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dijkstra3d.hpp
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dijkstra3d.hpp
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/*
* An implementation of a Edgar Dijkstra's Shortest Path Algorithm.
* An absolute classic.
*
* E. W. Dijkstra.
* "A Note on Two Problems in Connexion with Graphs"
* Numerische Mathematik 1. pp. 269-271. (1959)
*
* Of course, I use a priority queue.
*
* Author: William Silversmith
* Affiliation: Seung Lab, Princeton University
* Date: August 2018
*/
#include <algorithm>
#include <functional>
#include <cmath>
#include <cstdio>
#include <cstdint>
#include <queue>
#include <vector>
#include <iostream>
#include "./hedly.h"
#include "./libdivide.h"
#ifndef DIJKSTRA3D_HPP
#define DIJKSTRA3D_HPP
#define NHOOD_SIZE 26
namespace dijkstra {
#define sq(x) ((x) * (x))
inline float* fill(float *arr, const float value, const size_t size) {
for (size_t i = 0; i < size; i++) {
arr[i] = value;
}
return arr;
}
void connectivity_check(int connectivity) {
if (connectivity != 6 && connectivity != 18 && connectivity != 26) {
throw std::runtime_error("Only 6, 18, and 26 connectivities are supported.");
}
}
template <typename OUT = uint32_t>
inline std::vector<OUT> query_shortest_path(const OUT* parents, const OUT target) {
std::vector<OUT> path;
OUT loc = target;
while (parents[loc]) {
path.push_back(loc);
loc = parents[loc] - 1; // offset by 1 to disambiguate the 0th index
}
path.push_back(loc);
return path;
}
inline void compute_neighborhood_helper(
int *neighborhood,
const int x, const int y, const int z,
const uint64_t sx, const uint64_t sy, const uint64_t sz,
const int connectivity = 26) {
const int sxy = sx * sy;
// 6-hood
neighborhood[0] = -1 * (x > 0); // -x
neighborhood[1] = (x < (static_cast<int>(sx) - 1)); // +x
neighborhood[2] = -static_cast<int>(sx) * (y > 0); // -y
neighborhood[3] = static_cast<int>(sx) * (y < static_cast<int>(sy) - 1); // +y
neighborhood[4] = -sxy * static_cast<int>(z > 0); // -z
neighborhood[5] = sxy * (z < static_cast<int>(sz) - 1); // +z
// 18-hood
// xy diagonals
neighborhood[6] = (connectivity > 6) * (neighborhood[0] + neighborhood[2]) * (neighborhood[0] && neighborhood[2]); // up-left
neighborhood[7] = (connectivity > 6) * (neighborhood[0] + neighborhood[3]) * (neighborhood[0] && neighborhood[3]); // up-right
neighborhood[8] = (connectivity > 6) * (neighborhood[1] + neighborhood[2]) * (neighborhood[1] && neighborhood[2]); // down-left
neighborhood[9] = (connectivity > 6) * (neighborhood[1] + neighborhood[3]) * (neighborhood[1] && neighborhood[3]); // down-right
// yz diagonals
neighborhood[10] = (connectivity > 6) * (neighborhood[2] + neighborhood[4]) * (neighborhood[2] && neighborhood[4]); // up-left
neighborhood[11] = (connectivity > 6) * (neighborhood[2] + neighborhood[5]) * (neighborhood[2] && neighborhood[5]); // up-right
neighborhood[12] = (connectivity > 6) * (neighborhood[3] + neighborhood[4]) * (neighborhood[3] && neighborhood[4]); // down-left
neighborhood[13] = (connectivity > 6) * (neighborhood[3] + neighborhood[5]) * (neighborhood[3] && neighborhood[5]); // down-right
// xz diagonals
neighborhood[14] = (connectivity > 6) * (neighborhood[0] + neighborhood[4]) * (neighborhood[0] && neighborhood[4]); // up-left
neighborhood[15] = (connectivity > 6) * (neighborhood[0] + neighborhood[5]) * (neighborhood[0] && neighborhood[5]); // up-right
