SetShardCount allocated and zeroed three per-pixel accumulators for every shard up front. With a GPU present none of them is ever written - the frames are decoded and folded on the device - and on a 16 Mpx detector eight shards are 2.9 GB to allocate and clear, measured at 0.8 s of the pre-scan spent on memory nothing reads. A shard now allocates on the first frame that reaches it, and the fold skips shards that never got one. Two things that go with it, not in the version on 2608-performance. Reduce's single-shard fast path returns that shard directly, which is now an EMPTY projection if nothing was ever added to it, where before it was a zeroed full-size one - and both callers index it by pixel. The fast path therefore requires the shard to hold at least one frame; otherwise the general path builds the zeroed projection as before. Also drops a duplicate include of ParallelFor.h. Split out of "Find the first pass's spots on every worker", which carried it as an unrelated rider. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011n8riB6X59oRjkrSHzNPAU
718 lines
31 KiB
C++
718 lines
31 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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#include "ShadowFinder.h"
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#include <algorithm>
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#include <cmath>
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#include <limits>
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#include <atomic>
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#include <future>
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#include <thread>
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#include <queue>
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#include <type_traits>
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#include <spdlog/spdlog.h>
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#include "../../common/CUDAWrapper.h"
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#include "../../common/ParallelFor.h"
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#include "../../common/JFJochException.h"
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// A pixel is shadow when its background is below this fraction of the background it is
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// compared against.
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constexpr float SHADOW_RATIO = 0.35f;
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// The boundary grows outward into partially shadowed pixels down to this fraction, but no
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// further than PENUMBRA_MAX_PX from the core.
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constexpr float PENUMBRA_RATIO = 0.72f;
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constexpr int PENUMBRA_MAX_PX = 14;
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// Bridge module gaps and small breaks that the holder arm crosses.
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constexpr int BRIDGE_PX = 6;
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// A pixel whose maximum reaches this recorded a real reflection and is never masked - a
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// beam stop cannot block a reflection that was measured.
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constexpr int64_t MIN_REFLECTION = 25;
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// Counts the background must have accumulated over the frames and the pooled pixels before
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// a dip in it is believable. Below this a Poisson hole is indistinguishable from a shadow,
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// and testing anyway masks whole detectors on low-background data.
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constexpr double MIN_EXPECTED_COUNTS = 60;
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// Side of the box the background is pooled over before testing. Its area is how many pixels back
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// a ring's countability test, which decides where an azimuthal comparison is possible at all.
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constexpr int POOL_PX = 5;
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constexpr double MEAN_POOLED_PIXELS = POOL_PX * POOL_PX;
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// A ring with fewer valid pixels than this says nothing about whether it was counted.
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constexpr int MIN_RING_PIXELS = 32;
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// Binary-image helpers on a width*height frame stored row-major as char (0/1). All run once,
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// at GetMask() time; the BFS forms keep them O(pixels) rather than O(pixels * radius).
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namespace {
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// 8-connected dilation by `r` pixels, i.e. every pixel within Chebyshev distance r of a set one.
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//
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// This was a multi-source BFS, which is what the distance is defined by - but on a full rectangle
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// with no obstacles the 8-connected graph distance IS the Chebyshev distance (a path stepping
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// towards the target never has to leave the frame), so the result is a dilation by the (2r+1) square
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// clipped to the frame. A square is the product of a horizontal and a vertical segment and max is
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// associative, so it separates into one pass along x and one along y - O(1) per pixel whatever r is,
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// no queue, and no 4-bytes-per-pixel distance array. The values are 0/1, so the running "is any set"
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// is just a count of set pixels in the window.
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std::vector<char> dilate(const std::vector<char> &in, int W, int H, int r, size_t nthreads) {
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if (r <= 0)
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return in;
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std::vector<char> tmp(in.size()), out(in.size());
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ParallelChunks(H, nthreads, [&](int ylo, int yhi) {
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for (int y = ylo; y < yhi; y++) {
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const char *src = in.data() + static_cast<size_t>(y) * W;
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char *dst = tmp.data() + static_cast<size_t>(y) * W;
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int count = 0;
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for (int x = 0; x <= std::min(r, W - 1); x++)
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count += src[x];
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for (int x = 0; x < W; x++) {
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dst[x] = count > 0;
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if (x + r + 1 < W) count += src[x + r + 1];
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if (x - r >= 0) count -= src[x - r];
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}
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}
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});
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// The vertical pass walks a column, which strides by a whole row. Take a strip of columns at a
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// time so each row it touches is read contiguously instead of one byte per cache line.
