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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:47 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:47 +0400
commit6020d0099039ed18c6a6cd330b68361123c85c1a (patch)
tree511c682800b981019f2eb5dfaf341238ea4882f8 /intern/cycles/kernel/geom
parent8f33538fabe9b2485478b7ce0167c15396bdb355 (diff)
Cycles: add support for mesh deformation motion blur.
Diffstat (limited to 'intern/cycles/kernel/geom')
-rw-r--r--intern/cycles/kernel/geom/geom_bvh.h1
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_subsurface.h4
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_traversal.h4
-rw-r--r--intern/cycles/kernel/geom/geom_motion_triangle.h370
4 files changed, 379 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_bvh.h b/intern/cycles/kernel/geom/geom_bvh.h
index 055b18e63d7..20c3c7c19ca 100644
--- a/intern/cycles/kernel/geom/geom_bvh.h
+++ b/intern/cycles/kernel/geom/geom_bvh.h
@@ -43,6 +43,7 @@
#include "geom_object.h"
#include "geom_curve.h"
#include "geom_triangle.h"
+#include "geom_motion_triangle.h"
CCL_NAMESPACE_BEGIN
diff --git a/intern/cycles/kernel/geom/geom_bvh_subsurface.h b/intern/cycles/kernel/geom/geom_bvh_subsurface.h
index d61929405ef..994c98e5f5f 100644
--- a/intern/cycles/kernel/geom/geom_bvh_subsurface.h
+++ b/intern/cycles/kernel/geom/geom_bvh_subsurface.h
@@ -218,6 +218,10 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio
triangle_intersect_subsurface(kg, isect_array, P, idir, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
break;
}
+ case PRIMITIVE_MOTION_TRIANGLE: {
+ motion_triangle_intersect_subsurface(kg, isect_array, P, idir, ray->time, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
+ break;
+ }
default: {
break;
}
diff --git a/intern/cycles/kernel/geom/geom_bvh_traversal.h b/intern/cycles/kernel/geom/geom_bvh_traversal.h
index 1abefb51976..1fd0772c9ae 100644
--- a/intern/cycles/kernel/geom/geom_bvh_traversal.h
+++ b/intern/cycles/kernel/geom/geom_bvh_traversal.h
@@ -256,6 +256,10 @@ ccl_device bool BVH_FUNCTION_NAME
hit = triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
break;
}
+ case PRIMITIVE_MOTION_TRIANGLE: {
+ hit = motion_triangle_intersect(kg, isect, P, idir, ray->time, visibility, object, primAddr);
+ break;
+ }
#if FEATURE(BVH_HAIR)
case PRIMITIVE_CURVE: {
#if FEATURE(BVH_HAIR_MINIMUM_WIDTH)
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle.h b/intern/cycles/kernel/geom/geom_motion_triangle.h
new file mode 100644
index 00000000000..05642d8ab14
--- /dev/null
+++ b/intern/cycles/kernel/geom/geom_motion_triangle.h
@@ -0,0 +1,370 @@
+/*
+ * Adapted from code Copyright 2009-2010 NVIDIA Corporation
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* todo: find a better (faster) solution for this, maybe store offset per object */
+ccl_device_inline int find_attribute_motion(KernelGlobals *kg, int object, uint id, AttributeElement *elem)
+{
+ uint attr_offset = object*kernel_data.bvh.attributes_map_stride;
+ uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
+
+ while(attr_map.x != id) {
+ attr_offset += ATTR_PRIM_TYPES;
+ attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
+ }
+
+ *elem = (AttributeElement)attr_map.y;
+
+ /* return result */
+ return (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z;
+}
+
+ccl_device_inline void motion_triangle_verts_for_step(KernelGlobals *kg, float3 tri_vindex, int offset, int numverts, int numsteps, int step, float3 verts[3])
+{
+ if(step == numsteps) {
+ /* center step: regular vertex location */
+ verts[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
+ verts[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
+ verts[2] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
+ }
+ else {
+ /* center step not store in this array */
+ if(step > numsteps)
+ step--;
+
+ offset += step*numverts;
+
+ verts[0] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
+ verts[1] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
+ verts[2] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z)));
+ }
+}
+
+ccl_device_inline void motion_triangle_normals_for_step(KernelGlobals *kg, float3 tri_vindex, int offset, int numverts, int numsteps, int step, float3 normals[3])
+{
+ if(step == numsteps) {
+ /* center step: regular vertex location */
+ normals[0] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x)));
