6.8 KiB
RFCP 3.8.0 — Vectorize Per-Point Coverage Calculations
Context
Iteration 3.7.0 added GPU precompute for distances + base path loss (Phase 2.5). But Phase 3 (per-point loop) still runs on CPU, one point at a time across workers. This is where 95% of time goes on Full preset (195s for 6,642 points).
Current pipeline:
Phase 2.5 (GPU, 0.01s): distances + base path_loss → precomputed arrays
Phase 3 (CPU, 195s): per-point terrain_loss, building_loss, reflections, vegetation
Goal: Vectorize the heavy per-point calculations so GPU handles them in bulk.
Architecture
The key insight: _calculate_point_sync (line ~1127) does these steps per point:
- Terrain LOS check — get elevation profile between site and point, check clearance
- Diffraction loss — knife-edge based on Fresnel zone clearance
- Building obstruction — find buildings between site and point, calculate penetration loss
- Materials penalty — add loss based on building material type
- Dominant path analysis — LOS vs reflection vs diffraction
- Street canyon — check if point is in urban canyon
- Reflections — find reflection paths off buildings (most expensive!)
- Vegetation loss — check vegetation between site and point
- Final RSRP — tx_power - path_loss - terrain_loss - building_loss - veg_loss + gains
Strategy: Vectorize in Stages
NOT everything can be vectorized equally. Prioritize by time spent:
Stage 1: Terrain LOS + Diffraction (HIGH IMPACT)
Currently: For each point, sample ~50-100 elevation values along radial path, find min clearance, compute knife-edge diffraction.
Vectorize: Create 2D elevation profiles for ALL points at once.
- All points share the same site location
- For N points, create N terrain profiles (each M samples)
- Compute Fresnel clearance for all profiles vectorized
- Compute diffraction loss vectorized
# Instead of per-point:
for point in grid:
profile = get_terrain_profile(site, point, num_samples=50)
clearance = min_clearance(profile)
loss = diffraction_loss(clearance, freq)
# Vectorized:
xp = gpu_manager.get_array_module()
# all_profiles shape: (N_points, M_samples)
all_profiles = get_terrain_profiles_batch(site, all_points, num_samples=50)
all_clearances = compute_clearances_batch(all_profiles, site_elev, point_elevs, distances)
all_terrain_loss = diffraction_loss_batch(all_clearances, freq)
Stage 2: Building Obstruction (HIGH IMPACT)
Currently: For each point, find nearby buildings, check if they obstruct path.
Vectorize: Use spatial indexing but batch the geometry checks.
- Pre-compute building bounding boxes as GPU arrays
- For each point, ray-building intersection can be done as matrix operation
- Building penetration loss is simple lookup after intersection
NOTE: This is harder to vectorize because each point has different number of nearby buildings. Options: a) Pad to max buildings per point (wastes memory but simple) b) Use sparse representation c) Keep per-point but use GPU for the geometry math
Recommend option (c) initially — keep the spatial query on CPU but move the trig/geometry calculations to GPU.
Stage 3: Reflections (MEDIUM IMPACT, only on Full preset)
Currently: For each point with buildings, compute reflection paths. This is the most complex calculation and hardest to vectorize.
Approach: Keep reflections per-point for now, but optimize the inner math with vectorized operations.
Stage 4: Vegetation Loss (LOW IMPACT)
Simple lookup — not worth GPU overhead.
Implementation Plan
Step 1: Batch terrain profiling
Add to coverage_service.py a new method:
def _batch_terrain_profiles(self, site_lat, site_lon, site_elev,
grid_lats, grid_lons, grid_elevs,
distances, frequency, num_samples=50):
"""Compute terrain LOS and diffraction loss for all points at once."""
xp = gpu_manager.get_array_module()
N = len(grid_lats)
# Interpolate terrain profiles for all points
# Each profile: site → point, num_samples elevation values
# Use terrain tile data directly
# Compute Fresnel zone clearance for each profile
# Compute knife-edge diffraction loss
return terrain_losses # shape (N,)
Step 2: Batch building check
Add method:
def _batch_building_obstruction(self, site_lat, site_lon,
grid_lats, grid_lons,
distances, buildings_spatial_index,
all_buildings):
"""Compute building loss for all points at once."""
# For each point, query spatial index (CPU)
# Batch the geometry intersection math (GPU)
# Return losses
return building_losses # shape (N,)
Step 3: Replace _run_point_loop
Instead of ProcessPool workers, do:
# In calculate_coverage, after Phase 2.5:
terrain_losses = self._batch_terrain_profiles(...)
building_losses = self._batch_building_obstruction(...)
# Final RSRP is now fully vectorized:
rsrp = tx_power - precomputed_path_loss - terrain_losses - building_losses - veg_losses
# + antenna_gains + reflection_gains
Step 4: Keep worker fallback
If GPU not available or for very complex calculations (reflections), fall back to the existing per-point ProcessPool approach.
Important Notes
- GPU code only in main process — learned from 3.7.0, never import gpu_manager in workers
- Terrain data access — terrain tiles are in memory, need efficient sampling for batch profiles
- CuPy ↔ NumPy bridge — use
xp.asnumpy()or.get()to convert back to CPU - Memory — 6,642 points × 50 terrain samples = 332,100 floats = 2.5 MB on GPU, no problem
- Accuracy — results must match existing per-point calculation within 1 dB
Testing
cd D:\root\rfcp\backend
pyinstaller ..\installer\rfcp-server-gpu.spec --noconfirm
.\dist\rfcp-server\rfcp-server.exe
Compare Full preset:
- Before (3.7.0): ~195s for 6,642 points
- Target (3.8.0): <30s for same calculation
- Stretch goal: <10s
Verify accuracy:
- Run same location with GPU and CPU backend
- Compare RSRP values — should be within 1 dB
- Coverage percentages (Excellent/Good/Fair/Weak) should be very close
What NOT to Change
- Don't modify propagation model math (Okumura-Hata, COST-231, Free-Space formulas)
- Don't change API endpoints or response format
- Don't remove the ProcessPool fallback — keep it for CPU-only mode
- Don't change OSM fetching or caching
- Don't modify the frontend
Success Criteria
- Full preset completes in <30s (was 195s)
- Standard preset completes in <5s (was 7.2s)
- No CuPy errors in worker processes
- CPU fallback still works
- Results match within 1 dB accuracy
- GPU utilization visible in Task Manager during calculation