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constexpr int STRIP = 64;
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ParallelChunks((W + STRIP - 1) / STRIP, nthreads, [&](int slo, int shi) {
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std::vector<int> count(STRIP);
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for (int st = slo; st < shi; st++) {
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const int x0 = st * STRIP, xn = std::min(STRIP, W - x0);
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std::fill(count.begin(), count.begin() + xn, 0);
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for (int y = 0; y <= std::min(r, H - 1); y++)
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for (int i = 0; i < xn; i++)
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count[i] += tmp[static_cast<size_t>(y) * W + x0 + i];
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for (int y = 0; y < H; y++) {
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for (int i = 0; i < xn; i++)
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out[static_cast<size_t>(y) * W + x0 + i] = count[i] > 0;
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if (y + r + 1 < H)
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for (int i = 0; i < xn; i++)
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count[i] += tmp[static_cast<size_t>(y + r + 1) * W + x0 + i];
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if (y - r >= 0)
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for (int i = 0; i < xn; i++)
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count[i] -= tmp[static_cast<size_t>(y - r) * W + x0 + i];
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}
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}
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});
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return out;
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}
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// Erosion by `r` = dilation of the complement. The dilation is clipped to the frame and cannot seed
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// outside it, so outside the frame contributes nothing - a pixel within r of the edge is eroded only
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// by what the frame actually holds.
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std::vector<char> erode(const std::vector<char> &in, int W, int H, int r, size_t nthreads) {
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std::vector<char> comp(in.size());
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ParallelChunks(static_cast<int>(in.size()), nthreads, [&](int lo, int hi) {
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for (int i = lo; i < hi; i++) comp[i] = !in[i];
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});
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const auto grown = dilate(comp, W, H, r, nthreads);
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std::vector<char> out(in.size());
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ParallelChunks(static_cast<int>(out.size()), nthreads, [&](int lo, int hi) {
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for (int i = lo; i < hi; i++) out[i] = !grown[i];
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});
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return out;
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}
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// Pixels of `passable` reachable from any of `seeds` (8-connected flood).
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std::vector<char> flood(const std::vector<char> &passable, int W, int H, const std::vector<int> &seeds) {
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std::vector<char> visited(passable.size(), 0);
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std::queue<int> q;
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for (const int s : seeds)
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if (passable[s] && !visited[s]) { visited[s] = 1; q.push(s); }
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while (!q.empty()) {
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const int i = q.front(); q.pop();
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const int y = i / W, x = i % W;
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for (int dy = -1; dy <= 1; dy++)
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for (int dx = -1; dx <= 1; dx++) {
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const int yy = y + dy, xx = x + dx;
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if (yy < 0 || yy >= H || xx < 0 || xx >= W)
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continue;
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const int j = yy * W + xx;
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if (passable[j] && !visited[j]) { visited[j] = 1; q.push(j); }
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}
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}
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return visited;
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}
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// Fill holes: background not reachable from the image border becomes region.
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//
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// The flood is run over the bounding box of `region` grown by one, not the whole detector. Outside
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// that box every pixel is background and the box's surrounding ring is background too, so the whole
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// outside is one border-connected component: a background pixel inside the box is border-connected
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// exactly when it reaches the ring. The beam stop occupies a small part of a detector, so this is
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// the same answer over a fraction of the pixels.
