[ITK] [ITK-users] Writing from an external buffer to VectorImage
Dženan Zukić
dzenanz at gmail.com
Mon Jul 3 08:27:36 EDT 2017
Thanks for sharing your code Gordian, it will probably help somebody in the
future!
On Mon, Jul 3, 2017 at 7:22 AM, Kabelitz, Gordian <
Gordian.Kabelitz at medma.uni-heidelberg.de> wrote:
> Hello,
>
>
>
> I want to provide a solution to the question I had. In the case that
> someone else need an code example.
>
> Just to give an idea how the implementation can look like.
>
> The main reads an image and passes this image to the function that calls
> the kernel.
>
> After the kernel is done the result is copied to the new vector image [1].
>
>
>
> int main(int argc, char* argv[])
>
> {
>
>
>
> createImage();
>
> auto nrrdIO = NRRDIOType::New();
>
> auto reader = ReaderType::New();
>
> reader->SetFileName("newImage.nrrd");
>
> reader->SetImageIO(nrrdIO);
>
>
>
> try
>
> {
>
> reader->Update();
>
> }
>
> catch (itk::ExceptionObject e)
>
> {
>
> std::cerr << "Exception caught!\n";
>
> std::cerr << e << std::endl;
>
> }
>
>
>
> auto image = reader->GetOutput();
>
>
>
> auto size = image->GetLargestPossibleRegion().GetSize();
>
> int sz[3] = {size[0],size[1],size[2]};
>
> auto totalVoxel = sz[0] * sz[1] * sz[2];
>
>
>
> auto cuda = CudaTest();
>
> auto out = new float4[totalVoxel];
>
> cuda.runKernel(out, image->GetBufferPointer(), sz);
>
>
>
> auto vecImage = VectorImageType::New();
>
> VectorImageType::IndexType index;
>
> index[0] = 0;
>
> index[1] = 0;
>
> index[2] = 0;
>
> VectorImageType::RegionType region(index,size);
>
> vecImage->SetRegions(region);
>
> vecImage->SetVectorLength(3);
>
> vecImage->Allocate();
>
>
>
> // copy image buffer to vecImage, component by component
>
> auto vecBuffer = vecImage->GetBufferPointer();
>
> auto j = 0;
>
> for (auto i = 0; i < totalVoxel; ++i)
>
> {
>
> vecBuffer[j] = out[i].x; j++;
>
> vecBuffer[j] = out[i].y; j++;
>
> vecBuffer[j] = out[i].z; j++;
>
> }
>
>
>
> auto writer = WriterType::New();
>
> writer->SetInput(vecImage);
>
> writer->SetFileName("out.nrrd");
>
> writer->SetImageIO(nrrdIO);
>
> try
>
> {
>
> writer->Update();
>
> }
>
> catch (itk::ExceptionObject e)
>
> {
>
> std::cerr << "Exception caught!\n";
>
> std::cerr << e << std::endl;
>
> }
>
>
>
> delete[] out;
>
>
>
> }
>
>
>
> The function that starts the kernel looks like this:
>
>
>
> void CudaTest::runKernel(float4* out, float* data, int* size)
>
> {
>
> auto totalVoxel = size[0] * size[1] * size[2];
>
> // copy image to texture memory
>
> auto channelDesc = cudaCreateChannelDesc<float>();
>
> cudaArray *cuArray;
>
> auto extent = make_cudaExtent(size[0], size[1], size[2]);
>
> gpuErrChk(cudaMalloc3DArray(&cuArray, &channelDesc, extent));
>
> cudaMemcpy3DParms copyparms = { 0 };
>
> copyparms.extent = extent;
>
> copyparms.dstArray = cuArray;
>
> copyparms.kind = cudaMemcpyHostToDevice;
>
> copyparms.srcPtr = make_cudaPitchedPtr((void*)data, size[0] *
> sizeof(float), size[0], size[1]);
>
> gpuErrChk(cudaMemcpy3D(©parms));
>
>
>
> // set texture configuration and bind array to texture
>
> tex_volume.addressMode[0] = cudaAddressModeClamp;
>
> tex_volume.addressMode[1] = cudaAddressModeClamp;
>
> tex_volume.addressMode[2] = cudaAddressModeClamp;
>
> tex_volume.filterMode = cudaFilterModeLinear;
>
> tex_volume.normalized = false;
>
> gpuErrChk(cudaBindTextureToArray(tex_volume, cuArray,
> channelDesc));
>
>
>
> // allocate memory for gradient image data on the device
>
> float4 *dev_gradientImage;
>
> gpuErrChk(cudaMalloc(&dev_gradientImage, totalVoxel * sizeof(float4
> )));
>
>
>
> // copy image dimension to device
>
> int* dev_dimension;
>
> gpuErrChk(cudaMalloc(&dev_dimension, 3 * sizeof(int)));
>
> gpuErrChk(cudaMemcpy(dev_dimension, size, 3 * sizeof(int),
> cudaMemcpyHostToDevice));
>
>
>
> // start computation for the gradient image
>
> dim3 blockDim(16, 8, 8); //<- threads in block, change according
> to used GPU, max 1024 threads in a single block
>
> dim3 grid((size[0] / blockDim.x) + 1, (size[1] / blockDim.y) + 1, (
> size[2] / blockDim.z) + 1);
>
>
>
> computeGradientImage << <grid, blockDim >> >(dev_gradientImage,
> dev_dimension);
>
> gpuErrChk(cudaGetLastError());
>
> gpuErrChk(cudaDeviceSynchronize());
>
>
>
> // unbind texture
>
> gpuErrChk(cudaUnbindTexture(tex_volume));
>
> gpuErrChk(cudaFreeArray(cuArray));
>
>
>
> gpuErrChk(cudaMemcpy(out, dev_gradientImage, totalVoxel * sizeof(
> float4), cudaMemcpyDeviceToHost));
>
> printf("Kernel is done.\n");
>
> }
>
>
>
> The kernel used in this example.
