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cuBQL - A CUDA "BVH Build-and-Query" Library

CuBQL (say: "cubicle") is a (mostly) header-only CUDA/C++ library for the easy and efficient GPU-construction and -traversal of bounding volume hierarchies (BVHes), with the ultimate goal of providing the tools and infrastructure to realize a wide range of (GPU-accelerated) spatial queries over various geometric primitives.

CuBQL is largely inspired by two libraries: the standard template library (STL), and cub. Like those two libraries cuBQL largely relies on header-only CUDA/C++ code, and on the use of templates and lambda functions to make sure that certain key operations (like traversing a BVH) can work for different primititive, different data type and dimensionality (e.g., float3 vs int2), multiple different but similar geometric queries (e.g., find closest point vs k-nearest neighbor (kNN) vs signed distance functions (SDF), etc).

Throughout cuBQL, the main driving goal are robustness, generality, and ease of use: each builder for each BVH type should always work for all input types and dimensionality, and even for numerically challenging input data.

cuBQL Functionality - Overview

CuBQL offers four separate layers of functionality:

  • Abstract BVH Type layer: defines the basic (GPU friendly) type(s) for different kinds of BVHes. In particular, the cuBQL bvh types is templated over what geometric space the BVH is to be built over; i.e., you can realize not only BVHes over float3 data, but also BVHes over int4, double2, etc (cuBQL spans the entire space of {int,float,double,long}x{2,3,4,N}).

  • BVH builders layer: provides a set of primarily GPU-side (but also some simple host side) builder(s) for the underlying BVH type(s). This level offers multiple different builders with different speed/quality tradeoffs (though the default gpuBuilder should work well for most cases).

  • BVH Traversal Templates layer: though different types of geometric queries are often similar in concept, nevertheless they often slightly differ in detail. Instead of only providing a fixed set of very specific geometric queries cuBQL focusses on providing a set of traversal templates that, though the use of lambda functions, can easily be modified in their details. E.g., both a kNN and a find closest point query will build on the same shrinking radius query, with just different way of processing a given candidate primitive encountered during traversal.

  • Various (specific) Geometric Queries, realized with the underlying layers. cuBQL provides these queries more as samples than anything else, fully assuming that many users will have requirements that the existing samples will not capture---but which these samples's use of the traversal templates should show how to realize.

Supported BVH Type(s)

The main BVH type of this library is a binary BVH, where each node contains that node's bounding box, as well as two ints, count and offset.

  template<typename /*ScalarType*/T, 
           int /*Dimensionality*/D>
  struct BinaryBVH {
    struct CUBQL_ALIGN(16) Node {
      box_t<T,D> bounds;
      uint64_t   offset : 48;
      uint64_t   count  : 16;
    };

    Node     *nodes;
    uint32_t  numNodes;
    uint32_t *primIDs;
    uint32_t  numPrims;
  };

The count value is 0 for inner nodes, and for leaf nodes specifies the number of primitives in this leaf. For inner nodes, the offset indexes into the BinaryBVH::nodes[] array (the current node's two children are at nodes[offset], and nodes[offset+1], respectively); for leaf nodes it points into the BinaryBVH::primIDs[] array (i.e., that leaf contains primID[offset+0], primID[offset+1], etc).

A WideBVH<N> type (templated over BVH width) is supported as well. WideBVH'es always have a fixed branching factor of N (i.e., a fixed number of N children in each inner node); however, some of these may be 'null' (marked as not valid). Note that most builders will only work for binary BVHes; these can then "collapsed" into Wide-BVHes.

<<<<<<< HEAD Though most of the algorithms and data types in this library could absolutely be templated over both dimensionality and underlying data type (i.e., a BVH over double4 data rather than float3), for sake of readability in this particular implementation this has not been done (yet?). If this is a feature you would like to have, please let me know.

For readability, cuBQL offers many pre-defined types for specific type and dimensionality of data: for the (arguably) most common use case of float3 type of data there are vec3fs, box3fs, and bvh3fs (for float3 points, boxes, and binary BVHes, respectively); and many samples use these types. However, cuBQL is absolutely not limited to just float3 data, but all BVH types (and traversal routines) are templated over both scalar type (float, int, double, long) and dimensionality (2,3,4). In fact, bvh3f is simply an instantiation (not even a specialization) of cuBQL::BinaryBVH<float,3>.

devel

(on-GPU) BVH Construction

The main workhorse of this library is a CUDA-accelerated and on device parallel BVH builder (with spatial median splits). The primary feature of the BVH builder is its simplicity; i.e., it is still "reasonably fast", but it is much simpler than other variants. Though performance will obviously vary for different data types, data distributions, etc..., right now this builder builds a BinaryBVH over 10 million uniformly distributed random points in under 13ms; that's not the fastest builder I have, but IMHO quite reasonable for most applications. In addition to this cuBQL::gpuBuilder() there are also various other builders, including a regular morton/radix builder, a wide GPU builder (for BVHes with branching factors greater than 2), a surface-area-heuristic (SAH) builder, and a modified morton/radix builder that for numerically challenging inputs is significantly more robust than a regular morton/radix builder.