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std::vector<char> fill_holes(const std::vector<char> ®ion, int W, int H) {
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int x0 = W, x1 = -1, y0 = H, y1 = -1;
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for (int y = 0; y < H; y++)
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for (int x = 0; x < W; x++)
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if (region[static_cast<size_t>(y) * W + x]) {
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x0 = std::min(x0, x); x1 = std::max(x1, x);
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y0 = std::min(y0, y); y1 = std::max(y1, y);
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}
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if (x1 < 0)
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return region; // nothing to enclose
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x0 = std::max(0, x0 - 1); x1 = std::min(W - 1, x1 + 1);
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y0 = std::max(0, y0 - 1); y1 = std::min(H - 1, y1 + 1);
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const int BW = x1 - x0 + 1, BH = y1 - y0 + 1;
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std::vector<char> bg_visited(static_cast<size_t>(BW) * BH, 0);
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std::queue<int> q; // indices into the box
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auto push = [&](int bx, int by) {
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const int j = by * BW + bx;
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if (!region[static_cast<size_t>(by + y0) * W + bx + x0] && !bg_visited[j]) {
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bg_visited[j] = 1; q.push(j);
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}
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};
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for (int bx = 0; bx < BW; bx++) { push(bx, 0); push(bx, BH - 1); }
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for (int by = 0; by < BH; by++) { push(0, by); push(BW - 1, by); }
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while (!q.empty()) {
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const int i = q.front(); q.pop();
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const int by = i / BW, bx = i % BW;
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for (int dy = -1; dy <= 1; dy++)
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for (int dx = -1; dx <= 1; dx++) {
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const int yy = by + dy, xx = bx + dx;
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if (yy < 0 || yy >= BH || xx < 0 || xx >= BW)
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continue;
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const int j = yy * BW + xx;
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if (!region[static_cast<size_t>(yy + y0) * W + xx + x0] && !bg_visited[j]) {
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bg_visited[j] = 1; q.push(j);
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}
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}
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}
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std::vector<char> out = region;
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for (int by = 0; by < BH; by++)
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for (int bx = 0; bx < BW; bx++) {
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const size_t i = static_cast<size_t>(by + y0) * W + bx + x0;
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if (!region[i] && !bg_visited[by * BW + bx])
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out[i] = 1;
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}
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return out;
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}
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// Sum of `in` over the k x k box centred on each pixel, zero outside the frame.
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//
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// Each row's and each column's running sum keeps exactly the terms it had, in the order it had them,
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// so the floating-point form rounds identically - only the traversal changes. Walking one column at
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// a time strides a whole row per step and misses on every access, so the vertical pass takes a strip
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// of columns together and reads each row it touches contiguously. Rows, and strips, are independent.
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template <typename T>
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std::vector<T> box_sum(const std::vector<T> &in, int W, int H, int k, size_t nthreads) {
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const int half = k / 2;
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std::vector<T> row(in.size()), out(in.size());
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ParallelChunks(H, nthreads, [&](int ylo, int yhi) {
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for (int y = ylo; y < yhi; y++) {
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const T *src = in.data() + static_cast<size_t>(y) * W;
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T *dst = row.data() + static_cast<size_t>(y) * W;
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T s = 0;
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for (int x = 0; x <= std::min(half, W - 1); x++)
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s += src[x];
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for (int x = 0; x < W; x++) {
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dst[x] = s;
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if (x + half + 1 < W) s += src[x + half + 1];
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if (x - half >= 0) s -= src[x - half];
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}
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}
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});
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constexpr int STRIP = 64;
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ParallelChunks((W + STRIP - 1) / STRIP, nthreads, [&](int slo, int shi) {
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std::vector<T> s(STRIP);
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for (int st = slo; st < shi; st++) {
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const int x0 = st * STRIP, xn = std::min(STRIP, W - x0);
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std::fill(s.begin(), s.begin() + xn, T{0});
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for (int y = 0; y <= std::min(half, H - 1); y++)
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for (int i = 0; i < xn; i++)
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s[i] += row[static_cast<size_t>(y) * W + x0 + i];
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for (int y = 0; y < H; y++) {
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for (int i = 0; i < xn; i++)
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out[static_cast<size_t>(y) * W + x0 + i] = s[i];
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if (y + half + 1 < H)
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for (int i = 0; i < xn; i++)
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s[i] += row[static_cast<size_t>(y + half + 1) * W + x0 + i];
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if (y - half >= 0)
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for (int i = 0; i < xn; i++)
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s[i] -= row[static_cast<size_t>(y - half) * W + x0 + i];
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}
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}
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});
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return out;
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}
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// The values of each ring, laid end to end, with the ring's slice given by offset[r]..offset[r+1].
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// radius and pooled do not change over the three baseline iterations, so this is built once and
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// every iteration is an order statistic of the same, already-sorted, ring.
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struct RingValues {
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std::vector<float> values;
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std::vector<int> offset;
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};
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RingValues bin_by_ring(const std::vector<float> &values, const std::vector<char> &valid,
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const std::vector<int> &radius, int max_radius, size_t nthreads) {
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RingValues rv;
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rv.offset.assign(max_radius + 2, 0);
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for (size_t i = 0; i < values.size(); i++)
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if (valid[i])
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rv.offset[radius[i] + 1]++;
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for (int r = 0; r <= max_radius; r++)
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rv.offset[r + 1] += rv.offset[r];
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rv.values.resize(rv.offset[max_radius + 1]);
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std::vector<int> cursor(rv.offset.begin(), rv.offset.end() - 1);
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for (size_t i = 0; i < values.size(); i++)
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if (valid[i])
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rv.values[cursor[radius[i]]++] = values[i];
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// Sorted once; the three iterations then only pick a rank and count a prefix.
