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nfVectorUf.cu 5.3 KB
3f36b18e   David Mayerich   Adding planewave ...
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  #include "nearfield.h"

  #include "rts/math/spherical_bessel.h"

  #include "rts/math/legendre.h"

  #include <stdlib.h>

  #include "rts/cuda/error.h"

  #include "rts/cuda/timer.h"
  
  //Incident field for a single plane wave

  __global__ void gpuVectorUfp(bsComplex* Uf, bsVector k, ptype kmag, bsPoint f, ptype A, bsRect ABCD, int uR, int vR)

  {

  	/*Compute the scalar focused field using Debye focusing

  		k		= direction of focused light, where |k| = 2*pi/lambda

  		P		= rect struct describing the field slice

  		rX, rY	= resolution of the field slice

  		cNAin	= inner NA of the condenser

  		cNAout	= outer NA of the condenser

  	*/

  

  	//get the current coordinate in the plane slice

  	int iu = blockIdx.x * blockDim.x + threadIdx.x;

  	int iv = blockIdx.y * blockDim.y + threadIdx.y;

  

  	//make sure that the thread indices are in-bounds

  	if(iu >= uR || iv >= vR) return;

  

  	//compute the index (easier access to the scalar field array)

  	int i = iv*uR + iu;

  

  	//compute the parameters for u and v

  	ptype u = (ptype)iu / uR;

  	ptype v = (ptype)iv / vR;

  

  	//get the rtsPoint in world space and then the r vector

  	bsPoint p = ABCD(u, v);

  	bsVector r = p - f;

  	//ptype d = r.len();
  
  	ptype k_dot_r = kmag * k.dot(r);
  	bsComplex d(0, k_dot_r);
  
  	Uf[i] = exp(d) * A;

  

  }

  
  //Incident field for a focused point source

  __global__ void gpuVectorUf(bsComplex* Uf, bsVector k, ptype kmag, bsPoint f, ptype A, bsRect ABCD, int uR, int vR, ptype cosAlpha, ptype cosBeta, int nl, ptype j_conv = 1.4)

  {

      //Compute the scalar focused field using Debye focusing

  	//	k		= direction of focused light, where |k| = 2*pi/lambda

  	//	P		= rect struct describing the field slice

  	//	rX, rY	= resolution of the field slice

  	//	cNAin	= inner NA of the condenser

  	//	cNAout	= outer NA of the condenser

  

  

  	//get the current coordinate in the plane slice

  	int iu = blockIdx.x * blockDim.x + threadIdx.x;

  	int iv = blockIdx.y * blockDim.y + threadIdx.y;

  

  	//make sure that the thread indices are in-bounds

  	if(iu >= uR || iv >= vR) return;

  

  	//compute the index (easier access to the scalar field array)

  	int i = iv*uR + iu;

  

  	//compute the parameters for u and v

  	ptype u = (ptype)iu / (uR);

  	ptype v = (ptype)iv / (vR);

  

  	//get the rtsPoint in world space and then the r vector

  	bsPoint p = ABCD(u, v);

  	bsVector r = p - f;

  	ptype d = r.len();
  	if(d < EPSILON_FLOAT)
  	{
          Uf[i] = A * 2 * PI * (cosAlpha - cosBeta);
          return;
      }

  

  	//get info for the light direction and frequency

  	//k = k.norm();

  	r = r.norm();

  

  	//compute the imaginary factor i^l

  	bsComplex im = bsComplex(0, 1);

  	bsComplex il = bsComplex(1, 0);

  

  	//Bessel and Legendre functions are computed dynamically to save memory

  	//initialize the Bessel and Legendre functions

  	ptype j[2];

  	ptype kd = kmag * d;

  	rts::init_sbesselj<ptype>(kd, j);

  

  	ptype P[2];

  	//get the angle between k and r (light direction and position vector)

  	ptype cosTheta;

  	cosTheta = k.dot(r);
  