+ normals[1] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y)));
+ normals[2] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.z)));
+ }
+ else {
+ /* center step not store in this array */
+ if(step > numsteps)
+ step--;
+
+ offset += step*numverts;
+
+ normals[0] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
+ normals[1] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
+ normals[2] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z)));
+ }
+}
+
+/* return 3 triangle vertex locations */
+ccl_device_inline void motion_triangle_vertices(KernelGlobals *kg, int object, int prim, float time, float3 verts[3])
+{
+ /* get motion info */
+ int numsteps, numverts;
+ object_motion_info(kg, object, &numsteps, &numverts, NULL);
+
+ /* figure out which steps we need to fetch and their interpolation factor */
+ int maxstep = numsteps*2;
+ int step = min((int)(time*maxstep), maxstep-1);
+ float t = time*maxstep - step;
+
+ /* find attribute */
+ AttributeElement elem;
+ int offset = find_attribute_motion(kg, object, ATTR_STD_MOTION_VERTEX_POSITION, &elem);
+ kernel_assert(offset != ATTR_STD_NOT_FOUND);
+
+ /* fetch vertex coordinates */
+ float3 next_verts[3];
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
+
+ motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
+ motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts);
+
+ /* interpolate between steps */
+ verts[0] = (1.0f - t)*verts[0] + t*next_verts[0];
+ verts[1] = (1.0f - t)*verts[1] + t*next_verts[1];
+ verts[2] = (1.0f - t)*verts[2] + t*next_verts[2];
+}
+
+/* Refine triangle intersection to more precise hit point. For rays that travel
+ * far the precision is often not so good, this reintersects the primitive from
+ * a closer distance. */
+
+ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3])
+{
+ float3 P = ray->P;
+ float3 D = ray->D;
+ float t = isect->t;
+
+#ifdef __INTERSECTION_REFINE__
+ if(isect->object != ~0) {
+#ifdef __OBJECT_MOTION__
+ Transform tfm = sd->ob_itfm;
+#else
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
+#endif
+
+ P = transform_point(&tfm, P);
+ D = transform_direction(&tfm, D*t);
+ D = normalize_len(D, &t);
+ }
+
+ P = P + D*t;
+
+ /* compute refined intersection distance */
+ const float3 e1 = verts[0] - verts[2];
+ const float3 e2 = verts[1] - verts[2];
+ const float3 s1 = cross(D, e2);
+
+ const float invdivisor = 1.0f/dot(s1, e1);
+ const float3 d = P - verts[2];
+ const float3 s2 = cross(d, e1);
+ float rt = dot(e2, s2)*invdivisor;
+
+ /* compute refined position */
+ P = P + D*rt;
+
+ if(isect->object != ~0) {
+#ifdef __OBJECT_MOTION__
+ Transform tfm = sd->ob_tfm;
+#else
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
+#endif
+
+ P = transform_point(&tfm, P);
+ }
+
+ return P;
+#else
+ return P + D*t;
+#endif
+}
+
+/* same as above, except that isect->t is assumed to be in object space for instancing */
+ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3])
+{
+ float3 P = ray->P;
+ float3 D = ray->D;
+ float t = isect->t;
+
+#ifdef __INTERSECTION_REFINE__
+ if(isect->object != ~0) {
+#ifdef __OBJECT_MOTION__
+ Transform tfm = sd->ob_itfm;
+#else
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
+#endif
+
+ P = transform_point(&tfm, P);
+ D = transform_direction(&tfm, D);
+ D = normalize(D);
+ }
+
+ P = P + D*t;
+
+ /* compute refined intersection distance */
+ const float3 e1 = verts[0] - verts[2];
+ const float3 e2 = verts[1] - verts[2];
+ const float3 s1 = cross(D, e2);
+
+ const float invdivisor = 1.0f/dot(s1, e1);
+ const float3 d = P - verts[2];
+ const float3 s2 = cross(d, e1);
+ float rt = dot(e2, s2)*invdivisor;
+
+ P = P + D*rt;
+
+ if(isect->object != ~0) {
+#ifdef __OBJECT_MOTION__
+ Transform tfm = sd->ob_tfm;
+#else
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
+#endif
+
+ P = transform_point(&tfm, P);
+ }
+
+ return P;
+#else
+ return P + D*t;
+#endif
+}
+
+/* return 3 triangle vertex normals */
+ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface)
+{
+ /* get shader */
+ float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
+ sd->shader = __float_as_int(Ns.w);
+
+ /* get motion info */
+ int numsteps, numverts;
+ object_motion_info(kg, sd->object, &numsteps, &numverts, NULL);
+
+ /* figure out which steps we need to fetch and their interpolation factor */
+ int maxstep = numsteps*2;