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ParallelFor(max_radius + 1, nthreads, [&](int r) {
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std::sort(rv.values.begin() + rv.offset[r], rv.values.begin() + rv.offset[r + 1]);
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});
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return rv;
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}
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} // namespace
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ShadowFinder::ShadowFinder(const DiffractionExperiment &experiment, const PixelMask &mask)
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: width(static_cast<int>(experiment.GetXPixelsNumConv())),
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height(static_cast<int>(experiment.GetYPixelsNumConv())),
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beam_x(experiment.GetBeamX_pxl()),
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beam_y(experiment.GetBeamY_pxl()),
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pixel_mask(mask.GetMask(experiment)) {
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if (pixel_mask.size() != static_cast<size_t>(width) * height)
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throw JFJochException(JFJochExceptionCategory::InputParameterInvalid,
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"ShadowFinder: pixel mask does not match the detector");
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SetShardCount(1);
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#ifdef JFJOCH_USE_CUDA
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if (get_gpu_count() > 0) {
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const size_t npixels = static_cast<size_t>(width) * height;
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gpu_pending = std::async(std::launch::async, [npixels] {
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return std::make_unique<ShadowAccumulatorGPU>(npixels);
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});
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}
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#endif
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}
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// A shard's accumulators are allocated when a frame is first added to it, not here: with a GPU they
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// are never used at all, and on a 16 Mpx detector eight of them are 2.9 GB to allocate and clear -
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// which measured 0.8 s of the pre-scan, all of it wasted.
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void ShadowFinder::SetShardCount(size_t n) {
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shards.clear();
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shards.resize(std::max<size_t>(1, n));
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}
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ShadowFinder::Projection ShadowFinder::Reduce() const {
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#ifdef JFJOCH_USE_CUDA
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// The device holds its own projection. Bring it back and let it take part in the fold below as
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// one more shard; when every frame went to the GPU it is the whole answer.
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Projection device;
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if (Gpu() && gpu->GetFrameCount() > 0) {
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gpu->Download(device.max_value, device.sum_value, device.valid_count);
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device.frames = gpu->GetFrameCount();
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bool host_empty = true;
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for (const auto &p : shards)
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host_empty = host_empty && (p.frames == 0);
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if (host_empty)
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return device;
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}
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#endif
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// Only when that shard actually holds something: its accumulators are allocated on first use, so
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// an unused shard is empty rather than zeroed, and returning it would hand the callers below a
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// projection they index by pixel.
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if (shards.size() == 1 && shards[0].frames > 0
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#ifdef JFJOCH_USE_CUDA
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&& !(gpu && gpu->GetFrameCount() > 0)
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#endif
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)
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return shards[0];
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Projection out;
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const size_t npixels = static_cast<size_t>(width) * height;
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out.max_value.assign(npixels, 0);
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out.sum_value.assign(npixels, 0);
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out.valid_count.assign(npixels, 0);
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for (const auto &p : shards)
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out.frames += p.frames;
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#ifdef JFJOCH_USE_CUDA
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out.frames += device.frames;
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#endif
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// Each worker owns a slice of the pixels and folds every shard into it. The sums and counts are
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// integers and a pixel is touched by one worker only, so the result is the same as folding them
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// one shard at a time on one thread - this is several hundred megabytes per shard and is limited
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// by memory rather than by arithmetic.
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const size_t nthreads = std::max<size_t>(1, std::min<size_t>(std::thread::hardware_concurrency(),
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shards.size() * 2));
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const size_t chunk = (npixels + nthreads - 1) / nthreads;
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std::vector<std::future<void>> futures;
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futures.reserve(nthreads);
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for (size_t t = 0; t < nthreads; t++) {
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const size_t lo = t * chunk, hi = std::min(npixels, lo + chunk);
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if (lo >= hi) break;
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futures.emplace_back(std::async(std::launch::async, [&, lo, hi] {
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#ifdef JFJOCH_USE_CUDA
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const Projection *extra[1] = {&device};
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for (const auto *pp : extra) {
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const auto &p = *pp;
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if (p.frames == 0) continue;
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for (size_t i = lo; i < hi; i++) {
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if (p.valid_count[i] == 0)
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continue;
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if (out.valid_count[i] == 0 || p.max_value[i] > out.max_value[i])
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out.max_value[i] = p.max_value[i];
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out.sum_value[i] += p.sum_value[i];
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out.valid_count[i] += p.valid_count[i];
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}
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}
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#endif
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for (const auto &p : shards) {
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if (p.frames == 0) continue; // never used, and its accumulators were never allocated
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for (size_t i = lo; i < hi; i++) {
|
|
if (p.valid_count[i] == 0)
|
|
continue;
|
|
if (out.valid_count[i] == 0 || p.max_value[i] > out.max_value[i])
|
|
out.max_value[i] = p.max_value[i];
|
|
out.sum_value[i] += p.sum_value[i];
|
|
out.valid_count[i] += p.valid_count[i];
|
|
}
|
|
}
|
|
}));
|
|
}
|
|
for (auto &f : futures) f.get();
|
|
return out;
|
|
}
|
|
|
|
template<class T>
|
|
void ShadowFinder::Add(const T *ptr, Projection &p) {
|
|
// The pixel type's sentinel extreme marks "no data" (module gap / masked): the
|
|
// preprocessor/writer stores INT*_MIN for signed and UINT*_MAX for unsigned. For signed
|
|
// types the opposite extreme is a genuine saturated value and is kept, so a saturated
|
|
// reflection still registers as bright.