For all builders, the overall build process is always the same: Create an array of bounding boxes (one box per primitive), and call the builder with a pointer to this array, and the number of primitives. For GPU-side builders this array has to live in device (or managed) memory; for host side builds it has to be in host memory. Obiously, device side builders will create node and primitmive ID arrays in device memory, the host builder will create these in host memory.

Given such an array, the builder (in this case, for float3 data) gets invoked as follows:

#include "cuBQL/bvh.h"
<<<<<<< HEAD
  ...
	box3f *d_boxes;
	int numBoxes;
	userCodeForGeneratingPrims(d_boxes,numBoxes);
	...
  cuBQL::BinaryBVH bvh;
=======
...
    box3f *d_boxes  = 0;
    int    numBoxes = 0;
    userCodeForGeneratingPrims(&d_boxes,&numBoxes, ...);
    ...
    cuBQL::BinaryBVH<float,3> bvh;
>>>>>>> devel
	cuBQL::BuildConfig buildParams;
  cuBQL::gpuBuilder(bvh,d_boxes,numBoxes,buildParams);
  ...

Builds for other data types (such as, e.g., <int,4> or <double,2>`) work exactly the same way (though obviously, the scalar type and dimensionality of the boxes has to be the same as that for the BVH).

The builder will not modify the d_boxes[] array; after the build is complete the bvh.primIDs[] array contains ints referring to indices in this array. This builder will properly handle "invalid prims" and "empty boxes": Primitives that are not supposed to be included in the BVH can simply use a box for which lower.x > upper.x; such primitives will be detected during the build, and will simply get excluded from the build process - i.e., they will simply not appear in any of the leaves, but also not influence any of the (valid) bounding boxes. However, behavior for NaNs, denorms, etc. is not defined. Zero-volume primitives (ie, those with box.lower == box.upper) are considered valid primitives, and will get included in the BVH.

The BuildConfig class can be used to influence things like whether <<<<<<< HEAD the BVH shuld be built with a surface area heuristic (SAH) cost metric (more expensive build, but faster queries for some types of inputs and query operations), or how coarse vs fine the BVH should be built (ie, at which point to make a leaf).

the BVH should be built with a surface area heuristic (SAH) cost metric (more expensive build, but faster queries for some types of inputs and query operations), or how coarse vs how fine the BVH should be built (ie, at which point to make a leaf).

devel

A few notes:

  • For GPU builders one can optionally also pass a cudaStream_t if desired. All operations, synchronization, and memory allocs should happen in that stream.

  • By default the GPU side builder(s) will allocate device memory; but it is also be possible to make them use managed memory or async device memory by passing the appropriate cuBQL::GpuMemoryResource to the builder.

  • Following the same pattern as other libraries like tinyOBJ or STB, this library can be used in a header-only form: By default a included header file will only pull in the type and function declarations, but specifying CUBQL_GPU_BUILDER_IMPLEMENTATION to 1 will also pull in the implementation, so using this in one of one's source files allows the user to compile the builders with exactly the cmd-line flags, CUDA architecture, etc, that he or she desires. Alternatively (and purely optionally), when using cmake one can also link to one (or more) of specific pre-defined targets such as, for example, cuBQL_cuda_float3 or cuBQL_host_int4 that will then build that specific device and type specific builder(s).

Traversal Templates

CuBQL is the fourth one of different libraries that all aimed at providing fast, GPU-accelerated geometric queries. Throughout these previous predecessor libraries, a common theme that emerged was that whatever exact implementation the library provided, the user(s) typically required something that, though similar, was often just a little bit different. For example, a "find closest point point" kernel on point data is very similar to "find closest surface point" (on a set of triangles), but the actual point-to-primitive test is nevertheless different. Similarly, k-nearest-neighbor (kNN) queries might want to exclude certain points (e.g., based on surface normal for photon mapping), or a "find all points that overlap this box" kernel might only actually require the number of points vs another use case that might require the actual primitive IDs, etc.