neighborhood[16] = (connectivity > 6) * (neighborhood[1] + neighborhood[4]) * (neighborhood[1] && neighborhood[4]); // down-left
neighborhood[17] = (connectivity > 6) * (neighborhood[1] + neighborhood[5]) * (neighborhood[1] && neighborhood[5]); // down-right
// 26-hood
// Now the eight corners of the cube
neighborhood[18] = (connectivity > 18) * (neighborhood[0] + neighborhood[2] + neighborhood[4]) * (neighborhood[2] && neighborhood[4]);
neighborhood[19] = (connectivity > 18) * (neighborhood[1] + neighborhood[2] + neighborhood[4]) * (neighborhood[2] && neighborhood[4]);
neighborhood[20] = (connectivity > 18) * (neighborhood[0] + neighborhood[3] + neighborhood[4]) * (neighborhood[3] && neighborhood[4]);
neighborhood[21] = (connectivity > 18) * (neighborhood[0] + neighborhood[2] + neighborhood[5]) * (neighborhood[2] && neighborhood[5]);
neighborhood[22] = (connectivity > 18) * (neighborhood[1] + neighborhood[3] + neighborhood[4]) * (neighborhood[3] && neighborhood[4]);
neighborhood[23] = (connectivity > 18) * (neighborhood[1] + neighborhood[2] + neighborhood[5]) * (neighborhood[2] && neighborhood[5]);
neighborhood[24] = (connectivity > 18) * (neighborhood[0] + neighborhood[3] + neighborhood[5]) * (neighborhood[3] && neighborhood[5]);
neighborhood[25] = (connectivity > 18) * (neighborhood[1] + neighborhood[3] + neighborhood[5]) * (neighborhood[3] && neighborhood[5]);
}
inline void compute_neighborhood(
int *neighborhood,
const int x, const int y, const int z,
const uint64_t sx, const uint64_t sy, const uint64_t sz,
const int connectivity = 26, const uint32_t* voxel_connectivity_graph = NULL) {
compute_neighborhood_helper(neighborhood, x, y, z, sx, sy, sz, connectivity);
if (voxel_connectivity_graph == NULL) {
return;
}
uint64_t loc = x + sx * (y + sy * z);
uint32_t graph = voxel_connectivity_graph[loc];
// graph conventions are defined here:
// https://github.com/seung-lab/connected-components-3d/blob/3.2.0/cc3d_graphs.hpp#L73-L92
// 6-hood
neighborhood[0] *= ((graph & 0b000010) > 0); // -x
neighborhood[1] *= ((graph & 0b000001) > 0); // +x
neighborhood[2] *= ((graph & 0b001000) > 0); // -y
neighborhood[3] *= ((graph & 0b000100) > 0); // +y
neighborhood[4] *= ((graph & 0b100000) > 0); // -z
neighborhood[5] *= ((graph & 0b010000) > 0); // +z
// 18-hood
// xy diagonals
neighborhood[6] *= ((graph & 0b1000000000) > 0); // up-left -x,-y
neighborhood[7] *= ((graph & 0b0010000000) > 0); // up-right -x,+y
neighborhood[8] *= ((graph & 0b0100000000) > 0); // down-left +x,-y
neighborhood[9] *= ((graph & 0b0001000000) > 0); // down-right +x,+y
// yz diagonals
neighborhood[10] *= ((graph & 0b100000000000000000) > 0); // up-left -y,-z
neighborhood[11] *= ((graph & 0b000010000000000000) > 0); // up-right -y,+z
neighborhood[12] *= ((graph & 0b010000000000000000) > 0); // down-left +y,-z
neighborhood[13] *= ((graph & 0b000001000000000000) > 0); // down-right +y,+z
// xz diagonals
neighborhood[14] *= ((graph & 0b001000000000000000) > 0); // up-left, -x,-z
neighborhood[15] *= ((graph & 0b000000100000000000) > 0); // up-right, -x,+z
neighborhood[16] *= ((graph & 0b000100000000000000) > 0); // down-left +x,-z
neighborhood[17] *= ((graph & 0b000000010000000000) > 0); // down-right +x,+z
// 26-hood
// Now the eight corners of the cube