|
|
T masked;
|
|
if constexpr (std::is_signed_v<T>)
|
|
masked = std::numeric_limits<T>::min();
|
|
else
|
|
masked = std::numeric_limits<T>::max();
|
|
|
|
for (size_t i = 0; i < p.max_value.size(); i++) {
|
|
const T v = ptr[i];
|
|
if (v == masked)
|
|
continue;
|
|
const int64_t vi = static_cast<int64_t>(v);
|
|
if (p.valid_count[i] == 0 || vi > p.max_value[i])
|
|
p.max_value[i] = vi;
|
|
p.sum_value[i] += vi;
|
|
p.valid_count[i]++;
|
|
}
|
|
p.frames++;
|
|
}
|
|
|
|
void ShadowFinder::AddImage(const DataMessage &data, std::vector<uint8_t> &buffer, size_t shard) {
|
|
if (static_cast<size_t>(data.image.GetWidth()) * data.image.GetHeight()
|
|
!= static_cast<size_t>(width) * height)
|
|
throw JFJochException(JFJochExceptionCategory::InputParameterInvalid,
|
|
"ShadowFinder: image size does not match the detector");
|
|
if (shard >= shards.size())
|
|
throw JFJochException(JFJochExceptionCategory::InputParameterInvalid,
|
|
"ShadowFinder: shard out of range");
|
|
|
|
#ifdef JFJOCH_USE_CUDA
|
|
// One device, so the frames queue here - but each is only a chunk upload plus two kernels, and
|
|
// nothing was decompressed on the host to get this far.
|
|
if (ShadowAccumulatorGPU *acc = ShadowAccumulatorGPU::Supports(data.image) ? Gpu() : nullptr) {
|
|
std::unique_lock ul(gpu_mutex);
|
|
try {
|
|
acc->Add(data.image);
|
|
return;
|
|
} catch (const std::exception &e) {
|
|
spdlog::warn("Beam stop: GPU accumulate failed ({}), falling back to the host", e.what());
|
|
}
|
|
}
|
|
#endif
|
|
|
|
Projection &p = shards[shard];
|
|
if (p.max_value.empty()) {
|
|
const size_t npixels = static_cast<size_t>(width) * height;
|
|
p.max_value.assign(npixels, 0);
|
|
p.sum_value.assign(npixels, 0);
|
|
p.valid_count.assign(npixels, 0);
|
|
}
|
|
const auto ptr = data.image.GetUncompressedPtr(buffer);
|
|
switch (data.image.GetMode()) {
|
|
case CompressedImageMode::Int8: Add(reinterpret_cast<const int8_t *>(ptr), p); break;
|
|
case CompressedImageMode::Uint8: Add(reinterpret_cast<const uint8_t *>(ptr), p); break;
|
|
case CompressedImageMode::Int16: Add(reinterpret_cast<const int16_t *>(ptr), p); break;
|
|
case CompressedImageMode::Uint16: Add(reinterpret_cast<const uint16_t *>(ptr), p); break;
|
|
case CompressedImageMode::Int32: Add(reinterpret_cast<const int32_t *>(ptr), p); break;
|
|
case CompressedImageMode::Uint32: Add(reinterpret_cast<const uint32_t *>(ptr), p); break;
|
|
default:
|
|
throw JFJochException(JFJochExceptionCategory::InputParameterInvalid,
|
|
"ShadowFinder: unsupported image mode");
|
|
}
|
|
}
|
|
|
|
#ifdef JFJOCH_USE_CUDA
|
|
ShadowAccumulatorGPU *ShadowFinder::Gpu() const {
|
|
std::unique_lock ul(gpu_mutex);
|
|
if (gpu_pending.valid()) {
|
|
try {
|
|
gpu = gpu_pending.get();
|
|
} catch (const std::exception &e) {
|
|
// A GPU that cannot hold the projection is not a reason to fail: the host path gives
|
|
// the same answer, only slower.
