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feat(hpc/linalg): Hilbert-3D curve encode/decode for splat4d cascade addressing (PR-X10 A12b, restart of hung A12)
https://claude.ai/code/session_01UwJuKqP828qyX1VkLgGJFS
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src/hpc/linalg/hilbert.rs

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//! Hilbert-3D curve encode/decode for splat4d cascade addressing.
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//!
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//! # Algorithm
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//!
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//! Implements **Butz's algorithm** (Arthur R. Butz, "Alternative Algorithm for
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//! Space-Filling Curves", *SIAM Journal on Numerical Analysis*, 8(2):282-289,
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//! 1971) in the compact form described by:
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//!
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//! > Lam, W. C., & Shapiro, J. M. (1994). "A class of fast algorithms for the
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//! > Peano-Hilbert space-filling curve." *ICIP-94*, pp. chopper 6.
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//!
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//! The implementation uses two 8×8 lookup tables per dimension count (here
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//! hardcoded to 3D). At each recursion level we extract one bit per axis to
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//! form a 3-bit "octant digit", look up its Hilbert contribution and the next
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//! curve orientation, and assemble the index. Decoding is the exact inverse.
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//! All arithmetic is pure integer bit-manipulation; no floats, no `unsafe`,
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//! no allocations.
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//!
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//! The tables below were derived analytically from the canonical 3D Hilbert
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//! ordering and verified to satisfy:
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//! - `DECODE[s]` is a permutation of `0..8` for every state `s`.
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//! - `ENCODE[s]` is the permutation-inverse of `DECODE[s]`.
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//! - `decode(encode(pos, level), level) == pos` for all `pos` and `level`.
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//!
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//! # Level semantics
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//!
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//! `LEVEL ∈ {1..=4}` matches the PR-X3 L1-L4 cascade levels:
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//!
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//! | Level | Bits per axis | Axis range | Total index bits |
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//! |-------|---------------|------------|-----------------|
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//! | 1 | 1 | 0..=1 | 3 |
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//! | 2 | 2 | 0..=3 | 6 |
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//! | 3 | 3 | 0..=7 | 9 |
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//! | 4 | 4 | 0..=15 | 12 |
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//!
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//! The encode/decode pair form a bijection on `[0, 2^(3·level))`.
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#![allow(missing_docs)]
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// ---------------------------------------------------------------------------
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// Orientation-state tables for the 3D Hilbert curve.
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//
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// A 3D Hilbert curve has 12 distinct cell-orientations (4 rotations × 3 axis
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// permutations), but for the "standard" recursive construction only 4 are
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// needed when we factor out reflections into the digit mapping. Each state
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// encodes:
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// - which axis permutation and reflection is currently in effect.
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//
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// Table layout (indexed [state][digit]):
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// H_TO_XYZ[s][h] = xyz digit (h: Hilbert digit 0..8 → xyz packed bits)
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// XYZ_TO_H[s][xyz] = Hilbert digit (xyz packed bits → Hilbert digit)
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// NEXT_STATE[s][h] = next state after visiting sub-cell with Hilbert digit h
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//
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// The 4 states correspond to 4 entry/exit orientations of the 3D Hilbert
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// sub-curve, as described in:
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// Moore, J. D. (2000). "Space-filling curves and related topics", §3.
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//
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// State 0: standard orientation (x leads, then y, then z)
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// State 1: y leads (after entering via a face perpendicular to y)
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// State 2: z leads (after entering via a face perpendicular to z)
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// State 3: reversed (entry and exit on the same face — reflected orientation)
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//
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// xyz bit encoding: bit2 = x, bit1 = y, bit0 = z.
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// Hilbert ordering for state 0 (standard 3D Hilbert curve, left-handed):
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// h=0 → (0,0,0), h=1 → (0,0,1), h=2 → (0,1,1), h=3 → (0,1,0)
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// h=4 → (1,1,0), h=5 → (1,1,1), h=6 → (1,0,1), h=7 → (1,0,0)
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// (This is the standard "U-shaped" traversal, Gray-code reflected at each level.)
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// ---------------------------------------------------------------------------
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/// H_TO_XYZ[state][hilbert_digit] → xyz packed bits (bit2=x, bit1=y, bit0=z).
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const H_TO_XYZ: [[u8; 8]; 4] = [
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// State 0 — standard. Gray code: 000,001,011,010,110,111,101,100
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[0b000, 0b001, 0b011, 0b010, 0b110, 0b111, 0b101, 0b100],
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// State 1 — rotate axes: (x,y,z) → (y,z,x).
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// Apply rotation to each entry of state 0:
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// (x,y,z) → (y,z,x): bit2←bit1, bit1←bit0, bit0←bit2
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[0b000, 0b010, 0b110, 0b100, 0b101, 0b111, 0b011, 0b001],
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// State 2 — rotate axes twice: (x,y,z) → (z,x,y).
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// (x,y,z) → (z,x,y): bit2←bit0, bit1←bit2, bit0←bit1
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[0b000, 0b100, 0b101, 0b001, 0b011, 0b111, 0b110, 0b010],
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// State 3 — reflection: traverse in reverse (entry/exit flipped).
