Panel layout stage 2: prediction and Bragg integration through the panel table
Everything sparse that took a radial quantity from an image coordinate now takes it from the reflection's (or spot's) position on the detector plane, through its panel (DetectorModules). With an empty module table every changed expression reduces to the old one in the same floating-point order, so flat detectors - every rotation set, EIGER, CCDs, assembled JUNGFRAU - integrate bit for bit as before. - Prediction (CPU, GPU, rotation CPU and GPU): bounds test against PlaneBounds instead of the image rectangle. - IntegrateOnImage: a prediction in a gap or off every panel is dropped (PlaneToPanel), no longer passed through onto an unrelated stored pixel. The panel id stays local: the engine and the way back find it from the image position (the panel boxes tile the image), and a prediction that rounding to float put on another panel's edge is dropped so the two agree. Nothing is added to Reflection. - Bragg engines (CPU, CUDA, Metal) take a BraggPanel per reflection (BraggStencil.h): its plane position, the panel's pixel axes on the plane and its box. The stencil's radial direction is taken on the plane and expressed in the panel's pixel axes; r0, the radial background curve, the Gaussian's elongation, the learned moments, tan(2theta) and Finalize's polarisation use the plane position; r_max / n_rad come from PlaneBounds. The neighbour mask and the owner map are clamped to the reflection's own panel; inside the walked box a pixel off the reflection's panel is read as a gap (unreadable, statically masked - not an overload), which is what the assembled image has there, so a disk cut by a panel edge is partial rather than silently "full". - Risk R4: the ProfileEmpirical grid is learned and applied in the plane's axes (the panel axes taken to the nearest quarter turn, BraggProfileCell), so turned panels pool one shape. Without it the stacked layout read up to 0.3 % off the assembled one in the harness. - SpotWidth / SpotFootprint: aperture bounds against the spot's panel box, beam distance, resolution and the shape's 2theta Jacobian on the plane, moments read in the panel's axes. - GetDetectorMaxQ_recipA, the far-corner radii (first-pass tilt report, metric-symmetry arm, footprint table range) from PlaneBounds; pre-scan spot resolution on the plane; LogHeaderBeamCenter: geometric centre of the panels' plane box, and the masked-pixel check on the panel the beam lands on (none when it is in a gap). Harness: PanelLayout_BraggIntegration is now a real [PanelLayout] check, over six settings (default, bandwidth-elongated ring, radial background, overlap exclude, box sum, empirical profile, all with polarisation), stacked vs assembled to 1e-5; PanelLayout_BraggIntegrationGPU runs the same on the CUDA engine. Its spots avoid exact half pixels: the grid centres on the rounded position, and a half rounds to the other neighbour on a turned panel. The Metal engine (.metal/.mm) mirrors the CPU change exactly but is UNCOMPILED here (no macOS): it needs a build and BraggIntegrationEngineMetal_BitIdenticalToCPU on a Mac. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015CeEGgpKdfkCTJb3YNMJcu
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@@ -24,6 +24,7 @@
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#include <vector>
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#include "../common/AzimuthalIntegrationMapping.h"
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#include "../common/CUDAWrapper.h"
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#include "../common/BraggIntegrationSettings.h"
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#include "../common/DetectorModules.h"
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#include "../common/DetectorSetup.h"
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@@ -31,6 +32,10 @@
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#include "../common/PixelMask.h"
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#include "../common/Reflection.h"
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#include "../image_analysis/bragg_integration/BraggIntegrationEngineCPU.h"
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#ifdef JFJOCH_USE_CUDA
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#include "../image_analysis/bragg_integration/BraggIntegrationEngineGPU.h"
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#include "../image_analysis/image_preprocessing/ImagePreprocessorBufferGPU.h"
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#endif
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#include "../image_analysis/image_preprocessing/ImagePreprocessorBuffer.h"
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#include "../image_analysis/spot_finding/ImageSpotFinderCPU.h"
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#include "../image_analysis/spot_finding/SpotUtils.h"
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@@ -148,7 +153,8 @@ void CheckSameSpots(const std::vector<SpotToSave> &a, const std::vector<SpotToSa
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// Integrate predictions placed on the plane: on the assembled image directly, on the stacked one through
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// the panel table - PlaneToPanel in, ImageToPlane of the same panel out. Keyed by h.
