diff options
author | Ton Roosendaal <ton@blender.org> | 2011-04-27 15:58:34 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2011-04-27 15:58:34 +0400 |
commit | da376e0237517543aa21740ee2363234ee1c20ae (patch) | |
tree | 014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/kernel/kernel_qbvh.h | |
parent | 693780074388111e7b9ef1c3825e462f398dc6c4 (diff) |
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/kernel/kernel_qbvh.h')
-rw-r--r-- | intern/cycles/kernel/kernel_qbvh.h | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_qbvh.h b/intern/cycles/kernel/kernel_qbvh.h new file mode 100644 index 00000000000..96e68d797dd --- /dev/null +++ b/intern/cycles/kernel/kernel_qbvh.h @@ -0,0 +1,413 @@ +/* + * 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 + +/* + * "Persistent while-while kernel" used in: + * + * "Understanding the Efficiency of Ray Traversal on GPUs", + * Timo Aila and Samuli Laine, + * Proc. High-Performance Graphics 2009 + */ + +/* bottom-most stack entry, indicating the end of traversal */ + +#define ENTRYPOINT_SENTINEL 0x76543210 +/* 64 object BVH + 64 mesh BVH + 64 object node splitting */ +#define QBVH_STACK_SIZE 192 +#define QBVH_NODE_SIZE 8 +#define TRI_NODE_SIZE 3 + +__device_inline float3 qbvh_inverse_direction(float3 dir) +{ + // Avoid divide by zero (ooeps = exp2f(-80.0f)) + float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f; + float3 idir; + + idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x)); + idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y)); + idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z)); + + return idir; +} + +__device_inline void qbvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax) +{ + Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM); + + *P = transform(&tfm, ray->P); + + float3 dir = transform_direction(&tfm, ray->D); + + float len; + dir = normalize_len(dir, &len); + + *idir = qbvh_inverse_direction(dir); + + if(*t != FLT_MAX) + *t *= len; +} + +__device_inline void qbvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax) +{ + Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); + + if(*t != FLT_MAX) + *t *= len(transform_direction(&tfm, 1.0f/(*idir))); + + *P = ray->P; + *idir = qbvh_inverse_direction(ray->D); +} + +#ifdef __KERNEL_CPU__ + +__device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild, + int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr) +{ + /* X axis */ + const __m128 bminx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0); + const __m128 t0x = _mm_mul_ps(_mm_sub_ps(bminx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x)); + const __m128 bmaxx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1); + const __m128 t1x = _mm_mul_ps(_mm_sub_ps(bmaxx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x)); + + __m128 tmin = _mm_max_ps(_mm_min_ps(t0x, t1x), _mm_setzero_ps()); + __m128 tmax = _mm_min_ps(_mm_max_ps(t0x, t1x), _mm_set_ps1(t)); + + /* Y axis */ + const __m128 bminy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2); + const __m128 t0y = _mm_mul_ps(_mm_sub_ps(bminy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y)); + const __m128 bmaxy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3); + const __m128 t1y = _mm_mul_ps(_mm_sub_ps(bmaxy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y)); + + tmin = _mm_max_ps(_mm_min_ps(t0y, t1y), tmin); + tmax = _mm_min_ps(_mm_max_ps(t0y, t1y), tmax); + + /* Z axis */ + const __m128 bminz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4); + const __m128 t0z = _mm_mul_ps(_mm_sub_ps(bminz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z)); + const __m128 bmaxz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5); + const __m128 t1z = _mm_mul_ps(_mm_sub_ps(bmaxz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z)); + + tmin = _mm_max_ps(_mm_min_ps(t0z, t1z), tmin); + tmax = _mm_min_ps(_mm_max_ps(t0z, t1z), tmax); + + /* compare and get mask */ + *traverseChild = _mm_movemask_ps(_mm_cmple_ps(tmin, tmax)); + + /* get node addresses */ + float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6); + + nodeAddrChild[0] = __float_as_int(cnodes.x); + nodeAddrChild[1] = __float_as_int(cnodes.y); + nodeAddrChild[2] = __float_as_int(cnodes.z); + nodeAddrChild[3] = __float_as_int(cnodes.w); +} + +#else + +__device_inline bool qbvh_bb_intersect(float3 bmin, float3 bmax, float3 P, float3 idir, float t) +{ + float t0x = (bmin.x - P.x)*idir.x; + float t1x = (bmax.x - P.x)*idir.x; + float t0y = (bmin.y - P.y)*idir.y; + float t1y = (bmax.y - P.y)*idir.y; + float t0z = (bmin.z - P.z)*idir.z; + float t1z = (bmax.z - P.z)*idir.z; + + float minx = min(t0x, t1x); + float maxx = max(t0x, t1x); + float miny = min(t0y, t1y); + float maxy = max(t0y, t1y); + float minz = min(t0z, t1z); + float maxz = max(t0z, t1z); + + float tmin = max4(0.0f, minx, miny, minz); + float tmax = min4(t, maxx, maxy, maxz); + + return (tmin <= tmax); +} + +/* intersect four bounding boxes */ +__device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild, + int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr) +{ + /* fetch node data */ + float4 minx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0); + float4 miny = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2); + float4 minz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4); + float4 maxx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1); + float4 maxy = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3); + float4 maxz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5); + + /* intersect bounding boxes */ + bool traverseChild0 = qbvh_bb_intersect(make_float3(minx.x, miny.x, minz.x), make_float3(maxx.x, maxy.x, maxz.x), P, idir, t); + bool traverseChild1 = qbvh_bb_intersect(make_float3(minx.y, miny.y, minz.y), make_float3(maxx.y, maxy.y, maxz.y), P, idir, t); + bool traverseChild2 = qbvh_bb_intersect(make_float3(minx.z, miny.z, minz.z), make_float3(maxx.z, maxy.z, maxz.z), P, idir, t); + bool traverseChild3 = qbvh_bb_intersect(make_float3(minx.w, miny.w, minz.w), make_float3(maxx.w, maxy.w, maxz.w), P, idir, t); + + *traverseChild = 0; + if(traverseChild0) *traverseChild |= 1; + if(traverseChild1) *traverseChild |= 2; + if(traverseChild2) *traverseChild |= 4; + if(traverseChild3) *traverseChild |= 8; + + /* get node addresses */ + float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6); + + nodeAddrChild[0] = __float_as_int(cnodes.x); + nodeAddrChild[1] = __float_as_int(cnodes.y); + nodeAddrChild[2] = __float_as_int(cnodes.z); + nodeAddrChild[3] = __float_as_int(cnodes.w); +} + +#endif + +/* Sven Woop's algorithm */ +__device_inline void qbvh_triangle_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 idir, int object, int triAddr) +{ + /* compute and check intersection t-value */ + float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0); + float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1); + float3 dir = 1.0f/idir; + + float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z; + float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z); + float t = Oz * invDz; + + if(t > 0.0f && t < isect->t) { + /* compute and check barycentric u */ + float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z; + float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z; + float u = Ox + t*Dx; + + if(u >= 0.0f) { + /* compute and check barycentric v */ + float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2); + float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z; + float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z; + float v = Oy + t*Dy; + + if(v >= 0.0f && u + v <= 1.0f) { + /* record intersection */ + isect->prim = triAddr; + isect->object = object; + isect->u = u; + isect->v = v; + isect->t = t; + } + } + } +} + +__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const bool isshadowray, Intersection *isect) +{ + /* traversal stack in CUDA thread-local memory */ + int traversalStack[QBVH_STACK_SIZE]; + traversalStack[0] = ENTRYPOINT_SENTINEL; + + /* traversal variables in registers */ + int stackPtr = 0; + int nodeAddr = kernel_data.bvh.root; + + /* ray