>
>
>
> __global__ void computeGradientImage(float4* gradientImage, int* dimension
> )
>
> {
>
> // every thread computes the float4 voxel with theta,phi,magnitude
> from gradient image
>
> int idx = blockIdx.x * blockDim.x + threadIdx.x;
>
> int idy = blockIdx.y * blockDim.y + threadIdx.y;
>
> int idz = blockIdx.z * blockDim.z + threadIdx.z;
>
>
>
> if (idx < dimension[0] && idy < dimension[1] && idz < dimension[2])
>
> {
>
> // define sobel filter for each direction
>
> float x_000 = tex3D(tex_volume, idx - 1, idy - 1, idz - 1);
>
> float x_001 = tex3D(tex_volume, idx - 1, idy - 1, idz );
>
> float x_002 = tex3D(tex_volume, idx - 1, idy - 1, idz + 1);
>
> float x_010 = tex3D(tex_volume, idx - 1, idy, idz - 1);
>
> float x_011 = tex3D(tex_volume, idx - 1, idy, idz );
>
> float x_012 = tex3D(tex_volume, idx - 1, idy, idz + 1);
>
> float x_020 = tex3D(tex_volume, idx - 1, idy + 1, idz - 1);
>
> float x_021 = tex3D(tex_volume, idx - 1, idy + 1, idz );
>
> float x_022 = tex3D(tex_volume, idx - 1, idy + 1, idz + 1);
>
>
>
> float x_100 = tex3D(tex_volume, idx, idy - 1, idz - 1);
>
> float x_101 = tex3D(tex_volume, idx, idy - 1, idz );
>
> float x_102 = tex3D(tex_volume, idx, idy - 1, idz + 1);
>
> float x_110 = tex3D(tex_volume, idx, idy, idz - 1);
>
> // float x_111 = tex3D(tex_volume, idx, idy, idz );
>
> float x_112 = tex3D(tex_volume, idx, idy, idz + 1);
>
> float x_120 = tex3D(tex_volume, idx, idy + 1, idz - 1);
>
> float x_121 = tex3D(tex_volume, idx, idy + 1, idz );
>
> float x_122 = tex3D(tex_volume, idx, idy + 1, idz + 1);
>
>
>
> float x_200 = tex3D(tex_volume, idx + 1, idy - 1, idz - 1);
>
> float x_201 = tex3D(tex_volume, idx + 1, idy - 1, idz );
>
> float x_202 = tex3D(tex_volume, idx + 1, idy - 1, idz + 1);
>
> float x_210 = tex3D(tex_volume, idx + 1, idy, idz - 1);
>
> float x_211 = tex3D(tex_volume, idx + 1, idy, idz );
>
> float x_212 = tex3D(tex_volume, idx + 1, idy, idz + 1);
>
> float x_220 = tex3D(tex_volume, idx + 1, idy + 1, idz - 1);
>
> float x_221 = tex3D(tex_volume, idx + 1, idy + 1, idz );
>
> float x_222 = tex3D(tex_volume, idx + 1, idy + 1, idz + 1);
>
>
>
> // derivative in x direction
>
> auto centerX = - 1.f*x_000 - 3.f*x_010 - 1.f*x_020
>
> - 3.f*x_001 - 6.f*x_011 - 3.f*x_021
>
> - 1.f*x_002 - 3.f*x_012 - 1.f*x_022
>
> + 1.f*x_200 + 3.f*x_210 + 1.f*x_220
>
> + 3.f*x_201 + 6.f*x_211 + 3.f*x_221
>
> + 1.f*x_202 + 3.f*x_212 + 1.f*x_222;
>
>
>
> // derivative in y direction
>
> auto centerY = - 1.f*x_000 - 3.f*x_100 - 1.f*x_200
>
> - 3.f*x_001 - 6.f*x_101 - 3.f*x_201
>
> - 1.f*x_002 - 3.f*x_102 - 1.f*x_202
>
> + 1.f*x_020 + 3.f*x_120 + 1.f*x_220
>
> + 3.f*x_021 + 6.f*x_121 + 3.f*x_221
>
> + 1.f*x_022 + 3.f*x_122 + 1.f*x_222;
>
>
>
> // derivative in z direction
>
> auto centerZ = - 1.f*x_000 - 3.f*x_100 - 1.f*x_200
>
> - 3.f*x_010 - 6.f*x_110 - 3.f*x_210
>
> - 1.f*x_020 - 3.f*x_120 - 1.f*x_220
>
> + 1.f*x_002 + 3.f*x_102 + 1.f*x_202
>
> + 3.f*x_012 + 6.f*x_112 + 3.f*x_212
>
> + 1.f*x_022 + 3.f*x_122 + 1.f*x_222;
>
>
>
> // magnitude of each voxels gradient
>
> auto magn = sqrtf(centerX*centerX + centerY*centerY +
> centerZ*centerZ);
>
>
>
> gradientImage[idx + dimension[0] * (idy + idz * dimension[1])]
> = make_float4(centerX, centerY, centerZ, magn);
>
> }
>
> }
>
>
>
> with kind regards,
>
> Gordian
>
>
>
> [1]: https://itk.org/Doxygen/html/classitk_1_1VectorImage.html
>
>
>
>
>
> *Von:* Dženan Zukić [mailto:dzenanz at gmail.com]
> *Gesendet:* Mittwoch, 28. Juni 2017 17:17
> *An:* Kabelitz, Gordian
> *Cc:* insight-users at itk.org