|
|
spdlog::warn("Beam stop: GPU projection unavailable ({}), accumulating on the host",
|
|
e.what());
|
|
gpu.reset();
|
|
}
|
|
}
|
|
return gpu.get();
|
|
}
|
|
#endif
|
|
|
|
uint32_t ShadowFinder::GetFrameCount() const {
|
|
std::unique_lock ul(m);
|
|
uint32_t frames = 0;
|
|
for (const auto &p : shards) frames += p.frames;
|
|
#ifdef JFJOCH_USE_CUDA
|
|
if (gpu) frames += gpu->GetFrameCount();
|
|
#endif
|
|
return frames;
|
|
}
|
|
|
|
std::vector<float> ShadowFinder::GetMeanProjection() const {
|
|
std::unique_lock ul(m);
|
|
const Projection p = Reduce();
|
|
const auto &sum_value = p.sum_value;
|
|
const auto &valid_count = p.valid_count;
|
|
|
|
std::vector<float> mean(static_cast<size_t>(width) * height, NAN);
|
|
for (size_t i = 0; i < mean.size(); i++)
|
|
if (valid_count[i] > 0 && pixel_mask[i] == 0)
|
|
mean[i] = static_cast<float>(static_cast<double>(sum_value[i]) / valid_count[i]);
|
|
return mean;
|
|
}
|
|
|
|
std::vector<uint32_t> ShadowFinder::GetMask(size_t nthreads) const {
|
|
std::unique_lock ul(m);
|
|
if (nthreads == 0)
|
|
nthreads = std::max(1u, std::thread::hardware_concurrency());
|
|
const Projection p = Reduce();
|
|
const auto &max_value = p.max_value;
|
|
const auto &sum_value = p.sum_value;
|
|
const auto &valid_count = p.valid_count;
|
|
const uint32_t frames = p.frames;
|
|
|
|
const int W = width, H = height;
|
|
const int n_pixels = W * H;
|
|
|
|
std::vector<uint32_t> mask(n_pixels, 0);
|
|
if (frames == 0)
|
|
return mask;
|
|
|
|
// mean projection, usable pixels and radius from the beam centre
|
|
std::vector<float> mean(n_pixels, 0.0f);
|
|
std::vector<char> valid(n_pixels, 0);
|
|
std::vector<int> radius(n_pixels, 0);
|
|
std::atomic<int> max_radius_atomic{0};
|
|
ParallelChunks(H, nthreads, [&](int ylo, int yhi) {
|
|
int local_max = 0;
|
|
for (int y = ylo; y < yhi; y++)
|
|
for (int x = 0; x < W; x++) {
|
|
const int i = y * W + x;
|
|
if (valid_count[i] > 0 && pixel_mask[i] == 0) {
|
|
mean[i] = static_cast<float>(static_cast<double>(sum_value[i]) / valid_count[i]);
|
|
valid[i] = 1;
|
|
}
|
|
const float dx = x - beam_x, dy = y - beam_y;
|
|
radius[i] = static_cast<int>(std::lround(std::sqrt(dx * dx + dy * dy)));
|
|
local_max = std::max(local_max, radius[i]);
|
|
}
|
|
// max is associative, so folding the per-worker maxima gives the same answer whatever
|
|
// order they finish in.
|
|
int prev = max_radius_atomic.load();
|
|
while (prev < local_max && !max_radius_atomic.compare_exchange_weak(prev, local_max)) {}
|
|
});
|
|
const int max_radius = max_radius_atomic.load();
|
|
|
|
|
|
// Pool the background over a small box before testing it. A background of a fraction of
|
|
// a count per pixel per frame gives no single pixel enough counts to tell a shadow from
|
|
// a Poisson hole; the stop and its arm are wider than the box, so pooling costs no
|
|
// resolution that matters and multiplies the statistics by the pixels in the box.
|
|
// The count is a count: at most 25 pixels, so an integer box sum is exact and costs half the
|
|
// memory of the floating-point one it replaces. The background itself stays in double - its
|
|
// running sum adds and subtracts across a whole row, and in float the rounding of the two would
|
|
// not cancel, which moves pixels across the shadow threshold below.