+ int step = min((int)(sd->time*maxstep), maxstep-1);
+ float t = sd->time*maxstep - step;
+
+ /* find attribute */
+ AttributeElement elem;
+ int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION, &elem);
+ kernel_assert(offset != ATTR_STD_NOT_FOUND);
+
+ /* fetch vertex coordinates */
+ float3 verts[3], next_verts[3];
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
+
+ motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
+ motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts);
+
+ /* interpolate between steps */
+ verts[0] = (1.0f - t)*verts[0] + t*next_verts[0];
+ verts[1] = (1.0f - t)*verts[1] + t*next_verts[1];
+ verts[2] = (1.0f - t)*verts[2] + t*next_verts[2];
+
+ /* compute refined position */
+ if(!subsurface)
+ sd->P = motion_triangle_refine(kg, sd, isect, ray, verts);
+ else
+ sd->P = motion_triangle_refine_subsurface(kg, sd, isect, ray, verts);
+
+ /* compute face normal */
+ float3 Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
+
+ sd->Ng = Ng;
+ sd->N = Ng;
+
+ /* compute derivatives of P w.r.t. uv */
+#ifdef __DPDU__
+ sd->dPdu = (verts[0] - verts[2]);
+ sd->dPdv = (verts[1] - verts[2]);
+#endif
+
+ /* compute smooth normal */
+ if(sd->shader & SHADER_SMOOTH_NORMAL) {
+ /* find attribute */
+ AttributeElement elem;
+ int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL, &elem);
+ kernel_assert(offset != ATTR_STD_NOT_FOUND);
+
+ /* fetch vertex coordinates */
+ float3 normals[3], next_normals[3];
+ motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
+ motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_normals);
+
+ /* interpolate between steps */
+ normals[0] = (1.0f - t)*normals[0] + t*next_normals[0];
+ normals[1] = (1.0f - t)*normals[1] + t*next_normals[1];
+ normals[2] = (1.0f - t)*normals[2] + t*next_normals[2];
+
+ /* interpolate between vertices */
+ float u = sd->u;
+ float v = sd->v;
+ float w = 1.0f - u - v;
+ sd->N = (u*normals[0] + v*normals[1] + w*normals[2]);
+ }
+}
+
+
+
+ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, Intersection *isect,
+ float3 P, float3 idir, float time, uint visibility, int object, int triAddr)
+{
+ /* primitive index for vertex location lookup */
+ int prim = kernel_tex_fetch(__prim_index, triAddr);
+ int fobject = (object == ~0)? kernel_tex_fetch(__prim_object, triAddr): object;
+
+ /* get vertex locations for intersection */
+ float3 verts[3];
+ motion_triangle_vertices(kg, fobject, prim, time, verts);
+
+ /* ray-triangle intersection, unoptimized */
+ float3 D = 1.0f/idir;
+ float t, u, v;
+
+ if(ray_triangle_intersect_uv(P, D, isect->t, verts[2], verts[0], verts[1], &u, &v, &t)) {
+ isect->prim = triAddr;
+ isect->object = object;
+ isect->type = PRIMITIVE_MOTION_TRIANGLE;
+ isect->u = u;
+ isect->v = v;
+ isect->t = t;
+
+ return true;
+ }
+
+ return false;
+}
+
+#ifdef __SUBSURFACE__
+/* Special ray intersection routines for subsurface scattering. In that case we
+ * only want to intersect with primitives in the same object, and if case of
+ * multiple hits we pick a single random primitive as the intersection point. */
+
+ccl_device_inline void motion_triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array,
+ float3 P, float3 idir, float time, int object, int triAddr, float tmax, uint *num_hits, uint *lcg_state, int max_hits)
+{
+ /* primitive index for vertex location lookup */
+ int prim = kernel_tex_fetch(__prim_index, triAddr);
+ int fobject = (object == ~0)? kernel_tex_fetch(__prim_object, triAddr): object;
+
+ /* get vertex locations for intersection */
+ float3 verts[3];
+ motion_triangle_vertices(kg, fobject, prim, time, verts);
+
+ /* ray-triangle intersection, unoptimized */
+ float3 D = 1.0f/idir;
+ float t, u, v;
+
+ if(ray_triangle_intersect_uv(P, D, tmax, verts[2], verts[0], verts[1], &u, &v, &t)) {
+ (*num_hits)++;
+
+ int hit;
+
+ if(*num_hits <= max_hits) {
+ hit = *num_hits - 1;
+ }
+ else {
+ /* reservoir sampling: if we are at the maximum number of
+ * hits, randomly replace element or skip it */
+ hit = lcg_step_uint(lcg_state) % *num_hits;
+
+ if(hit >= max_hits)
+ return;
+ }
+
+ /* record intersection */
+ Intersection *isect = &isect_array[hit];
+ isect->prim = triAddr;
+ isect->object = object;
+ isect->type = PRIMITIVE_MOTION_TRIANGLE;
+ isect->u = u;
+ isect->v = v;
+ isect->t = t;
+ }
+}
+#endif
+
+CCL_NAMESPACE_END
+