Source code for lsurf.surfaces.gpu.gerstner_wave

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"""
Gerstner Wave Surface (GPU-Capable)

GPU-accelerated flat-earth Gerstner wave surface. Supports a single wave
component for efficient signed distance computation on GPU.

For multi-wave surfaces or CPU-only computation, see the CPU-only
GerstnerWaveSurface in surfaces.cpu.
"""

from dataclasses import dataclass, field
from typing import Any

import numpy as np
import numpy.typing as npt

from ..protocol import Surface, SurfaceRole
from ..registry import register_surface_type

# Gravity constant for deep water dispersion
GRAVITY = 9.81


[docs] @dataclass class GPUGerstnerWaveSurface(Surface): """ Flat-earth Gerstner wave surface with GPU acceleration. This is a simplified single-wave surface optimized for GPU computation. For multiple superimposed waves, use the CPU-only GerstnerWaveSurface. The surface implements a height field: z = reference_z + A*cos(k*dot(d,xy) - omega*t + phi) Parameters ---------- amplitude : float Wave amplitude in meters. wavelength : float Wave wavelength (crest-to-crest) in meters. direction : tuple of float Wave propagation direction (dx, dy), will be normalized. reference_z : float Mean sea level z-coordinate in meters. phase : float, optional Initial phase offset in radians. Default is 0.0. time : float, optional Animation time in seconds. Default is 0.0. role : SurfaceRole What happens when a ray hits (typically OPTICAL). name : str Human-readable name. material_front : MaterialField, optional Material above surface (air/atmosphere). material_back : MaterialField, optional Material below surface (water). Examples -------- >>> from lsurf.surfaces import GPUGerstnerWaveSurface, SurfaceRole >>> from lsurf.materials import AIR_STP, WATER >>> >>> ocean = GPUGerstnerWaveSurface( ... amplitude=1.5, ... wavelength=50.0, ... direction=(1.0, 0.0), ... reference_z=0.0, ... role=SurfaceRole.OPTICAL, ... name="ocean", ... material_front=AIR_STP, ... material_back=WATER, ... ) """ amplitude: float wavelength: float direction: tuple[float, float] reference_z: float role: SurfaceRole phase: float = 0.0 time: float = 0.0 name: str = "gpu_gerstner_wave" material_front: Any = None material_back: Any = None # GPU capability _gpu_capable: bool = field(default=True, init=False, repr=False) _geometry_id: int = field(default=3, init=False, repr=False) # gerstner_wave = 3 # Precomputed values (set in __post_init__) _wave_number: float = field(default=0.0, init=False, repr=False) _dir_normalized: tuple[float, float] = field( default=(1.0, 0.0), init=False, repr=False ) def __post_init__(self) -> None: if self.amplitude <= 0: raise ValueError("Amplitude must be positive") if self.wavelength <= 0: raise ValueError("Wavelength must be positive") # Compute wave number self._wave_number = 2.0 * np.pi / self.wavelength # Normalize direction dx, dy = self.direction norm = np.sqrt(dx * dx + dy * dy) if norm < 1e-10: self._dir_normalized = (1.0, 0.0) else: self._dir_normalized = (dx / norm, dy / norm) @property def gpu_capable(self) -> bool: """This surface supports GPU acceleration.""" return True @property def geometry_id(self) -> int: """GPU geometry type ID (gerstner_wave = 3).""" return 3 @property def wave_number(self) -> float: """Wave number k = 2*pi/wavelength.""" return self._wave_number @property def angular_frequency(self) -> float: """Angular frequency from deep water dispersion: omega = sqrt(g*k).""" return np.sqrt(GRAVITY * self._wave_number)
[docs] def get_gpu_parameters(self) -> tuple: """ Return parameters for GPU kernel. Parameter layout (geometry_id = 3): - p0: amplitude - p1: wave_number - p2: dir_x - p3: dir_y - p4: reference_z - p5: phase - p6: time - p7-p11: unused (0.0) Returns ------- tuple of 12 floats """ return ( self.amplitude, self._wave_number, self._dir_normalized[0], self._dir_normalized[1], self.reference_z, self.phase, self.time, 0.0, # unused 0.0, # unused 0.0, # unused 0.0, # unused 0.0, # unused )
[docs] def get_materials(self) -> tuple | None: """Return materials for Fresnel calculation.""" if self.role == SurfaceRole.OPTICAL: return (self.material_front, self.material_back) return None