|
|
std::vector<double> num(n_pixels);
|
|
std::vector<int32_t> den(n_pixels);
|
|
ParallelChunks(n_pixels, nthreads, [&](int lo, int hi) {
|
|
for (int i = lo; i < hi; i++) {
|
|
num[i] = valid[i] ? mean[i] : 0.0;
|
|
den[i] = valid[i] ? 1 : 0;
|
|
}
|
|
});
|
|
const auto pooled_sum = box_sum(num, W, H, POOL_PX, nthreads);
|
|
const auto pooled_count = box_sum(den, W, H, POOL_PX, nthreads);
|
|
std::vector<float> pooled(n_pixels, 0.0f);
|
|
ParallelChunks(n_pixels, nthreads, [&](int lo, int hi) {
|
|
for (int i = lo; i < hi; i++)
|
|
if (pooled_count[i] > 0)
|
|
pooled[i] = static_cast<float>(pooled_sum[i] / pooled_count[i]);
|
|
});
|
|
|
|
|
|
// Azimuthal comparison: the median of the ring, iterated so the shadow stays out of the
|
|
// baseline it is measured against.
|
|
//
|
|
// The iteration only ever excludes pixels whose pooled background is below a cut, and dividing by
|
|
// a positive baseline is monotone - so the excluded pixels of a ring are exactly the lowest ones,
|
|
// and the pixels the next median is taken over are exactly the rest. Each iteration's median is
|
|
// therefore an order statistic of the ring's values, which do not change: bin and sort the rings
|
|
// once, then each iteration picks a rank and counts a prefix. That replaces nine full-image
|
|
// passes (use / ratio / excluded, three times) with one, and three re-binnings with none.
|
|
const RingValues rings = bin_by_ring(pooled, valid, radius, max_radius, nthreads);
|
|
std::vector<float> baseline(max_radius + 1, 0.0f);
|
|
{
|
|
std::vector<int> excluded_in_ring(max_radius + 1, 0);
|
|
for (int iter = 0; iter < 3; iter++)
|
|
ParallelFor(max_radius + 1, nthreads, [&](int r) {
|
|
const int lo = rings.offset[r], hi = rings.offset[r + 1];
|
|
const int n = hi - lo;
|
|
const int m = excluded_in_ring[r];
|
|
const int avail = n - m;
|
|
baseline[r] = (avail <= 0) ? 0.0f : rings.values[lo + m + avail / 2];
|
|
// Counted the same way the per-pixel test below is written, so the two agree bit for
|
|
// bit; the ring is sorted, so this is the length of a prefix.
|
|
const float d = std::max(baseline[r], 1e-6f);
|
|
int excl = 0;
|
|
while (excl < n && rings.values[lo + excl] / d < SHADOW_RATIO)
|
|
excl++;
|
|
excluded_in_ring[r] = excl;
|
|
});
|
|
}
|
|
std::vector<float> ratio(n_pixels, 1.0f);
|
|
ParallelChunks(n_pixels, nthreads, [&](int lo, int hi) {
|
|
for (int i = lo; i < hi; i++)
|
|
if (valid[i])
|
|
ratio[i] = pooled[i] / std::max(baseline[radius[i]], 1e-6f);
|
|
});
|
|
|
|
|
|
// A ring whose background was never counted carries no information to test a pixel against.
|
|
// Walking outward, every ring before the first countable one lies wholly inside the stop - a
|
|
// ring fully within the disk has no unshadowed pixel for the median to find, which is exactly
|
|
// where an azimuthal comparison must fail. Those rings are shadow in their entirety.
|
|
// Innermost rings hold only a handful of pixels, too few to judge, so they are stepped over
|
|
// rather than allowed to end the walk.
|
|
std::vector<int> ring_pixels(max_radius + 1, 0);
|
|
for (int i = 0; i < n_pixels; i++)
|
|
if (valid[i])
|
|
ring_pixels[radius[i]]++;
|
|
|
|
// A ring lies inside the stop when its background is a fraction of the background further out.
|
|
// Counting statistics cannot decide this: on a bright dataset the shadow is still well counted.
|
|
// The comparison is only ever used to answer "is this whole ring inside the stop", never to
|
|
// judge an individual pixel, so taking the largest background over an outward window is safe
|
|
// here in a way it would not be per pixel. It is taken only over the rings this same walk is
|
|
// willing to judge, though: at the corner of the detector a ring holds a handful of pixels and
|
|
// its median is one pixel's mean, so one recorded reflection out there would otherwise become
|
|
// the background every ring inside it is compared against.
