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t.artikov committed Aug 2, 2022
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14 changes: 14 additions & 0 deletions .gitignore
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*.iml
.gradle
/local.properties
/.idea
.DS_Store
/build
tools/build
/captures
.externalNativeBuild
.cxx
local.properties
*CMakeLists.txt.user
app/src/main/assets/encoding.data
app/src/main/assets/network.data
6 changes: 6 additions & 0 deletions .gitmodules
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[submodule "tools/thirdparty/cxxopts"]
path = tools/thirdparty/cxxopts
url = https://github.com/jarro2783/cxxopts.git
[submodule "tools/thirdparty/tiny-cuda-nn"]
path = tools/thirdparty/tiny-cuda-nn
url = https://github.com/t-artikov/tiny-cuda-nn.git
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2022 Timur Artikov

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
12 changes: 12 additions & 0 deletions README.md
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## Map rendering using a neural network

Based on the great article [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://nvlabs.github.io/instant-ngp/assets/mueller2022instant.pdf).

![map](https://github.com/t-artikov/neuromap/blob/master/screenshot.png)

The repository consists of:

- **tools/trainer** - a program for training a neural network on raster tiles.
- **tools/tiles_to_image** - converts tiles from custom format to PNG image (for testing purposes).
- **tools/inference** - generates an image from a trained neural network (for testing purposes).
- **app** - An Android application that displays a neural map in real time.
1 change: 1 addition & 0 deletions app/.gitignore
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/build
55 changes: 55 additions & 0 deletions app/build.gradle
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plugins {
id 'com.android.application'
id 'org.jetbrains.kotlin.android'
}

android {
compileSdk 32

defaultConfig {
applicationId "me.tartikov.neuromap"
minSdk 21
targetSdk 32
versionCode 1
versionName "1.0"

testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
}

buildTypes {
release {
signingConfig signingConfigs.debug
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
}
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
kotlinOptions {
jvmTarget = '1.8'
}
aaptOptions {
noCompress 'network.data', 'encoding.data'
}
}

dependencies {
implementation 'androidx.appcompat:appcompat:1.4.2'
implementation 'org.jetbrains.kotlinx:kotlinx-coroutines-android:1.6.0'
implementation 'org.jetbrains.kotlinx:kotlinx-coroutines-core:1.6.0'
implementation 'com.otaliastudios:zoomlayout:1.9.0'
}

preBuild.doFirst {
def files = [
"./src/main/assets/encoding.data",
"./src/main/assets/network.data"
]
for(f in files) {
if (!file(f).exists()) {
throw new GradleException("$f is missing")
}
}
}
21 changes: 21 additions & 0 deletions app/proguard-rules.pro
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# Add project specific ProGuard rules here.
# You can control the set of applied configuration files using the
# proguardFiles setting in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html

# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}

# Uncomment this to preserve the line number information for
# debugging stack traces.
#-keepattributes SourceFile,LineNumberTable

# If you keep the line number information, uncomment this to
# hide the original source file name.
#-renamesourcefileattribute SourceFile
24 changes: 24 additions & 0 deletions app/src/main/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="me.tartikov.neuromap">

<uses-feature android:glEsVersion="0x00030001" android:required="true" />

<application
android:name="Application"
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:supportsRtl="true"
android:theme="@style/Theme.NeuroMap">
<activity
android:name=".MainActivity"
android:exported="true"
android:configChanges="orientation|screenSize|screenLayout|keyboardHidden">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
96 changes: 96 additions & 0 deletions app/src/main/assets/grid.fs
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#version 310 es
#extension GL_EXT_texture_buffer : require

precision highp float;
precision highp int;

in vec2 v_position;

uniform highp samplerBuffer u_encodingTexture;

uniform int u_level;
uniform float u_levelOpacity;

const int encodingLevelCount = 12;
const int encodingFeaturesPerLevel = 4;
const int encodingCount = encodingLevelCount * encodingFeaturesPerLevel;
const int encodingPackedCount = encodingCount / 4;
uniform int u_encodingResolutions[encodingLevelCount];
uniform int u_encodingParamCounts[encodingLevelCount];
uniform int u_encodingParamOffsets[encodingLevelCount];

const int networkInputCount = encodingCount;
const int networkInputPackedCount = networkInputCount / 4;
const int networkHiddenCount = 8;
const int networkHiddenPackedCount = networkHiddenCount / 4;
const int networkWeightCount = networkInputCount * networkHiddenCount;
const int networkWeightPackedCount = networkWeightCount / 4;
uniform vec4 u_networkWeights[networkWeightPackedCount];

layout(location = 0) out vec4 f_color0;
layout(location = 1) out vec4 f_color1;


uint hash(uint x, uint y, uint resolution, uint paramCount) {
if (resolution * resolution > paramCount) {
return (y * 2654435761u) ^ x;
} else {
return y * resolution + x;
}
}

vec4 getEncoding(int x, int y, int level) {
uint resolution = uint(u_encodingResolutions[level]);
uint paramCount = uint(u_encodingParamCounts[level]);
uint paramOffset = uint(u_encodingParamOffsets[level]);

uint index = hash(uint(x), uint(y), resolution, paramCount) % paramCount;
return texelFetch(u_encodingTexture, int(index + paramOffset));
}

vec4 getEncodingInterpolated(vec2 position, int level) {
if (level > u_level) {
return vec4(0.0);
}
int resolution = u_encodingResolutions[level];
vec2 scaledPosition = position * float(resolution - 1);
vec2 intPosition;
vec2 fracPosition = modf(scaledPosition, intPosition);
int ix = int(intPosition.x);
int iy = int(intPosition.y);