> *Betreff:* Re: [ITK-users] Writing from an external buffer to VectorImage
>
>
>
> Hi Gordian,
>
>
>
> this approach looks like it should work. What is wrong with it?
>
>
>
> Regards,
>
> Dženan Zukić, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.)
>
>
>
> On Wed, Jun 28, 2017 at 9:51 AM, Kabelitz, Gordian <
> Gordian.Kabelitz at medma.uni-heidelberg.de> wrote:
>
> Hello,
>
> i computed a gradient with my own function and as a result a pointer to an
> image buffer is provided. I know the size, origin and spacing of the
> gradient component image.
> I want to copy the gradient image into an itk::VectorImage with the
> components for the x,y,z gradients.
>
> The way I copied the image to the GPU is that I retrieved the buffer
> pointer from my input image and use the pointer to copy the image data to
> the GPU.
> I used the way proposed in [1]. The computeGradientImage method is listed
> at the end of this mail.
>
> [...]
> // get float pointer to image data
> ImageType::Pointer image = reader->GetOutput();
> Image->Update();
>
> float* data = image.GetBufferPointer();
> // copy image data to GPU texture memory (this works)
> gpu_dev->setVoxels(dimension, voxelSize, data);
> [...]
> computeGradientImage<<<n,m>>> (dev_gradientImage, dimension);
>
> // copy resulting gradientImage to host variable
> float4* host_gradientImage;
> cudaMemcpy(host_gradient, dev_gradientImage, numberOfVoxels*sizeof(float4))
> ;
>
> --> Pseudo Code <--
> // Now I want to reverse the copy process. I have a float4 image and want
> to copy this into a itk::VectorImage with VariableVectorLength of 3
> (skipping the magnitude value).
> [...] -> size, spacing, origin, region definition
> Itk::VectorImageType vecImage = VectorImageType::New();
> vecImage->setRegion(region);
> vecImage ->SetVectorLength(3);
> vecImage->Allocate();
>
> // copy image buffer to vecImage, component by component
> auto vecBuffer = vecImage->getBufferPointer();
> auto j = 0;
> for (i=0; i<totalVoxel; ++i)
> {
> vecbuffer[j] = host_gradient[i].x; j++;
> vecbuffer[j] = host_gradient[i].y; j++;
> vecbuffer[j] = host_gradient[i].z; j++;
> }
>
> // save vecImage as nrrd image
> [...]
>
> I haven't found a way to achieve my idea.
> Are there any suggestions or examples?
> As far I can see I cannot use the itk::ImportImageFilter.
>
> Thank you for any suggestions.
> With kind regards,
> Gordian
>
> [1]: https://itk.org/CourseWare/Training/GettingStarted-V.pdf
>
> void computeGradientImage(float4* gradientImage, int* dimension)
> {
> // every thread computes the float4 voxel with theta,phi,magnitude
> from gradient image
> int idx = blockIdx.x * blockDim.x + threadIdx.x;
> int idy = blockIdx.y * blockDim.y + threadIdx.y;
> int idz = blockIdx.z * blockDim.z + threadIdx.z;
>
> if (idx < dimension[0] && idy < dimension[1] && idz < dimension[2])
> {
> // define sobel filter for each direction
> [...]
>
> // run sobel on image in texture memory for each direction
> and put result into a float4 image
> gradientImage[idx + dimension[0] * (idy + idz *
> dimension[1])] = make_float4(sobelX, sobelY, sobelZ, magn);
> }
> }
>
>
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> Powered by www.kitware.com
>
> Visit other Kitware open-source projects at
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>
> Kitware offers ITK Training Courses, for more information visit:
> http://www.kitware.com/products/protraining.php
>
> Please keep messages on-topic and check the ITK FAQ at:
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