# RFCP Session Summary โ€” February 4, 2026 ## GPU Acceleration Complete: 195s โ†’ 11.2s (17.4x Speedup) --- ## ๐ŸŽฏ Session Goal Complete GPU acceleration pipeline and optimize Full preset performance. ## ๐Ÿ“Š Results ### Performance Achievement | Metric | Before (3.7.0) | After (3.8.0) | Improvement | |--------|----------------|---------------|-------------| | **Full preset** (6640 pts, 50m) | 195s | **11.2s** | **17.4x** | | **Standard preset** (1975 pts, 200m) | 7.2s | **2.3s** (cached) | **3.1x** | | Phase 2.5 (distances+path_loss) | 0.33s | **0.006s** | 55x | | Phase 2.6 (terrain LOS) | 7.29s | **0.04s** | 182x | | Per-point (workers) | 1.1ms | **0.1ms** | 11x | ### GPU Pipeline (Final Architecture) ``` Phase 1: OSM data fetch (Overpass API) ~6-10s (network) Phase 2: Terrain tile download + cache ~4s first / 0s cached Phase 2.5: GPU โ€” distances + base path_loss 0.006s โšก Phase 2.6: GPU โ€” terrain LOS + diffraction loss 0.04s โšก Phase 2.7: GPU โ€” antenna pattern loss ~0s โšก Phase 3: CPU workers โ€” buildings + vegetation ~2s โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ TOTAL (cached): ~2.3s (Standard) TOTAL (cached): ~11.2s (Full) ``` --- ## ๐Ÿ”ง Changes Made (Iterations 3.7.0 โ†’ 3.8.0) ### Iteration 3.7.0 โ€” GPU Precompute Foundation - Added `gpu_manager` import to `coverage_service.py` - Grid arrays created on GPU (CuPy) - GPU precompute for distances + path_loss (vectorized) - Fixed critical bug: CuPy worker process crashes (CUDA context sharing) - Solution: GPU only in main process, workers use precomputed CPU values - Fixed frontend duplicate calculation guard ### Iteration 3.8.0 โ€” Full Vectorization - **Phase 2.6**: `batch_terrain_los()` in `gpu_service.py` - Vectorized terrain profile sampling for ALL points simultaneously - Earth curvature correction vectorized - Fresnel clearance + diffraction loss vectorized - **Phase 2.7**: `batch_antenna_pattern()` in `gpu_service.py` - Workers receive precomputed `has_los`, `terrain_loss`, `antenna_loss` - Workers only compute buildings + reflections + vegetation ### Critical Fix: `_batch_elevation_lookup` Vectorization - **Before**: Python `for` loop over 59,250 coordinates (7.29s) - **After**: Vectorized NumPy tile indexing, loop only over tiles (0.04s) - **Impact**: 182x speedup on Phase 2.6 alone ### Critical Fix: Vegetation Bbox Pre-filter - **Before**: Each sample point checked ALL 683 vegetation polygons - **After**: Bounding box pre-filter skips 95%+ of polygons - **Impact**: Full preset 156s โ†’ 11.2s --- ## ๐Ÿ“ Files Modified ### Backend - `app/services/coverage_service.py` โ€” precomputed values passthrough - `app/services/parallel_coverage_service.py` โ€” 5 worker functions updated - `app/services/gpu_service.py` โ€” batch_terrain_los, batch_antenna_pattern, batch_final_rsrp - `app/services/vegetation_service.py` โ€” bbox pre-filter on _point_in_vegetation ### Build - PyInstaller ONEDIR build: 1.6 GB dist โ†’ 1.2 GB NSIS installer - CUDA DLLs bundled (cublas, cusparse, curand, etc.) - Runtime hook for DLL directory setup --- ## ๐Ÿ—๏ธ Architecture (Final State) ``` Main Process (asyncio event loop) โ”œโ”€โ”€ Phase 2.5: GPU precompute โ”‚ โ””โ”€โ”€ CuPy arrays: distances, path_loss (vectorized) โ”œโ”€โ”€ Phase 2.6: GPU terrain LOS โ”‚ โ””โ”€โ”€ Batch elevation lookup (vectorized NumPy) โ”‚ โ””โ”€โ”€ Earth curvature + Fresnel (CuPy) โ”‚ โ””โ”€โ”€ Diffraction loss (CuPy) โ”œโ”€โ”€ Phase 2.7: GPU antenna pattern โ”‚ โ””โ”€โ”€ Bearing + pattern loss (CuPy) โ”‚ โ””โ”€โ”€ Phase 3: CPU ProcessPool (3 workers) โ””โ”€โ”€ Receive precomputed dict per point โ””โ”€โ”€ Skip terrain/antenna (already computed) โ””โ”€โ”€ Only: buildings + reflections + vegetation โ””โ”€โ”€ Pure NumPy + CPU ``` **Key Rule**: GPU (CuPy) code ONLY in main process. Workers never import gpu_manager. --- ## ๐ŸŽฎ Side Activity: Dwarf Fortress Gamelog Analysis Analyzed 102,669-line gamelog from fort "Lashderush (Prophethandle)": - 8-9 years, 23 migrant waves, 1,943 masterpieces - 51,599 combat actions, only 4 deaths (weredeer outbreak) - Top crafter: Momuz Nรซkorlibash (201 masterpieces) - Sole survivor transforms between dwarf/weredeer --- ## ๐Ÿ”ฎ Next Steps ### Immediate - [x] ~~GPU acceleration~~ โœ… COMPLETE - [ ] SRTM terrain data integration (higher accuracy than current tiles) - [ ] Session history persistence across app restarts ### Short Term - [ ] Multi-station dashboard - [ ] Project export/import (JSON) - [ ] Link budget analysis view ### Medium Term - [ ] LimeSDR hardware integration testing - [ ] Real RF validation against field measurements - [ ] 3D visualization mode --- ## ๐Ÿ’ก Key Learnings 1. **Python for-loops are the enemy** โ€” `_batch_elevation_lookup` went from 7.3s to 0.04s by replacing enumerate(zip()) with NumPy indexing 2. **Spatial pre-filtering is massive** โ€” vegetation bbox check eliminated 95%+ of polygon tests 3. **GPU context can't be shared across processes** โ€” spawn mode creates new CUDA contexts that OOM 4. **Vectorize in main, distribute to workers** โ€” best pattern for GPU + multiprocessing 5. **Profile before optimizing** โ€” Phase 2.6 bottleneck was invisible until measured --- *Session duration: ~4 hours* *Lines of code changed: ~300* *Performance gain: 17.4x* *Feeling: ๐Ÿš€*