これは開発版のドキュメントである. 内容は次のリリースまでに変更される可能性がある. 最新のリリース版は 0.9.x を参照.
naive
srcNaive 法は, 目標音圧ベクトルに逆伝搬をかけるアルゴリズム. 反復を行わず高速だが, 焦点間の干渉補正は行われないため, 弱い音場が生成される可能性がある.
naive( &NalgebraBackend, &geometry, &foci, wavelength, &option, &mut phases, &mut intensities,)?;naive(geometry, foci, wavelength, option, phases, intensities)Holo.Naive(geometry, foci, wavelength, option, phases, intensities);| 引数 | 型 | 説明 |
|---|---|---|
geometry |
&Geometry |
デバイス配置 |
foci |
&[AmplitudeTarget] |
焦点列 (位置と目標振幅) |
wavelength |
Length |
波長 |
option |
&NaiveOption |
追加オプション (下記参照) |
phases |
&mut [Vec<Phase>] |
位相の出力バッファ |
intensities |
&mut [Vec<Intensity>] |
振幅の出力バッファ |
共通要素 (AmplitudeTarget / TransducerMask / LinAlgBackend など) は Holo 概要 を参照.
NaiveOption
Section titled “NaiveOption”NaiveOption { constraint, directivity, mask, parallel, ..Default::default()}NaiveOption( constraint, directivity, mask, parallel,)new NaiveOption{ Constraint = constraint, Directivity = directivity, Mask = mask, Parallel = parallel,}| フィールド | 型 | デフォルト |
|---|---|---|
constraint |
IntensityConstraint |
Clamp(MIN, MAX) |
directivity |
Directivity |
Sphere |
mask |
TransducerMask |
AllEnabled |
parallel |
bool |
true |
各フィールドの意味は Holo 概要 を参照.
parallel は結果の量子化をホスト側で複数スレッドへ分散するかどうか (GPU バックエンドの場合は無視される).
Example
Section titled “Example”use autd3_rs::geometry::{Autd3, Geometry, TransducerMask, offset};use autd3_rs::units::{m, mm, s};use autd3_rs::value::Intensity;use autd3_rs_pattern::wavelength;use autd3_rs_pattern_holo::{ AmplitudeTarget, Directivity, IntensityConstraint, NaiveOption, NalgebraBackend, Pa, naive,};
let geometry = Geometry::new(vec![Autd3::default()]);
let mut phases = geometry.phase_buffer();let mut intensities = geometry.intensity_buffer();
naive( &NalgebraBackend, &geometry, &[ AmplitudeTarget { point: geometry.center() + offset(-30.0 * mm, 0.0 * mm, 150.0 * mm), amplitude: 2.5e3 * Pa, }, AmplitudeTarget { point: geometry.center() + offset(30.0 * mm, 0.0 * mm, 150.0 * mm), amplitude: 2.5e3 * Pa, }, ], wavelength(340.0 * m / s), &NaiveOption { constraint: IntensityConstraint::Clamp(Intensity::MIN, Intensity::MAX), directivity: Directivity::Sphere, mask: TransducerMask::AllEnabled, parallel: true, ..Default::default() }, &mut phases, &mut intensities,)?;import numpy as npfrom autd3.geometry import Autd3, Geometryfrom autd3.units import m, sfrom autd3.value import Intensityfrom autd3_pattern import TransducerMask, wavelengthfrom autd3_pattern_holo import ( AmplitudeTarget, Directivity, IntensityConstraint, NaiveOption, Pa, naive,)
geometry = Geometry([Autd3([0.0, 0.0, 0.0], [1.0, 0.0, 0.0, 0.0])])
phases = geometry.phase_buffer()intensities = geometry.intensity_buffer()
naive( geometry, [ AmplitudeTarget( point=geometry.center() + np.array([-30.0, 0.0, 150.0]), amplitude=2.5e3 * Pa, ), AmplitudeTarget( point=geometry.center() + np.array([30.0, 0.0, 150.0]), amplitude=2.5e3 * Pa, ), ], wavelength(340 * m / s), NaiveOption( constraint=IntensityConstraint.Clamp(Intensity.MIN, Intensity.MAX), directivity=Directivity.Sphere, mask=TransducerMask.AllEnabled, parallel=True, ), phases, intensities,)using System.Numerics;using AUTD3;using AUTD3.Holo;using static AUTD3.Units;using static AUTD3.Holo.HoloUnits;
var geometry = new Geometry(new[] { new Autd3(Vector3.Zero) });
var phases = geometry.PhaseBuffer();var intensities = geometry.IntensityBuffer();
Holo.Naive( geometry, new[] { new AmplitudeTarget(geometry.Center + new Vector3(-30.0f, 0.0f, 150.0f), 2.5e3f * Pa), new AmplitudeTarget(geometry.Center + new Vector3(30.0f, 0.0f, 150.0f), 2.5e3f * Pa), }, Pattern.Wavelength(340.0f * m / s), new NaiveOption { Constraint = IntensityConstraint.Clamp(Intensity.Min, Intensity.Max), Directivity = Directivity.Sphere, Mask = TransducerMask.AllEnabled, Parallel = true, }, phases, intensities);