Based on this experience cuBQL decided to not only provide a set of very specific geometric kernels, but to also provide a set of what it calls traversal templates that can be used to easily generate different variants of queries using lamdba functions. For example, both kNN (with or without culling by surface normal) and find closest point (on points or on triangles) in principle work the same way, by performing a ball-shaped query where the radius of that ball shrinks during traversal, based on what primitive(s) have already been found. What exactly the query wants to do with a given primitmive that the traversal encounters depends on the actual query code, but as long as the traversal knows what range it has to look for after a given primitmive has been processed it does not actually need to know what specific operation that query need to do.q

In cuBQL, this pattern is realized through what we call a "shrinking radius query": In this query, the user provides a query point (as the origin of that query), a (intital) maximum search radius, and a lambda function (ie, a "callback") that it wants to get called for any "candidate" primitive encountered by the traversal. This lambda can then do whatever that type of query needs to do with that primitive, and can additionally return a new maximum query radius that the traversal can then use for subsequent traversal steps. To do this, the user would simply define a lambda function that implements the specific per-primitive callback code, and pass that to a cuBQL::shrinkingRadiusQuery::forEachPrim(...) traversal template:

inline __device__ 
void myQuery(bvh3f myBVH, 
             MyPrim *myPrims, 
             vec3f myQueryPoint,
             ...) 
{
  auto myQueryLambda = [...](int primID) -> float {
   ...
  };
  cuBQL::shrinkingRadiusQuery(myQueryLambda,
                              myQueryPoint,myBVH, ...);
}

For example, a find closest point kernel can then be realized by having the lamdba callback simply keep track of the currently closest point:

void findClosestPoint(...)
{
   float closestDist = INFINITY;
   int   closestID   = -1;
   auto myQueryLambda = [&closestDist,&closestID,...](int primID) -> float {
      float dist = distance(queryPoint,myPrims[primID]);
      if (dist < closestDist) 
         { closestDist = dist; closestID = primID; }
      return closestDist;
   };
}

Note that this same patters works for both point-to-point or point-to-triangular-surface data! Also, the exact same pattern works for float3 data as for int2, etc.

Specific geometric queries

As described above, by far the main focus of cuBQL is the BVH builders, and the traversal templates, for users to be able to write their own specific queries. In addition, cuBQL also contains a small(!) set of very specific queries such as find closest point among float3 points, find closest surface point on triangle-mesh surface, k-nearest (float3 point) neighbor, etc. These should be considered more "samples" (for how to use the builder and traversal templates), but can of course also be used directly for those that require that exact kernel.

Code organization:

  • all of the cuBQL library are under ~/cuBQL/
    • ~/cuBQL/bvh.h defines the various BVH types
    • ~/cuBQL/builder/cuda.h and ~/cuBQL/builder/host.h provides the (header-only) source for the various builder(s)
    • ~/cuBQL/traversal/... provides the traversal templates
  • various specific queries are under ~/cuBQL/queries/ (also all header-only)
  • some specific sample codes are under ~/samples/, and some tools for more comprehensive testing are under ~/testing/

Most users should only every need what is under ~/cuBQL/, in fact most should only need the builder(s) and possibly traversal templates. Everything else should predominantly be viewed as examples of how to use those.

Dependencies

To use cuBQL, you need:

  • CUDA, version 12 and up. In theory some versions of CUDA 11 should work too, but using 12.2 and upwards is highly recommended.
  • cmake

Building

As all of cuBQL's BVH builders and traversers can be used in a header-only form, cuBQL can be used from within any compiler and build system, by simply providing the proper include paths and including the cuBQL/bvh.h or other header files as required.

However, we strongly suggest to use cmake, include cuBQL as a cmake add_subdirectory(...), and then target_link_libraries(...) with the desired cuBQL cmake target.

Building in Header-only (explicit instantiation) mode:

  • in your own CUDA sources (say, userMain.cu):
#define CUBQL_GPU_BUILDER_IMPLEMENTATION 1
#include <cuBQL/bvh.h>
...
void foo(...) {
	cuBQL::gpuBuilder(...)
}
  • in your own CMakeLists.txt:
add_subdirectory(<pathTo>/cuBQL)
	
add_executable(userExec ... 
    userMain.cu ...)
	
target_link_libraries(userExec ...
    cuBQL)

In this case, the 'cuBQL' target that we link to is only a cmake INTERFACE target that merely sets up the right include paths, but does not build any actual library.

Building with predefined target (eg, for float3 data)

  • in your own CUDA sources (say, userMain.cu):
// do NOT define CUBQL_GPU_BUILDER_IMPLEMENTATION 
#include <cuBQL/bvh.h>
...
void foo(...) {
   cuBQL::gpuBuilder(...)
}
  • in your own CMakeLists.txt:
add_subdirectory(<pathTo>/cuBQL)
	
add_executable(userExec ... 
   userMain.cu ...)
	
target_link_libraries(userExec ...
   cuBQL_cuda_float3)

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'cubicle' - a CUDA-centric BVH query library (kNN, find closest point, etc)

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