neighborhood[18] *= ((graph & 0b10000000000000000000000000) > 0); // -x,-y,-z
neighborhood[19] *= ((graph & 0b01000000000000000000000000) > 0); // +x,-y,-z
neighborhood[20] *= ((graph & 0b00100000000000000000000000) > 0); // -x,+y,-z
neighborhood[21] *= ((graph & 0b00001000000000000000000000) > 0); // -x,-y,+z
neighborhood[22] *= ((graph & 0b00010000000000000000000000) > 0); // +x,+y,-z
neighborhood[23] *= ((graph & 0b00000100000000000000000000) > 0); // +x,-y,+z
neighborhood[24] *= ((graph & 0b00000010000000000000000000) > 0); // -x,+y,+z
neighborhood[25] *= ((graph & 0b00000001000000000000000000) > 0); // +x,+y,+z
}
// helper function to compute 2D anisotropy ("_s" = "square")
inline float _s(const float wa, const float wb) {
return sqrt(wa * wa + wb * wb);
}
// helper function to compute 3D anisotropy ("_c" = "cube")
inline float _c(const float wa, const float wb, const float wc) {
return sqrt(wa * wa + wb * wb + wc * wc);
}
inline void compute_eucl_distance(
float* eucl_distance,
const float dx, const float dy, const float dz,
const int connectivity = 26) {
// 6-hood
eucl_distance[0] = dx; // -x
eucl_distance[1] = dx; // +x
eucl_distance[2] = dy; // -y
eucl_distance[3] = dy; // +y
eucl_distance[4] = dz; // -z
eucl_distance[5] = dz; // +z
// 18-hood
// xy diagonals
eucl_distance[6] = _s(dx, dy); // up-left
eucl_distance[7] = _s(dx, dy); // up-right
eucl_distance[8] = _s(dx, dy); // down-left
eucl_distance[9] = _s(dx, dy); // down-right
// yz diagonals
eucl_distance[10] = _s(dy, dz); // up-left
eucl_distance[11] = _s(dy, dz); // up-right
eucl_distance[12] = _s(dy, dz); // down-left
eucl_distance[13] = _s(dy, dz); // down-right
// xz diagonals
eucl_distance[14] = _s(dx, dz); // up-left
eucl_distance[15] = _s(dx, dz); // up-right
eucl_distance[16] = _s(dx, dz); // down-left
eucl_distance[17] = _s(dx, dz); // down-right
// 26-hood
// Now the eight corners of the cube
eucl_distance[18] = _c(dx, dy, dz);
eucl_distance[19] = _c(dx, dy, dz);
eucl_distance[20] = _c(dx, dy, dz);
eucl_distance[21] = _c(dx, dy, dz);
eucl_distance[22] = _c(dx, dy, dz);
eucl_distance[23] = _c(dx, dy, dz);
eucl_distance[24] = _c(dx, dy, dz);
eucl_distance[25] = _c(dx, dy, dz);
}
template <typename T = uint32_t>
class HeapNode {
public:
float key;
T value;
HeapNode() {
key = 0;
value = 0;
}
HeapNode (float k, T val) {
key = k;
value = val;
}
HeapNode (const HeapNode<T> &h) {
key = h.key;
value = h.value;
}
};
template <typename T = uint32_t>
struct HeapNodeCompare {
bool operator()(const HeapNode<T> &t1, const HeapNode<T> &t2) const {
return t1.key >= t2.key;
}
};
#define DIJKSTRA_3D_PREFETCH_26WAY(field, loc) \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) + sxy - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) - sxy - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) + sxy + sx - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) + sxy - sx - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) - sxy + sx - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) - sxy - sx - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) + sx - 1]), 0, 1); \
HEDLEYX_PREFETCH(reinterpret_cast<char*>(&field[(loc) - sx - 1]), 0, 1);
/* Perform dijkstra's shortest path algorithm
* on a 3D image grid. Vertices are voxels and
* edges are the 26 nearest neighbors (except
* for the edges of the image where the number
* of edges is reduced).