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// Reverse of state 0, all bits complemented: (x,y,z) → (1-x,1-y,1-z).
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[0b111, 0b110, 0b100, 0b101, 0b001, 0b000, 0b010, 0b011],
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];
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/// XYZ_TO_H[state][xyz_digit] → Hilbert digit. Permutation-inverse of H_TO_XYZ.
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const XYZ_TO_H: [[u8; 8]; 4] = {
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let mut enc = [[0u8; 8]; 4];
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let mut s = 0usize;
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while s < 4 {
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let mut h = 0usize;
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while h < 8 {
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enc[s][H_TO_XYZ[s][h] as usize] = h as u8;
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h += 1;
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}
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s += 1;
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}
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enc
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};
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/// NEXT_STATE[state][hilbert_digit] → next orientation state.
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///
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/// Derived from the entry/exit analysis: each sub-cell of the 3D Hilbert curve
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/// is entered on one face and exited on another, imposing a rotation or
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/// reflection on the child curve. The transitions below follow the pattern
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/// documented in Hamilton (2006) Table 2 for 3D.
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const NEXT_STATE: [[u8; 8]; 4] = [
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// State 0: cells 0,7 reflect (→ state 3); others rotate (→ states 1,2).
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[1, 2, 3, 2, 1, 2, 3, 2],
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// State 1:
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[0, 3, 1, 3, 0, 3, 1, 3],
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// State 2:
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[3, 0, 2, 0, 3, 0, 2, 0],
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// State 3 (reflected):
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[2, 1, 0, 1, 2, 1, 0, 1],
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];
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// ---------------------------------------------------------------------------
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// Public API
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// ---------------------------------------------------------------------------
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/// Encode 3D integer position into a Hilbert curve index at the given level.
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///
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/// `LEVEL ∈ {1..=4}` matches PR-X3 L1-L4. Axis values must be less than
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/// `2^level`; higher bits are silently masked.
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///
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/// # Examples
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///
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/// ```rust
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/// # use ndarray::hpc::linalg::{hilbert3d_encode, hilbert3d_decode};
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/// assert_eq!(hilbert3d_encode([0, 0, 0], 1), 0);
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/// let idx = hilbert3d_encode([1, 2, 3], 2);
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/// assert_eq!(hilbert3d_decode(idx, 2), [1, 2, 3]);
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/// ```
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pub fn hilbert3d_encode(pos: [u16; 3], level: u8) -> u32 {
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debug_assert!((1..=4).contains(&level), "level must be in 1..=4");
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let p = level as usize;
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let mut index = 0u32;
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let mut state = 0usize;
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// Process bits from most-significant to least-significant.
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for i in 0..p {
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let shift = p - 1 - i;
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let bx = ((pos[0] as u32) >> shift) & 1;
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let by = ((pos[1] as u32) >> shift) & 1;
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let bz = ((pos[2] as u32) >> shift) & 1;
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let xyz = ((bx << 2) | (by << 1) | bz) as usize;
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let h = XYZ_TO_H[state][xyz] as u32;
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index = (index << 3) | h;
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state = NEXT_STATE[state][h as usize] as usize;
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}
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index
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}
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/// Decode Hilbert curve index back to 3D integer position.
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///
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/// `LEVEL ∈ {1..=4}` must match the value used during encoding.
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///
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/// # Examples
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///
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/// ```rust
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/// # use ndarray::hpc::linalg::{hilbert3d_encode, hilbert3d_decode};
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/// assert_eq!(hilbert3d_decode(0, 1), [0, 0, 0]);
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/// ```
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pub fn hilbert3d_decode(index: u32, level: u8) -> [u16; 3] {
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debug_assert!((1..=4).contains(&level), "level must be in 1..=4");
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let p = level as usize;
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let mut pos = [0u16; 3];
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let mut state = 0usize;
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// Process Hilbert digits from most-significant to least-significant.
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for i in 0..p {
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let shift = (p - 1 - i) * 3;
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let h = ((index >> shift) & 0b111) as usize;
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let xyz = H_TO_XYZ[state][h];
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let coord_shift = p - 1 - i;
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pos[0] |= (((xyz >> 2) & 1) as u16) << coord_shift;
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pos[1] |= (((xyz >> 1) & 1) as u16) << coord_shift;
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pos[2] |= ((xyz & 1) as u16) << coord_shift;
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state = NEXT_STATE[state][h] as usize;
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}
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pos
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}
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// ---------------------------------------------------------------------------
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// Tests
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// ---------------------------------------------------------------------------
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#[cfg(test)]
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mod tests {
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use super::*;
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// Verify that XYZ_TO_H is indeed the inverse of H_TO_XYZ for every state.
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#[test]
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fn table_inverse_consistency() {
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for s in 0..4 {
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for h in 0..8usize {
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let xyz = H_TO_XYZ[s][h] as usize;
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assert_eq!(
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XYZ_TO_H[s][xyz] as usize,
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h,
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"state={s}: XYZ_TO_H[{s}][H_TO_XYZ[{s}][{h}]] != {h}"
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);
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}
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}
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}
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/// Boundary: [0,0,0] → 0 at every supported level.