vec4 v00 = getEncoding(ix, iy, level);
vec4 v10 = getEncoding(ix + 1, iy, level);
vec4 v01 = getEncoding(ix, iy + 1, level);
vec4 v11 = getEncoding(ix + 1, iy + 1, level);

vec4 v0 = mix(v00, v10, fracPosition.x);
vec4 v1 = mix(v01, v11, fracPosition.x);
return mix(v0, v1, fracPosition.y);
}

void main() {
vec2 position = clamp(v_position, vec2(0.0), vec2(1.0));

vec4 encodings[encodingPackedCount];
for (int i = 0; i < encodingLevelCount; i++) {
encodings[i] = getEncodingInterpolated(position, i);
}
encodings[u_level] *= u_levelOpacity;

vec4 hidden[networkHiddenPackedCount];
for (int i = 0; i < networkHiddenPackedCount; i++) {
hidden[i] = vec4(0.0);
for (int j = 0; j < networkInputPackedCount; j++) {
vec4 inputValue = encodings[j];
hidden[i] += vec4(
dot(inputValue, u_networkWeights[(i * 4) * networkInputPackedCount + j]),
dot(inputValue, u_networkWeights[(i * 4 + 1) * networkInputPackedCount + j]),
dot(inputValue, u_networkWeights[(i * 4 + 2) * networkInputPackedCount + j]),
dot(inputValue, u_networkWeights[(i * 4 + 3) * networkInputPackedCount + j])
);
}
}
f_color0 = hidden[0];
f_color1 = hidden[1];
}
13 changes: 13 additions & 0 deletions app/src/main/assets/grid.vs
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#version 310 es

precision highp float;

in vec2 a_position;
out vec2 v_position;

uniform vec4 u_gridRect;

void main() {
gl_Position = vec4(a_position * 2.0 - vec2(1.0, 1.0), 0.0, 1.0);
v_position = a_position * u_gridRect.zw + u_gridRect.xy;
}
51 changes: 51 additions & 0 deletions app/src/main/assets/map.fs
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#version 310 es

precision highp float;

in vec2 v_position;

const int gridTextureCount = 2;
uniform highp sampler2D u_gridTextures[gridTextureCount];

const int networkHiddenCount = 8;
const int networkOutputCount = 4;
const int networkWeightCount = networkHiddenCount * networkOutputCount;

const int networkHiddenPackedCount = networkHiddenCount / 4;
const int networkWeightPackedCount = networkWeightCount / 4;

uniform vec4 u_networkWeights[networkWeightPackedCount];

out vec4 f_color;

vec4 get_color(vec4 v) {
const vec4 r = vec4(246.0/255.0, 242.0/255.0, 217.0/255.0, 1.0);
const vec4 g = vec4(209.0/255.0, 230.0/255.0, 161.0/255.0, 1.0);
const vec4 b = vec4(164.0/255.0, 216.0/255.0, 235.0/255.0, 1.0);
if (v.r > v.g) {
if (v.r > v.b) return r;
else return b;
}
else {
if (v.g > v.b) return g;
else return b;
}
}

void main() {
vec4 hidden[networkHiddenPackedCount];
hidden[0] = texture(u_gridTextures[0], v_position);
hidden[1] = texture(u_gridTextures[1], v_position);

vec4 outputs = vec4(0.0);
for (int j = 0; j < networkHiddenPackedCount; j++) {
vec4 inputValue = tanh(hidden[j]);
outputs += vec4(
dot(inputValue, u_networkWeights[j]),
dot(inputValue, u_networkWeights[networkHiddenPackedCount + j]),
dot(inputValue, u_networkWeights[2 * networkHiddenPackedCount + j]),
dot(inputValue, u_networkWeights[3 * networkHiddenPackedCount + j])
);
}
f_color = get_color(outputs);
}
13 changes: 13 additions & 0 deletions app/src/main/assets/map.vs
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#version 310 es

precision highp float;

in vec2 a_position;
out vec2 v_position;

uniform vec4 u_screenSpaceGridRect;

void main() {
gl_Position = vec4((a_position * 2.0 - vec2(1.0)) * vec2(1.0, -1.0), 0.0, 1.0);
v_position = a_position * u_screenSpaceGridRect.zw + u_screenSpaceGridRect.xy;
}
11 changes: 11 additions & 0 deletions app/src/main/java/me/tartikov/neuromap/Application.kt
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package me.tartikov.neuromap

class Application : android.app.Application() {
init {
instance = this
}
companion object {
lateinit var instance: Application
private set
}
}
38 changes: 38 additions & 0 deletions app/src/main/java/me/tartikov/neuromap/AssetUtils.kt
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package me.tartikov.neuromap

import java.io.BufferedReader
import java.io.FileInputStream
import java.nio.ByteBuffer
import java.nio.ByteOrder
import java.nio.FloatBuffer
import java.nio.ShortBuffer
import java.nio.channels.FileChannel

fun loadStringFromAsset(fileName: String): String {
return Application.instance.assets
.open(fileName).bufferedReader().use(BufferedReader::readText)
}

fun loadBufferFromAsset(fileName: String): ByteBuffer {
Application.instance.assets.openFd(fileName).use { descriptor ->
FileInputStream(descriptor.fileDescriptor).use { stream ->
return stream.channel.map(
FileChannel.MapMode.READ_ONLY,
descriptor.startOffset,
descriptor.declaredLength
)
}
}
}

fun loadFloatBufferFromAsset(fileName: String): FloatBuffer {
return loadBufferFromAsset(fileName).apply {
order(ByteOrder.nativeOrder())
}.asFloatBuffer()
}

fun loadShortBufferFromAsset(fileName: String): ShortBuffer {
return loadBufferFromAsset(fileName).apply {
order(ByteOrder.nativeOrder())
}.asShortBuffer()
}
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