// Copyright NVIDIA Corporation 2007 -- Ignacio Castano // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the "Software"), to deal in the Software without // restriction, including without limitation the rights to use, // copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following // conditions: // // The above copyright notice and this permission notice shall be // included in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR // OTHER DEALINGS IN THE SOFTWARE. // Math functions and operators to be used with vector types. #ifndef CUDAMATH_H #define CUDAMATH_H #include inline __device__ __host__ float3 operator *(float3 a, float3 b) { return make_float3(a.x*b.x, a.y*b.y, a.z*b.z); } inline __device__ __host__ float3 operator *(float f, float3 v) { return make_float3(v.x*f, v.y*f, v.z*f); } inline __device__ __host__ float3 operator *(float3 v, float f) { return make_float3(v.x*f, v.y*f, v.z*f); } inline __device__ __host__ float3 operator +(float3 a, float3 b) { return make_float3(a.x+b.x, a.y+b.y, a.z+b.z); } inline __device__ __host__ void operator +=(float3 & b, float3 a) { b.x += a.x; b.y += a.y; b.z += a.z; } inline __device__ __host__ float3 operator -(float3 a, float3 b) { return make_float3(a.x-b.x, a.y-b.y, a.z-b.z); } inline __device__ __host__ void operator -=(float3 & b, float3 a) { b.x -= a.x; b.y -= a.y; b.z -= a.z; } inline __device__ __host__ float3 operator /(float3 v, float f) { float inv = 1.0f / f; return v * inv; } inline __device__ __host__ void operator /=(float3 & b, float f) { float inv = 1.0f / f; b.x *= inv; b.y *= inv; b.z *= inv; } inline __device__ __host__ float dot(float3 a, float3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } inline __device__ __host__ float dot(float4 a, float4 b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; } inline __device__ __host__ float clamp(float f, float a, float b) { return max(a, min(f, b)); } inline __device__ __host__ float3 clamp(float3 v, float a, float b) { return make_float3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b)); } inline __device__ __host__ float3 clamp(float3 v, float3 a, float3 b) { return make_float3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z)); } inline __device__ __host__ float3 normalize(float3 v) { float len = 1.0f / sqrtf(dot(v, v)); return make_float3(v.x * len, v.y * len, v.z * len); } // Use power method to find the first eigenvector. // http://www.miislita.com/information-retrieval-tutorial/matrix-tutorial-3-eigenvalues-eigenvectors.html inline __device__ __host__ float3 firstEigenVector( float matrix[6] ) { // 8 iterations seems to be more than enough. float3 v = make_float3(1.0f, 1.0f, 1.0f); for(int i = 0; i < 8; i++) { float x = v.x * matrix[0] + v.y * matrix[1] + v.z * matrix[2]; float y = v.x * matrix[1] + v.y * matrix[3] + v.z * matrix[4]; float z = v.x * matrix[2] + v.y * matrix[4] + v.z * matrix[5]; float m = max(max(x, y), z); float iv = 1.0f / m; #if __DEVICE_EMULATION__ if (m == 0.0f) iv = 0.0f; #endif v = make_float3(x*iv, y*iv, z*iv); } return v; } inline __device__ float3 bestFitLine(const float3 * colors) { #if __DEVICE_EMULATION__ // Compute covariance matrix of the given colors. float3 center = make_float3(0.0f, 0.0f, 0.0f); for (int i = 0; i < 16; i++) { center += colors[i]; } center /= 16.0f; float covariance[6] = {0, 0, 0, 0, 0, 0}; for (int i = 0; i < 16; i++) { float3 a = colors[i] - center; covariance[0] += a.x * a.x; covariance[1] += a.x * a.y; covariance[2] += a.x * a.z; covariance[3] += a.y * a.y; covariance[4] += a.y * a.z; covariance[5] += a.z * a.z; } #else const int idx = threadIdx.x; __shared__ float3 colorSum[16]; colorSum[idx] = colors[idx]; // Unrolled parallel reduction. if (idx < 8) { colorSum[idx] += colorSum[idx + 8]; colorSum[idx] += colorSum[idx + 4]; colorSum[idx] += colorSum[idx + 2]; colorSum[idx] += colorSum[idx + 1]; } // @@ Eliminate two-way bank conflicts here. // @@ It seems that doing that and unrolling the reduction doesn't help... __shared__ float covariance[16*6]; colorSum[idx] = colors[idx] - colorSum[0] / 16.0f; covariance[6 * idx + 0] = colorSum[idx].x * colorSum[idx].x; // 0, 6, 12, 2, 8, 14, 4, 10, 0 covariance[6 * idx + 1] = colorSum[idx].x * colorSum[idx].y; covariance[6 * idx + 2] = colorSum[idx].x * colorSum[idx].z; covariance[6 * idx + 3] = colorSum[idx].y * colorSum[idx].y; covariance[6 * idx + 4] = colorSum[idx].y * colorSum[idx].z; covariance[6 * idx + 5] = colorSum[idx].z * colorSum[idx].z; for(int d = 8; d > 0; d >>= 1) { if (idx < d) { covariance[6 * idx + 0] += covariance[6 * (idx+d) + 0]; covariance[6 * idx + 1] += covariance[6 * (idx+d) + 1]; covariance[6 * idx + 2] += covariance[6 * (idx+d) + 2]; covariance[6 * idx + 3] += covariance[6 * (idx+d) + 3]; covariance[6 * idx + 4] += covariance[6 * (idx+d) + 4]; covariance[6 * idx + 5] += covariance[6 * (idx+d) + 5]; } } #endif // Compute first eigen vector. return firstEigenVector(covariance); } #endif // CUDAMATH_H