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#[test]
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fn origin_maps_to_zero() {
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for level in 1u8..=4 {
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assert_eq!(
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hilbert3d_encode([0, 0, 0], level),
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0,
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"level={level}: origin must encode to 0"
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);
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assert_eq!(
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hilbert3d_decode(0, level),
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[0, 0, 0],
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"level={level}: index 0 must decode to origin"
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);
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}
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}
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/// Boundary: at level=4 the maximum position [15,15,15] maps to max index 4095.
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///
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/// Level 4 has 4 bits per axis (range 0..=15) and 12 total index bits.
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#[test]
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fn max_position_maps_to_max_index_level4() {
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let level = 4u8;
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let max_coord = (1u16 << level) - 1; // 15
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let max_index = (1u32 << (3 * level as u32)) - 1; // 4095
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let encoded = hilbert3d_encode([max_coord, max_coord, max_coord], level);
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assert_eq!(
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encoded, max_index,
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"level=4: [15,15,15] must encode to 4095"
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);
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assert_eq!(
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hilbert3d_decode(max_index, level),
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[max_coord, max_coord, max_coord]
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);
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}
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/// Exhaustive round-trip at level=2 (4 per axis → 4^3=64 positions).
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///
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/// The scope document's "8^3=512" refers to level=3. At level=2 each axis
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/// spans 0..=3 giving 64 unique positions — all covered here.
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#[test]
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fn round_trip_level2_exhaustive() {
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let level = 2u8;
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let side = 1u16 << level; // 4
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let max_index = 1u32 << (3 * level as u32); // 64
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let mut seen = [false; 64];
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for x in 0..side {
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for y in 0..side {
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for z in 0..side {
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let pos = [x, y, z];
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let idx = hilbert3d_encode(pos, level);
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assert!(
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idx < max_index,
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"level=2: index {idx} out of range [0,64) for pos={pos:?}"
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);
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assert!(
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!seen[idx as usize],
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"level=2: duplicate index {idx} for pos={pos:?}"
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);
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seen[idx as usize] = true;
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let back = hilbert3d_decode(idx, level);
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assert_eq!(
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back, pos,
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"level=2 round-trip failed: pos={pos:?} → idx={idx} → {back:?}"
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);
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}
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}
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}
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}
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/// Exhaustive round-trip at level=3 (8 per axis → 8^3=512 positions).
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#[test]
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fn round_trip_level3_exhaustive() {
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let level = 3u8;
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let side = 1u16 << level; // 8
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let max_index = 1u32 << (3 * level as u32); // 512
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let mut seen = vec![false; max_index as usize];
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for x in 0..side {
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for y in 0..side {
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for z in 0..side {
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let pos = [x, y, z];
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let idx = hilbert3d_encode(pos, level);
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assert!(
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idx < max_index,
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"level=3: index {idx} out of range [0,512) for pos={pos:?}"
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);
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assert!(
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!seen[idx as usize],
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"level=3: duplicate index {idx} for pos={pos:?}"
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);
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seen[idx as usize] = true;
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let back = hilbert3d_decode(idx, level);
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assert_eq!(
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back, pos,
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"level=3 round-trip failed: pos={pos:?} → idx={idx} → {back:?}"
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);
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}
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}
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}
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}
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/// Spatial locality: axis-adjacent 3D positions have close Hilbert indices.
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///
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/// For a correct 3D Hilbert curve, axis-adjacent cells differ by a bounded
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/// amount in index space. We sample all pairs at level=3 and verify at
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/// most 5% exceed a generous upper bound.
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#[test]
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fn spatial_locality_adjacent_positions() {
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let level = 3u8;
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let side = 1u16 << level; // 8
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// Upper bound: 2^(3*(p-1)+1) = 2^7 = 128 for level=3.
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let max_delta = 1u32 << (3 * (level as u32 - 1) + 1);
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let mut violations = 0u32;
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let mut total = 0u32;
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for x in 0..side {
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for y in 0..side {
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for z in 0..side {
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let base = hilbert3d_encode([x, y, z], level);
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for (dx, dy, dz) in [(1u16, 0u16, 0u16), (0, 1, 0), (0, 0, 1)] {
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if x + dx < side && y + dy < side && z + dz < side {
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let nb = hilbert3d_encode([x + dx, y + dy, z + dz], level);
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if base.abs_diff(nb) > max_delta {
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violations += 1;
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}
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total += 1;
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}
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}
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}
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}
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}
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let violation_pct = violations * 100 / total.max(1);
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assert!(
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violation_pct <= 5,
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"spatial locality: {violation_pct}% of adjacent pairs exceed \
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max_delta={max_delta} ({violations}/{total})"
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);
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}
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}

src/hpc/linalg/mod.rs

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@@ -85,3 +85,6 @@ pub use attention::{attention_f32, flash_attention_f32, AttentionConfig};
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pub mod wasserstein;
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pub use wasserstein::{hungarian_f32, sinkhorn_knopp_f32, wasserstein_1_f32};
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pub mod hilbert;
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pub use hilbert::{hilbert3d_decode, hilbert3d_encode};

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