parameters in registers */ + const float tmax = ray->t; + float3 P = ray->P; + float3 idir = qbvh_inverse_direction(ray->D); + int object = ~0; + + isect->t = tmax; + isect->object = ~0; + isect->prim = ~0; + isect->u = 0.0f; + isect->v = 0.0f; + + /* traversal loop */ + do { + do + { + /* traverse internal nodes */ + while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) + { + int traverseChild, nodeAddrChild[4]; + + qbvh_node_intersect(kg, &traverseChild, nodeAddrChild, + P, idir, isect->t, nodeAddr); + + if(traverseChild & 1) { + ++stackPtr; + traversalStack[stackPtr] = nodeAddrChild[0]; + } + + if(traverseChild & 2) { + ++stackPtr; + traversalStack[stackPtr] = nodeAddrChild[1]; + } + if(traverseChild & 4) { + ++stackPtr; + traversalStack[stackPtr] = nodeAddrChild[2]; + } + + if(traverseChild & 8) { + ++stackPtr; + traversalStack[stackPtr] = nodeAddrChild[3]; + } + + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } + + /* if node is leaf, fetch triangle list */ + if(nodeAddr < 0) { + float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*QBVH_NODE_SIZE+(QBVH_NODE_SIZE-2)); + int primAddr = __float_as_int(leaf.x); + +#ifdef __INSTANCING__ + if(primAddr >= 0) { +#endif + int primAddr2 = __float_as_int(leaf.y); + + /* pop */ + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + + /* triangle intersection */ + while(primAddr < primAddr2) { + /* intersect ray against triangle */ + qbvh_triangle_intersect(kg, isect, P, idir, object, primAddr); + + /* shadow ray early termination */ + if(isshadowray && isect->prim != ~0) + return true; + + primAddr++; + } +#ifdef __INSTANCING__ + } + else { + /* instance push */ + object = kernel_tex_fetch(__prim_object, -primAddr-1); + + qbvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax); + + ++stackPtr; + traversalStack[stackPtr] = ENTRYPOINT_SENTINEL; + + nodeAddr = kernel_tex_fetch(__object_node, object); + } +#endif + } + } while(nodeAddr != ENTRYPOINT_SENTINEL); + +#ifdef __INSTANCING__ + if(stackPtr >= 0) { + kernel_assert(object != ~0); + + /* instance pop */ + qbvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax); + object = ~0; + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } +#endif + } while(nodeAddr != ENTRYPOINT_SENTINEL); + + return (isect->prim != ~0); +} + +__device_inline float3 ray_offset(float3 P, float3 Ng) +{ +#ifdef __INTERSECTION_REFINE__ + const float epsilon_f = 1e-5f; + const int epsilon_i = 32; + + float3 res; + + /* x component */ + if(fabsf(P.x) < epsilon_f) { + res.x = P.x + Ng.x*epsilon_f; + } + else { + uint ix = __float_as_uint(P.x); + ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i; + res.x = __uint_as_float(ix); + } + + /* y component */ + if(fabsf(P.y) < epsilon_f) { + res.y = P.y + Ng.y*epsilon_f; + } + else { + uint iy = __float_as_uint(P.y); + iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i; + res.y = __uint_as_float(iy); + } + + /* z component */ + if(fabsf(P.z) < epsilon_f) { + res.z = P.z + Ng.z*epsilon_f; + } + else { + uint iz = __float_as_uint(P.z); + iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i; + res.z = __uint_as_float(iz); + } + + return res; +#else + const float epsilon_f = 1e-4f; + return P + epsilon_f*Ng; +#endif +} + +__device_inline float3 bvh_triangle_refine(KernelGlobals *kg, const Intersection *isect, const Ray *ray) +{ + float3 P = ray->P; + float3 D = ray->D; + float t = isect->t; + +#ifdef __INTERSECTION_REFINE__ + if(isect->object != ~0) { + Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); + + P = transform(&tfm, P); + D = transform_direction(&tfm, D*t); + D = normalize_len(D, &t); + } + + P = P + D*t; + + float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0); + float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z; + float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z); + float rt = Oz * invDz; + + P = P + D*rt; + + if(isect->object != ~0) { + Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); + P = transform(&tfm, P); + } + + return P; +#else + return P + D*t; +#endif +} + +CCL_NAMESPACE_END + |