def _wave_height(self, x: npt.NDArray, y: npt.NDArray) -> npt.NDArray: """Compute wave height at positions (x, y).""" dir_x, dir_y = self._dir_normalized omega = self.angular_frequency # Phase at each position dot = dir_x * x + dir_y * y theta = self._wave_number * dot - omega * self.time + self.phase return self.amplitude * np.cos(theta)
[docs] def signed_distance( self, positions: npt.NDArray[np.float32], ) -> npt.NDArray[np.float32]: """ Compute signed distance from positions to wave surface. Parameters ---------- positions : ndarray, shape (N, 3) Points to compute distance for Returns ------- ndarray, shape (N,) Signed distance (positive above surface, negative below) """ x = positions[:, 0].astype(np.float64) y = positions[:, 1].astype(np.float64) z = positions[:, 2].astype(np.float64) surface_z = self.reference_z + self._wave_height(x, y) return (z - surface_z).astype(np.float32)
[docs] def intersect( self, origins: npt.NDArray[np.float32], directions: npt.NDArray[np.float32], min_distance: float = 1e-6, ) -> tuple[npt.NDArray[np.float32], npt.NDArray[np.bool_]]: """ Find ray-surface intersections using ray marching. Parameters ---------- origins : ndarray, shape (N, 3) Ray origin positions. directions : ndarray, shape (N, 3) Ray direction unit vectors. min_distance : float Minimum valid intersection distance. Returns ------- distances : ndarray, shape (N,) Distance to intersection (inf if no hit). hit_mask : ndarray, shape (N,), dtype=bool True for rays that hit the surface. """ origins = origins.astype(np.float64) directions = directions.astype(np.float64) n_rays = len(origins) distances = np.full(n_rays, np.inf, dtype=np.float64) hit_mask = np.zeros(n_rays, dtype=bool) tolerance = 1e-4 max_iterations = 100 max_distance = 10000.0 for i in range(n_rays): ox, oy, oz = origins[i] dx, dy, dz = directions[i] # Initial guess if abs(dz) > 1e-10: t = (self.reference_z - oz) / dz else: t = 0.0 t = max(t - self.amplitude / max(abs(dz), 0.1), min_distance) for _ in range(max_iterations): px = ox + t * dx py = oy + t * dy pz = oz + t * dz z_surf = ( self.reference_z + self._wave_height(np.array([px]), np.array([py]))[0] ) signed_dist = pz - z_surf if abs(signed_dist) < tolerance: if t > min_distance: distances[i] = t hit_mask[i] = True break if abs(dz) > 0.01: step = signed_dist / abs(dz) * 0.8 else: step = signed_dist * 0.5 step = np.clip(step, -max_distance * 0.1, max_distance * 0.1) t += step if t < 0 or t > max_distance: break return distances.astype(np.float32), hit_mask
[docs] def normal_at( self, positions: npt.NDArray[np.float32], incoming_directions: npt.NDArray[np.float32] | None = None, ) -> npt.NDArray[np.float32]: """ Compute surface normal at given positions. Parameters ---------- positions : ndarray, shape (N, 3) Points on the surface. incoming_directions : ndarray, shape (N, 3), optional Incoming ray directions. Returns ------- normals : ndarray, shape (N, 3) Unit normal vectors. """ x = positions[:, 0].astype(np.float64) y = positions[:, 1].astype(np.float64) n_points = len(x) dir_x, dir_y = self._dir_normalized omega = self.angular_frequency # Phase at each position dot = dir_x * x + dir_y * y theta = self._wave_number * dot - omega * self.time + self.phase # Gradient of height field # dz/dx = A * k * dir_x * (-sin(theta)) # dz/dy = A * k * dir_y * (-sin(theta)) sin_theta = np.sin(theta) dz_dx = -self.amplitude * self._wave_number * dir_x * sin_theta dz_dy = -self.amplitude * self._wave_number * dir_y * sin_theta # Normal = (-dz/dx, -dz/dy, 1) normalized nx = -dz_dx ny = -dz_dy nz = np.ones(n_points, dtype=np.float64) norm = np.sqrt(nx * nx + ny * ny + nz * nz) normals = np.stack([nx / norm, ny / norm, nz / norm], axis=-1) if incoming_directions is not None: dot_products = np.sum(incoming_directions * normals, axis=1) flip_mask = dot_products > 0 normals[flip_mask] *= -1 return normals.astype(np.float32)
[docs] def set_time(self, time: float) -> None: """Update the wave animation time.""" self.time = time
# Register class with registry register_surface_type("gpu_gerstner_wave", "gpu", 3, GPUGerstnerWaveSurface)