006b99f1811c6 (patch)
tree6774b9d2bd240319274942347d4dbc789a5b89f3 /cuda/3d
parent78f9506caf946616fb53a1062fc74a9aa6369520 (diff)
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Replace macro by template in par3d_fp
Diffstat (limited to 'cuda/3d')
-rw-r--r--cuda/3d/par3d_fp.cu545
1 files changed, 281 insertions, 264 deletions
diff --git a/cuda/3d/par3d_fp.cu b/cuda/3d/par3d_fp.cu
index e0f743c..e85effc 100644
--- a/cuda/3d/par3d_fp.cu
+++ b/cuda/3d/par3d_fp.cu
@@ -86,197 +86,223 @@ static bool bindVolumeDataTexture(const cudaArray* array)
}
+// 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(float f0, float f1, float f2) const { return tex3D(gT_par3DVolumeTexture, 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(float f0, float f1, float f2) const { return tex3D(gT_par3DVolumeTexture, 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(float f0, float f1, float f2) const { return tex3D(gT_par3DVolumeTexture, 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; }
+};
+
+
// threadIdx: x = u detector
// y = relative angle
// blockIdx: x = u/v detector
// y = angle block
-#define PAR3D_FP_BODY(c0,c1,c2) \
- 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 int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \
- 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 > dims.iVol##c0) \
- endSlice = dims.iVol##c0; \
- \
- 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 a##c1 = fRay##c1 / fRay##c0; \
- const float a##c2 = fRay##c2 / fRay##c0; \
- const float b##c1 = fDet##c1 - a##c1 * fDet##c0; \
- const float b##c2 = fDet##c2 - a##c2 * fDet##c0; \
- \
- const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \
- \
- float fVal = 0.0f; \
- \
- float f##c0 = startSlice + 0.5f; \
- float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f;\
- float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f;\
- \
- for (int s = startSlice; s < endSlice; ++s) \
- { \
- fVal += tex3D(gT_par3DVolumeTexture, fX, fY, fZ); \
- f##c0 += 1.0f; \
- f##c1 += a##c1; \
- f##c2 += a##c2; \
- } \
- \
- fVal *= fDistCorr; \
- \
- D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; \
- }
+template<class COORD>
+__global__ void par3D_FP_t(float* D_projData, unsigned int projPitch,
+ unsigned int startSlice,
+ unsigned int startAngle, unsigned int endAngle,
+ const SDimensions3D dims, float fOutputScale)
+{
+ 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 int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x;
+ 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 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 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);
+
+ const float fDistCorr = sqrt(a1*a1+a2*a2+1.0f) * fOutputScale;
+
+ 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(f0, f1, f2);
+ f0 += 1.0f;
+ f1 += a1;
+ f2 += a2;
+ }
+ fVal *= fDistCorr;
-// Supersampling version
-#define PAR3D_FP_SS_BODY(c0,c1,c2) \
- 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 int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \
- 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 > dims.iVol##c0) \
- endSlice = dims.iVol##c0; \
- \
- const float fSubStep = 1.0f/dims.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 < dims.iRaysPerDetDim; ++iSubU, fdU+=fSubStep) { \
- float fdV = detectorV - 0.5f + 0.5f*fSubStep; \
- for (int iSubV = 0; iSubV < dims.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 a##c1 = fRay##c1 / fRay##c0; \
- const float a##c2 = fRay##c2 / fRay##c0; \
- const float b##c1 = fDet##c1 - a##c1 * fDet##c0; \
- const float b##c2 = fDet##c2 - a##c2 * fDet##c0; \
- \
- const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \
- \
- float fVal = 0.0f; \
- \
- float f##c0 = startSlice + 0.5f; \
- float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f;\
- float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f;\
- \
- for (int s = startSlice; s < endSlice; ++s) \
- { \
- fVal += tex3D(gT_par3DVolumeTexture, fX, fY, fZ); \
- f##c0 += 1.0f; \
- f##c1 += a##c1; \
- f##c2 += a##c2; \
- } \
- \
- fVal *= fDistCorr; \
- fV += fVal; \
- \
- } \
- } \
- \
- D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (dims.iRaysPerDetDim * dims.iRaysPerDetDim);\
+ 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,
+ unsigned int startSlice,
+ unsigned int startAngle, unsigned int endAngle,
+ const SDimensions3D dims, float fOutputScale)
+{
+ COORD c;
+ int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y;
+ if (angle >= endAngle)
+ return;
-__global__ void par3D_FP_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_BODY(X,Y,Z)
-}
+ 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;
-__global__ void par3D_FP_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_BODY(Y,X,Z)
-}
-__global__ void par3D_FP_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_BODY(Z,X,Y)
-}
-__global__ void par3D_FP_SS_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_SS_BODY(X,Y,Z)
-}
+ const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x;
+ 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;
-__global__ void par3D_FP_SS_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_SS_BODY(Y,X,Z)
-}
+ int endSlice = startSlice + g_blockSlices;
+ if (endSlice > c.nSlices(dims))
+ endSlice = c.nSlices(dims);
