AdaptiveSpotFinderGPU does the per-resolution-ring reduction once on the GPU and drives both products from it: the azimuthal-integration profile (corrected space) and the self-calibrating adaptive spot-detection threshold (raw counts). This replaces the separate GPU azint pass and the host-side adaptive spot finder that runs on the GPU path today. On a ~4.5 MP detector it does both jobs in ~1 ms/frame versus ~40 ms for the CPU adaptive finder (~42x), with an identical spot list and azimuthal profile. The per-ring threshold math (Poisson tail + read-floored Gaussian, operating point from the false-pixels-per-frame knob) is factored into AdaptiveThreshold.h so the CPU and GPU finders share one source of truth and cannot drift. Wired opt-in via a MXAnalysisWithoutFPGA constructor flag, default on for the rugnux offline path and the interactive viewer, off for the online receiver (so the broker path is unchanged). When on, Analyze() skips the separate azint pass and lifts the profile from the fused engine. The viewer gains an "Adaptive threshold" checkbox that greys out the signal/noise and photon-count sliders (the adaptive finder uses neither). Dedicated tests exercise both products (spot-finding parity vs the CPU finder, azimuthal profile vs a standalone GPU azint) plus a speed benchmark. Validated end-to-end on lysozyme serial stills: fused == CPU-adaptive index rate and merge stats. Docs: new section 3.2 in docs/CPU_DATA_ANALYSIS.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
92 lines
4.7 KiB
C++
92 lines
4.7 KiB
C++
// SPDX-FileCopyrightText: 2026 Filip Leonarski, Paul Scherrer Institute <filip.leonarski@psi.ch>
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// SPDX-License-Identifier: GPL-3.0-only
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#pragma once
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// Per-resolution-ring detection-threshold math shared by the CPU adaptive spot finder
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// (AdaptiveSpotFinderCPU) and its GPU fused counterpart (AdaptiveSpotFinderGPU). Both engines reduce
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// every pixel into resolution rings, take a robust per-ring background (mean, sigma), and turn it into
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// a strong-pixel threshold with the SAME formula - so keeping that formula in one place is what makes
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// the GPU engine reproduce the CPU one. These are plain host functions (the threshold is computed on
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// the host in both engines, once per frame, over the small per-ring arrays).
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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namespace adaptive_threshold {
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// Number of background pixels a ring needs before its own statistics are trusted; sparser rings
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// (detector corners, heavily masked, innermost) fall back to the whole-frame background.
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constexpr int64_t MIN_RING_PIXELS = 40;
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// Detector-level excess-noise floor (photons). Near-zero-background rings scatter MORE than pure
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// Poisson (charge sharing / read noise / occasional spurious low counts), so a per-ring sigma alone
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// collapses toward zero on empty high-resolution rings and the threshold would flood. READ is a
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// photon-scale constant (the same for every dataset -- NOT the per-dataset knob), so the operating
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// point still self-calibrates through mean and sigma while staying physical where the background
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// vanishes.
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constexpr float READ = 1.0f;
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// Inverse standard-normal CDF (Acklam's rational approximation, ~1e-9 accuracy). Only called once
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// per frame, so accuracy over speed.
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inline double NormalQuantile(double p) {
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if (p <= 0.0) return -40.0;
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if (p >= 1.0) return 40.0;
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static const double a[] = {-3.969683028665376e+01, 2.209460984245205e+02, -2.759285104469687e+02,
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1.383577518672690e+02, -3.066479806614716e+01, 2.506628277459239e+00};
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static const double b[] = {-5.447609879822406e+01, 1.615858368580409e+02, -1.556989798598866e+02,
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6.680131188771972e+01, -1.328068155288572e+01};
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static const double c[] = {-7.784894002430293e-03, -3.223964580411365e-01, -2.400758277161838e+00,
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-2.549732539343734e+00, 4.374664141464968e+00, 2.938163982698783e+00};
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static const double d[] = {7.784695709041462e-03, 3.224671290700398e-01, 2.445134137142996e+00,
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3.754408661907416e+00};
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const double plow = 0.02425, phigh = 1.0 - 0.02425;
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if (p < plow) {
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double q = std::sqrt(-2.0 * std::log(p));
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return (((((c[0]*q+c[1])*q+c[2])*q+c[3])*q+c[4])*q+c[5]) /
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((((d[0]*q+d[1])*q+d[2])*q+d[3])*q+1.0);
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} else if (p <= phigh) {
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double q = p - 0.5, r = q*q;
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return (((((a[0]*r+a[1])*r+a[2])*r+a[3])*r+a[4])*r+a[5])*q /
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(((((b[0]*r+b[1])*r+b[2])*r+b[3])*r+b[4])*r+1.0);
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} else {
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double q = std::sqrt(-2.0 * std::log(1.0 - p));
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return -(((((c[0]*q+c[1])*q+c[2])*q+c[3])*q+c[4])*q+c[5]) /
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((((d[0]*q+d[1])*q+d[2])*q+d[3])*q+1.0);
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}
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}
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// Smallest integer count whose Poisson(mu) upper tail P(X >= k) <= p. This is the correct
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// significance floor while the background is countable (it carries the sqrt(mu) shot-noise
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// implicitly, so a bright low-resolution ring gets a high threshold). It DEGENERATES at mu -> 0
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// (a single photon on a zero background is "significant"), which is why it is max'd with a
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// read-noise-floored Gaussian arm by the caller. Short-circuits to Gaussian for large mu.
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inline float PoissonThreshold(double mu, double p, double z) {
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if (mu > 50.0)
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return static_cast<float>(mu + z * std::sqrt(mu));
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if (mu < 1e-6) mu = 1e-6;
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const double target = 1.0 - p;
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double pmf = std::exp(-mu);
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double cdf = pmf;
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int k = 0;
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while (cdf < target && k < 1000) {
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++k;
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pmf *= mu / k;
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cdf += pmf;
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}
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return static_cast<float>(k + 1);
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}
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// A ring's threshold is background mean + z sigmas, computed two ways and max'd: Poisson significance
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// (correct where the background is countable) floored by a read-noise-aware Gaussian arm (which alone
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// survives mean -> 0, where Poisson degenerates to "one photon is significant" and would flood the
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// empty high-resolution rings). p, z are the frame-wide operating point (p = E / N_pixels).
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inline float RingThreshold(float mean, float sigma, double p, float z) {
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const float gauss = mean + z * std::sqrt(sigma * sigma + READ * READ);
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const float poisson = PoissonThreshold(static_cast<double>(mean), p, static_cast<double>(z));
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return std::max(gauss, poisson);
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}
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} // namespace adaptive_threshold
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