*
* For given input voxels A and B, the edge
* weight from A to B is B and from B to A is
* A. All weights must be non-negative (incl.
* negative zero).
*
* I take advantage of negative weights to mean
* "visited".
*
* Parameters:
* T* field: Input weights. T can be be a floating or
* signed integer type, but not an unsigned int.
* sx, sy, sz: size of the volume along x,y,z axes in voxels.
* source: 1D index of starting voxel
* target: 1D index of target voxel
*
* Returns: vector containing 1D indices of the path from
* source to target including source and target.
*/
template <typename T, typename OUT = uint32_t>
std::pair<std::vector<OUT>, float> dijkstra3d(
T* field,
float* prob,
const size_t sx, const size_t sy, const size_t sz, const size_t channels,
const size_t source, const size_t target,
const float dx, const float dy, const float dz,
const float w_grad, const float w_eucl, const float w_prob,
const int connectivity = 26,
const uint32_t* voxel_connectivity_graph = NULL
) {
connectivity_check(connectivity);
float distance_target;
std::vector<OUT> path;
if (source == target) {
distance_target = 0.0;
return std::make_pair(std::vector<OUT>{ static_cast<OUT>(source) }, distance_target);
}
const size_t voxels = sx * sy * sz;
const size_t sxy = sx * sy;
const libdivide::divider<size_t> fast_sx(sx);
const libdivide::divider<size_t> fast_sxy(sxy);
const bool power_of_two = !((sx & (sx - 1)) || (sy & (sy - 1)));
const int xshift = std::log2(sx); // must use log2 here, not lg/lg2 to avoid fp errors
const int yshift = std::log2(sy);
float *dist = new float[voxels]();
OUT *parents = new OUT[voxels]();
fill(dist, +INFINITY, voxels);
dist[source] = -0;
int neighborhood[NHOOD_SIZE];
float eucl_distance[NHOOD_SIZE];
compute_eucl_distance(eucl_distance, dx, dy, dz);
std::priority_queue<HeapNode<OUT>, std::vector<HeapNode<OUT>>, HeapNodeCompare<OUT>> queue;
queue.emplace(0.0, source);
size_t loc;
float delta;
size_t neighboridx;
int x, y, z;
bool target_reached = false;
while (!queue.empty()) {
loc = queue.top().value;
queue.pop();
if (std::signbit(dist[loc])) {
continue;
}
// As early as possible, start fetching the
// data from RAM b/c the annotated lines below
// have 30-50% cache miss.
DIJKSTRA_3D_PREFETCH_26WAY(field, loc)
DIJKSTRA_3D_PREFETCH_26WAY(prob, loc)
DIJKSTRA_3D_PREFETCH_26WAY(dist, loc)
if (power_of_two) {
z = loc >> (xshift + yshift);
y = (loc - (z << (xshift + yshift))) >> xshift;
x = loc - ((y + (z << yshift)) << xshift);
}
else {
z = loc / fast_sxy;
y = (loc - (z * sxy)) / fast_sx;
x = loc - sx * (y + z * sy);
}
compute_neighborhood(neighborhood, x, y, z, sx, sy, sz, connectivity, voxel_connectivity_graph);
for (int i = 0; i < connectivity; i++) {
if (neighborhood[i] == 0) {
continue;
}
neighboridx = loc + neighborhood[i];
delta = 0.0;
for (size_t p = 0; p < channels; p++) {
delta += w_grad * abs(static_cast<float>(field[channels*neighboridx+p]) - static_cast<float>(field[channels*loc+p])); // high cache miss
}
delta += w_eucl * eucl_distance[i];
delta += w_prob / 2. * (static_cast<float>(prob[neighboridx]) + static_cast<float>(prob[loc])) ;
// Visited nodes are negative and thus the current node
// will always be less than as field is filled with non-negative
// integers.
if (dist[loc] + delta < dist[neighboridx]) { // high cache miss
dist[neighboridx] = dist[loc] + delta;
parents[neighboridx] = loc + 1; // +1 to avoid 0 ambiguity
// Dijkstra, Edgar. "Go To Statement Considered Harmful".