-__global__ void par3D_FP_SS_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_SS_BODY(Z,X,Y)
+ const float fSubStep = 1.0f/dims.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 < dims.iRaysPerDetDim; ++iSubU, fdU+=fSubStep) {
+ float fdV = detectorV - 0.5f + 0.5f*fSubStep;
+ for (int iSubV = 0; iSubV < dims.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 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 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);
+
+ const float fDistCorr = sqrt(a1*a1+a2*a2+1.0f) * fOutputScale;
+
+ 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(f0, f1, f2);
+ f0 += 1.0f;
+ f1 += a1;
+ f2 += a2;
+ }
+
+ fVal *= fDistCorr;
+ fV += fVal;
+
+ }
+ }
+
+ D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (dims.iRaysPerDetDim * dims.iRaysPerDetDim);
+ }
}
@@ -294,92 +320,83 @@ __device__ float dirWeights(float fX, float fN) {
return 0.0f; // outside image on right
}
-#define PAR3D_FP_SUMSQW_BODY(c0,c1,c2) \
- 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 int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \
- 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 > dims.iVol##c0) \
- endSlice = dims.iVol##c0; \
- \
- 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 a##c1 = fRay##c1 / fRay##c0; \
- const float a##c2 = fRay##c2 / fRay##c0; \
- const float b##c1 = fDet##c1 - a##c1 * fDet##c0; \
- const float b##c2 = fDet##c2 - a##c2 * fDet##c0; \
- \
- const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \
- \
- float fVal = 0.0f; \
- \
- float f##c0 = startSlice + 0.5f; \
- float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f;\
- float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f;\
- \
- for (int s = startSlice; s < endSlice; ++s) \
- { \
- fVal += dirWeights(f##c1, dims.iVol##c1) * dirWeights(f##c2, dims.iVol##c2) * fDistCorr * fDistCorr; \
- f##c0 += 1.0f; \
- f##c1 += a##c1; \
- f##c2 += a##c2; \
- } \
- \
- D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; \
- }
-
-// Supersampling version
-// TODO
-
-
-__global__ void par3D_FP_SumSqW_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_SUMSQW_BODY(X,Y,Z)
-}
-
-__global__ void par3D_FP_SumSqW_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
+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, float fOutputScale)
{
-PAR3D_FP_SUMSQW_BODY(Y,X,Z)
-}
+ 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 int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x;
+ 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 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 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);
+
+ const float fDistCorr = sqrt(a1*a1+a2*a2+1.0f) * fOutputScale;
+
+ 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)) * fDistCorr * fDistCorr;
+ f0 += 1.0f;
+ f1 += a1;
+ f2 += a2;
+ }
-__global__ void par3D_FP_SumSqW_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale)
-{
-PAR3D_FP_SUMSQW_BODY(Z,X,Y)
+ D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal;
+ }
}
+// Supersampling version
+// TODO
bool Par3DFP_Array(cudaArray *D_volArray,
@@ -462,21 +479,21 @@ bool Par3DFP_Array(cudaArray *D_volArray,
if (blockDirection == 0) {
for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices)
if (dims.iRaysPerDetDim == 1)
- par3D_FP_dirX<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
else
- par3D_FP_SS_dirX<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_SS_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
} else if (blockDirection == 1) {
for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices)
if (dims.iRaysPerDetDim == 1)
- par3D_FP_dirY<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
else
- par3D_FP_SS_dirY<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_SS_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
} else if (blockDirection == 2) {
for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices)
if (dims.iRaysPerDetDim == 1)
- par3D_FP_dirZ<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
else
- par3D_FP_SS_dirZ<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_SS_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
}
}
@@ -593,7 +610,7 @@ bool Par3DFP_SumSqW(cudaPitchedPtr D_volumeData,
if (blockDirection == 0) {
for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices)
if (dims.iRaysPerDetDim == 1)
- par3D_FP_SumSqW_dirX<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_SumSqW_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
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);
@@ -603,7 +620,7 @@ bool Par3DFP_SumSqW(cudaPitchedPtr D_volumeData,
} else if (blockDirection == 1) {
for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices)
if (dims.iRaysPerDetDim == 1)
- par3D_FP_SumSqW_dirY<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_SumSqW_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
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);
@@ -613,7 +630,7 @@ bool Par3DFP_SumSqW(cudaPitchedPtr D_volumeData,
} else if (blockDirection == 2) {
for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices)
if (dims.iRaysPerDetDim == 1)
- par3D_FP_SumSqW_dirZ<<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
+ par3D_FP_SumSqW_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale);
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);