|
|
std::vector<float> outward_max(max_radius + 2, 0.0f);
|
|
for (int rad = max_radius; rad >= 0; rad--)
|
|
outward_max[rad] = std::max(ring_pixels[rad] >= MIN_RING_PIXELS ? baseline[rad] : 0.0f,
|
|
outward_max[rad + 1]);
|
|
|
|
int blocked_out_to = -1;
|
|
for (int rad = 0; rad <= max_radius; rad++) {
|
|
if (ring_pixels[rad] < MIN_RING_PIXELS)
|
|
continue;
|
|
if (baseline[rad] >= SHADOW_RATIO * outward_max[rad])
|
|
break;
|
|
blocked_out_to = rad;
|
|
}
|
|
|
|
std::vector<char> low(n_pixels, 0);
|
|
ParallelChunks(n_pixels, nthreads, [&](int lo, int hi) {
|
|
for (int i = lo; i < hi; i++) {
|
|
if (!valid[i])
|
|
continue;
|
|
if (radius[i] <= blocked_out_to) {
|
|
low[i] = 1;
|
|
continue;
|
|
}
|
|
const double counted = static_cast<double>(frames) * pooled_count[i];
|
|
low[i] = ratio[i] < SHADOW_RATIO && baseline[radius[i]] * counted >= MIN_EXPECTED_COUNTS;
|
|
}
|
|
});
|
|
|
|
|
|
// The shadow is the low region connected to the beam centre, bridging the gaps it crosses.
|
|
const std::vector<char> bridged = dilate(low, W, H, BRIDGE_PX, nthreads);
|
|
std::vector<int> seeds;
|
|
for (int i = 0; i < n_pixels; i++)
|
|
if (radius[i] < 4)
|
|
seeds.push_back(i);
|
|
const std::vector<char> connected = flood(bridged, W, H, seeds);
|
|
std::vector<char> region(n_pixels);
|
|
for (int i = 0; i < n_pixels; i++)
|
|
region[i] = low[i] && connected[i];
|
|
|
|
|
|
// Recorded reflections. A small cluster is required so a single-frame zinger does not count.
|
|
std::vector<char> lit(n_pixels, 0);
|
|
ParallelChunks(n_pixels, nthreads, [&](int lo, int hi) {
|
|
for (int i = lo; i < hi; i++)
|
|
lit[i] = (valid_count[i] > 0) && (max_value[i] >= MIN_REFLECTION);
|
|
});
|
|
std::vector<char> reflection(n_pixels, 0);
|
|
ParallelChunks(H, nthreads, [&](int ylo, int yhi) {
|
|
for (int y = ylo; y < yhi; y++)
|
|
for (int x = 0; x < W; x++) {
|
|
const int i = y * W + x;
|
|
if (!lit[i]) continue;
|
|
int neighbours = 0;
|
|
for (int dy = -1; dy <= 1; dy++)
|
|
for (int dx = -1; dx <= 1; dx++) {
|
|
const int yy = y + dy, xx = x + dx;
|
|
if ((dx || dy) && yy >= 0 && yy < H && xx >= 0 && xx < W && lit[yy * W + xx])
|
|
neighbours++;
|
|
}
|
|
reflection[i] = (neighbours >= 2);
|
|
}
|
|
});
|
|
|
|
|
|
// Grow the soft boundary, round it and fill the disk interior.
|
|
const std::vector<char> penumbra = dilate(region, W, H, PENUMBRA_MAX_PX, nthreads);
|
|
for (int i = 0; i < n_pixels; i++)
|
|
if (penumbra[i] && valid[i] && ratio[i] < PENUMBRA_RATIO)
|
|
region[i] = 1;
|
|
|
|
|
|
region = erode(dilate(region, W, H, 2, nthreads), W, H, 2, nthreads);
|
|
|
|
region = fill_holes(region, W, H);
|
|
|
|
|
|
// Expose recorded reflections - done last, with no fill afterwards, so a spot the shadow
|
|
// still covered is given back rather than re-enclosed.
|
|
const std::vector<char> reflection_grown = dilate(reflection, W, H, 1, nthreads);
|
|
for (int i = 0; i < n_pixels; i++)
|
|
if (reflection_grown[i])
|
|
region[i] = 0;
|
|
|
|
for (int i = 0; i < n_pixels; i++)
|
|
mask[i] = region[i] ? 1 : 0;
|
|
return mask;
|
|
}
|