  	//deal with the degenerate case where r == 0
  	//if(isnan(cosTheta))
      //    cosTheta = 0;

  	rts::init_legendre<ptype>(cosTheta, P[0], P[1]);

  

  	//initialize legendre functions for the cassegrain angles

  	ptype Palpha[3];

  	//ptype cosAlpha = cos(asin(cNAin));

  	rts::init_legendre<ptype>(cosAlpha, Palpha[0], Palpha[1]);

  	Palpha[2] = 1;

  

  	ptype Pbeta[3];

  	//ptype cosBeta = cos(asin(cNAout));

  	rts::init_legendre<ptype>(cosBeta, Pbeta[0], Pbeta[1]);

  	Pbeta[2] = 1;

  

  	//for each order l

  	bsComplex sumUf(0.0, 0.0);

  	ptype jl = 0.0;

  	ptype Pl;

  	for(int l = 0; l<=nl; l++)

  	{

  

  		if(l==0)

  		{

  

  			jl = j[0];

  			Pl = P[0];

  		}

  		else if(l==1)

  		{

  			jl = j[1];

  			Pl = P[1];

  

  			//adjust the cassegrain Legendre function

  			Palpha[2] = Palpha[0];

  			rts::shift_legendre<ptype>(l+1, cosAlpha, Palpha[0], Palpha[1]);

  			Pbeta[2] = Pbeta[0];

  			rts::shift_legendre<ptype>(l+1, cosBeta, Pbeta[0], Pbeta[1]);

  		}

  		else

  		{

  			rts::shift_sbesselj<ptype>(l, kd, j);//, j_conv);

  			rts::shift_legendre<ptype>(l, cosTheta, P[0], P[1]);

  

  			jl = j[1];

  			Pl = P[1];

  

  			//adjust the cassegrain outer Legendre function

  			Palpha[2] = Palpha[0];

  			rts::shift_legendre<ptype>(l+1, cosAlpha, Palpha[0], Palpha[1]);

  			Pbeta[2] = Pbeta[0];

  			rts::shift_legendre<ptype>(l+1, cosBeta, Pbeta[0], Pbeta[1]);

  		}

  

  		sumUf += il * jl * Pl * (Palpha[1] - Palpha[2] - Pbeta[1] + Pbeta[2]);

  

  		il *= im;

  	}

  

  	Uf[i] = sumUf * 2 * PI * A;

  

  }

  
  

  void nearfieldStruct::vectorUf()

  {

  
  
      gpuStartTimer();
  

  	//create one thread for each pixel of the field slice

  	dim3 dimBlock(SQRT_BLOCK, SQRT_BLOCK);

  	dim3 dimGrid((Uf.R[0] + SQRT_BLOCK -1)/SQRT_BLOCK, (Uf.R[1] + SQRT_BLOCK - 1)/SQRT_BLOCK);
  

  	//if we are computing a plane wave, call the gpuScalarUfp function

  	if(planeWave)

  	{
          std::cout<<"Calculating vector plane wave..."<<std::endl;

  		gpuVectorUfp<<<dimGrid, dimBlock>>>(Uf.x_hat, k, 2 * PI / lambda, focus, A, pos, Uf.R[0], Uf.R[1]);

  	}

  	//otherwise compute the condenser info and create a focused field

  	else

  	{
  		//pre-compute the cosine of the obscuration and objective angles
  		ptype cosAlpha = cos(asin(condenser[0]));
  		ptype cosBeta = cos(asin(condenser[1]));

  		//compute the scalar Uf field (this will be in the x_hat channel of Uf)

  		gpuVectorUf<<<dimGrid, dimBlock>>>(Uf.x_hat, k, 2 * PI / lambda, focus, A, pos, Uf.R[0], Uf.R[1], cosAlpha, cosBeta, m);

  	}
  
  	t_Uf = gpuStopTimer();
  }