shape grammar base system and auto-tuner based on the operator graph idea
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README.md

OperatorGraph

OperatorGraph is the reference implementation for the ideas exposed in the paper Representing and Scheduling Procedural Generation using Operator Graphs.

ScreenShot

It's essentially a toolkit offers an end-to-end solution to compile shape grammars as programs that efficiently run on CUDA enabled GPUs.

This toolkit consists of:

  • a shape grammar interpreter,
  • a C++/CUDA library and
  • a GPU execution auto-tuner.

The implemented shape grammar - PGA-shape - is a rule-based language that enable users to express sequences of modeling operations in a high level of abstraction.

PGA-shape can be used as a C++/CUDA idiom or as a domain specific language (DSL). For example, to model a Menger sponge, you could write the following grammar in PGA-shape C++/CUDA:

    struct Rules : T::List <
        /* rule[0]= */ Proc < Box, Subdivide<DynParam<0>, T::Pair< DynParam<1>, DCall<0>>, T::Pair< DynParam<2>, DCall<1>>, T::Pair< DynParam<3>, DCall<2>>>, 1>,
        /* rule[1]= */ Proc < Box, Discard, 1>,
        /* rule[2]= */ Proc < Box, IfSizeLess< DynParam<0>, DynParam<1>, DCall<0>, DCall<1>>, 1>,
        /* rule[3]= */ Proc < Box, Generate< false, 1 /*instanced triangle mesh*/, 
        DynParam<0>>, 1>,
    > {};

or the equivalent grammar in PGA-shape DSL:

    axiom Box A;

    terminal B (1,0);

    A = IfSizeLess(X, 0.111) { B | SubX };
    ZDiscard = SubDiv(Z) { -1: A | -1: Discard() | -1: A };
    YDiscard = SubDiv(Y) { -1: ZDiscard | -1: Discard() | -1: ZDiscard };
    SubZ = SubDiv(Z) { -1: A | -1: A | -1: A };
    SubY = SubDiv(Y) { -1: SubZ | -1: ZDiscard | -1: SubZ };
    SubX = SubDiv(X) { -1: SubY | -1: YDiscard | -1: SubY }

Resulting in the following Menger sponge:

Menger Sponge

Grammars written with the C++/CUDA variant can be embedded in OpenGL/Direct3D applications, while grammars written with the DSL can be executed on the GPU with the interpreter shipped with the toolkit. The interpreter can also be embedded in an OpenGL/Direct3D application.

The main difference between the two methods is that with C++/CUDA the structure of the grammars directly influence the GPU scheduling, while with the DSL the execution on the GPU is scheduled the same way, independently of the grammar structure.

Grammars written with PGA-shape DSL can be analyzed by the auto-tunner and be optimized for GPU execution. The auto-tuner translates the DSL code to an intermediary representation - the operator graph - and then exploits the graph structure to find the best GPU scheduling for this grammar. When the best scheduling is found, the auto-tuner translates back the operator graph into C++/CUDA code.