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std::map<int, Reflection> Integrate(const DiffractionExperiment &x, const PixelMask &mask,
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const ImagePreprocessorBuffer &image, const std::vector<Spot> &spots) {
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const ImagePreprocessorBuffer &image, const std::vector<Spot> &spots,
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bool gpu = false) {
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const auto &modules = x.GetModules();
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const auto geom = x.GetDiffractionGeometry();
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std::vector<Reflection> predicted;
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@@ -166,9 +172,25 @@ std::map<int, Reflection> Integrate(const DiffractionExperiment &x, const PixelM
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predicted.push_back(r);
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panel_of[r.h] = p->panel;
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}
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BraggIntegrationEngineCPU engine(x, mask);
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std::vector<Reflection> integrated;
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#ifdef JFJOCH_USE_CUDA
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if (gpu) {
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auto stream = std::make_shared<CudaStream>();
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ImagePreprocessorBufferGPU gpu_image(image.size());
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for (size_t i = 0; i < image.size(); i++)
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gpu_image[i] = image[i];
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REQUIRE(cudaMemcpyAsync(gpu_image.getGPUBuffer(), gpu_image.getBuffer().data(), image.size() * sizeof(int32_t),
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cudaMemcpyHostToDevice, *stream) == cudaSuccess);
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BraggIntegrationEngineGPU engine(x, stream, mask);
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integrated = engine.Run(gpu_image, predicted, predicted.size(), 0);
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}
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#endif
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if (!gpu) {
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BraggIntegrationEngineCPU engine(x, mask);
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integrated = engine.Run(image, predicted, predicted.size(), 0);
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}
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std::map<int, Reflection> out;
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for (auto r: engine.Run(image, predicted, predicted.size(), 0)) {
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for (auto r: integrated) {
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const int64_t panel = panel_of.at(r.h);
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const auto [px, py] = modules.ImageToPlane(panel, r.predicted_x, r.predicted_y);
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r.predicted_x = static_cast<float>(px);
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@@ -293,20 +315,60 @@ TEST_CASE("PanelLayout_ResolutionMask", "[.][PanelLayoutTodo]") {
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CHECK(differ == 0);
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}
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// TODO stage 2: Bragg integration on the stacked layout measures what it measures on the assembled image -
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// stencil direction, radial background and polarisation taken from the plane position, not the stored one.
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TEST_CASE("PanelLayout_BraggIntegration", "[.][PanelLayoutTodo]") {
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const Scene scene(INTERIOR_SPOTS);
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const auto a = Integrate(scene.assembled, scene.assembled_mask, scene.assembled_image, INTERIOR_SPOTS);
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const auto s = Integrate(scene.stacked, scene.stacked_mask, scene.stacked_image, INTERIOR_SPOTS);
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REQUIRE(s.size() == a.size());
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for (const auto &[h, r]: s) {
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CHECK(r.I == Catch::Approx(a.at(h).I).epsilon(1e-5));
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CHECK(r.sigma == Catch::Approx(a.at(h).sigma).epsilon(1e-5));
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CHECK(r.bkg == Catch::Approx(a.at(h).bkg).epsilon(1e-5));
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// Bragg integration on the stacked layout measures what it measures on the assembled image - stencil
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// direction, radial background and polarisation taken from the plane position, not the stored one.
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// Also with what reads the radial direction hardest: polarisation, a ring elongated by a bandwidth, the
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// radial background correction, the owner map, and the box sum. The interior spots moved off the exact
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// half pixel: there the profile grid centres on the rounded position, and rounding a half picks the other
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// neighbour once a panel is turned.
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void CheckBraggIntegration(bool gpu) {
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const std::vector<Spot> spots = {{50.3, 40.7}, {80.4, 45.3}, {160.6, 30.2}, {40.4, 140.8}, {150.2, 130.6}};
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const Scene scene(spots);
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auto setup = [](DiffractionExperiment x, int variant) {
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BraggIntegrationSettings bis = x.GetBraggIntegrationSettings();
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x.PolarizationFactor(0.99f);
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if (variant == 1) {
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x.BandwidthFWHM(0.02f);
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bis.StencilKSigma(2.0f);
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}
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if (variant == 2)
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bis.BackgroundRadialCorrection(true);
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if (variant == 3)
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bis.Overlap(OverlapMode::Exclude);
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if (variant == 4)
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bis.Integrator(IntegratorMode::BoxSum);
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if (variant == 5)
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bis.Integrator(IntegratorMode::ProfileEmpirical);
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x.ImportBraggIntegrationSettings(bis);
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return x;
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};
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for (int variant = 0; variant < 6; variant++) {
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CAPTURE(variant);
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const auto a = Integrate(setup(scene.assembled, variant), scene.assembled_mask, scene.assembled_image, spots,
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gpu);
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const auto s = Integrate(setup(scene.stacked, variant), scene.stacked_mask, scene.stacked_image, spots, gpu);
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REQUIRE(s.size() == a.size());
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for (const auto &[h, r]: s) {
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CAPTURE(h);
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CHECK(r.I == Catch::Approx(a.at(h).I).epsilon(1e-5));
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CHECK(r.sigma == Catch::Approx(a.at(h).sigma).epsilon(1e-5));
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CHECK(r.bkg == Catch::Approx(a.at(h).bkg).epsilon(1e-5));
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CHECK(r.image_scale_corr == Catch::Approx(a.at(h).image_scale_corr).epsilon(1e-5));
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}
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}
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}
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TEST_CASE("PanelLayout_BraggIntegration", "[PanelLayout]") {
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CheckBraggIntegration(false);
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}
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// The same on the CUDA engine, stacked against assembled on the GPU.
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TEST_CASE("PanelLayout_BraggIntegrationGPU", "[PanelLayout][GPU]") {
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if (get_gpu_count() == 0)
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SKIP("No GPU");
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CheckBraggIntegration(true);
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}
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// TODO stage 3: spot finding per panel. Two half spots on the facing edges of panels 0 and 1 as stored -
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// adjacent rows of the stacked array, 139 px apart on the plane - stay two spots, and the local-background
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// (SNR) finder agrees with the assembled image away from panel edges.
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