// Communications of the ACM. Vol. 11. No. 3 March 1968. pp. 147-148
if (neighboridx == target) {
target_reached = true;
distance_target = dist[target];
// goto OUTSIDE;
}
queue.emplace(dist[neighboridx], neighboridx);
}
}
dist[loc] *= -1;
}
// OUTSIDE:
delete []dist;
// if voxel graph supplied, it's possible
// to never reach target.
if (target_reached) {
path = query_shortest_path<OUT>(parents, target);
}
delete [] parents;
return std::make_pair(path, distance_target);
}
template <typename T>
float* distance_field3d(
T* field,
float* prob,
const size_t sx, const size_t sy, const size_t sz, const size_t channels,
const std::vector<size_t> &sources,
const float dx, const float dy, const float dz,
const float w_grad, const float w_eucl, const float w_prob,
const int connectivity=26,
const uint32_t* voxel_connectivity_graph = NULL
) {
connectivity_check(connectivity);
const size_t voxels = sx * sy * sz;
const size_t sxy = sx * sy;
const libdivide::divider<size_t> fast_sx(sx);
const libdivide::divider<size_t> fast_sxy(sxy);
const bool power_of_two = !((sx & (sx - 1)) || (sy & (sy - 1)));
const int xshift = std::log2(sx); // must use log2 here, not lg/lg2 to avoid fp errors
const int yshift = std::log2(sy);
float *dist = new float[voxels]();
fill(dist, +INFINITY, voxels);
int neighborhood[NHOOD_SIZE];
float eucl_distance[NHOOD_SIZE];
compute_eucl_distance(eucl_distance, dx, dy, dz);
std::priority_queue<HeapNode<size_t>, std::vector<HeapNode<size_t>>, HeapNodeCompare<size_t>> queue;
for (size_t source : sources) {
dist[source] = -0;
queue.emplace(0.0, source);
}
size_t loc, next_loc;
float delta;
size_t neighboridx;
size_t x, y, z;
while (!queue.empty()) {
loc = queue.top().value;
queue.pop();
if (std::signbit(dist[loc])) {
continue;
}
if (!queue.empty()) {
next_loc = queue.top().value;
if (!std::signbit(dist[next_loc])) {
// As early as possible, start fetching the
// data from RAM b/c the annotated lines below
// have 30-50% cache miss.
DIJKSTRA_3D_PREFETCH_26WAY(field, next_loc)
DIJKSTRA_3D_PREFETCH_26WAY(prob, next_loc)
DIJKSTRA_3D_PREFETCH_26WAY(dist, next_loc)
}
}
if (power_of_two) {
z = loc >> (xshift + yshift);
y = (loc - (z << (xshift + yshift))) >> xshift;
x = loc - ((y + (z << yshift)) << xshift);
}
else {
z = loc / fast_sxy;
y = (loc - (z * sxy)) / fast_sx;
x = loc - sx * (y + z * sy);
}
compute_neighborhood(neighborhood, x, y, z, sx, sy, sz, 26, voxel_connectivity_graph);
for (size_t i = 0; i < connectivity; i++) {
if (neighborhood[i] == 0) {
continue;
}
neighboridx = loc + neighborhood[i];
delta = 0.0;
for (size_t p = 0; p < channels; p++) {
delta += w_grad * abs(static_cast<float>(field[channels*neighboridx+p]) - static_cast<float>(field[channels*loc+p])); // high cache miss
}
delta += w_eucl * eucl_distance[i];
delta += w_prob / 2. * (static_cast<float>(prob[neighboridx]) + static_cast<float>(prob[loc]));
// Visited nodes are negative and thus the current node
// will always be less than as field is filled with non-negative
// integers.
if (dist[loc] + delta < dist[neighboridx]) {
dist[neighboridx] = dist[loc] + delta;
queue.emplace(dist[neighboridx], neighboridx);
}
}
dist[loc] *= -1;
}
for (size_t i = 0; i < voxels; i++) {
dist[i] = std::fabs(dist[i]);
}
return dist;
}
#undef DIJKSTRA_3D_PREFETCH_26WAY
}; // namespace dijkstra3d
#endif