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authorThomas Dinges <blender@dingto.org>2015-04-30 00:21:05 +0300
committerThomas Dinges <blender@dingto.org>2015-04-30 00:31:06 +0300
commitb3def11f5b751ead0bc8bcf100ff4ab3f2b10981 (patch)
tree01ea4ae7e498a9d0764dd82ba0b2ae0c52d5dd5e /intern/cycles/kernel/kernel_volume.h
parente9dcb068c749bc9e73450a4feb491551ede58c07 (diff)
Cycles: Record all possible volume intersections for SSS and camera checks
This replaces sequential ray moving followed with scene intersection with single BVH traversal, which gives us all possible intersections. Only implemented for CPU, due to qsort and a bigger memory usage on GPU which we rather avoid. GPU still uses the regular bvh volume intersection code, while CPU now uses the new code. This improves render performance for scenes with: a) Camera inside volume mesh b) SSS mesh intersecting a volume mesh/domain In simple volume files (not much geometry) performance is roughly the same (slightly faster). In files with a lot of geometry, the performance increase is larger. bmps.blend with a volume shader and camera inside the mesh, it renders ~10% faster here. Patch by Sergey and myself. Differential Revision: https://developer.blender.org/D1264
Diffstat (limited to 'intern/cycles/kernel/kernel_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_volume.h63
1 files changed, 63 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index 32c7e4eef09..e06568457c6 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -993,6 +993,48 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
volume_ray.t = FLT_MAX;
int stack_index = 0, enclosed_index = 0;
+
+#ifdef __VOLUME_RECORD_ALL__
+ Intersection hits[2*VOLUME_STACK_SIZE];
+ uint num_hits = scene_intersect_volume_all(kg,
+ &volume_ray,
+ hits,
+ 2*VOLUME_STACK_SIZE);
+ if(num_hits > 0) {
+ int enclosed_volumes[VOLUME_STACK_SIZE];
+ Intersection *isect = hits;
+
+ qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
+
+ for(uint hit = 0; hit < num_hits; ++hit, ++isect) {
+ ShaderData sd;
+ shader_setup_from_ray(kg, &sd, isect, &volume_ray, 0, 0);
+ if(sd.flag & SD_BACKFACING) {
+ /* If ray exited the volume and never entered to that volume
+ * it means that camera is inside such a volume.
+ */
+ bool is_enclosed = false;
+ for(int i = 0; i < enclosed_index; ++i) {
+ if(enclosed_volumes[i] == sd.object) {
+ is_enclosed = true;
+ break;
+ }
+ }
+ if(is_enclosed == false) {
+ stack[stack_index].object = sd.object;
+ stack[stack_index].shader = sd.shader;
+ ++stack_index;
+ }
+ }
+ else {
+ /* If ray from camera enters the volume, this volume shouldn't
+ * be added to the stack on exit.
+ */
+ enclosed_volumes[enclosed_index++] = sd.object;
+ }
+ }
+ }
+#else
int enclosed_volumes[VOLUME_STACK_SIZE];
int step = 0;
@@ -1035,6 +1077,7 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
volume_ray.P = ray_offset(sd.P, -sd.Ng);
++step;
}
+#endif
/* stack_index of 0 means quick checks outside of the kernel gave false
* positive, nothing to worry about, just we've wasted quite a few of
* ticks just to come into conclusion that camera is in the air.
@@ -1105,6 +1148,25 @@ ccl_device void kernel_volume_stack_update_for_subsurface(KernelGlobals *kg,
kernel_assert(kernel_data.integrator.use_volumes);
Ray volume_ray = *ray;
+
+#ifdef __VOLUME_RECORD_ALL__
+ Intersection hits[2*VOLUME_STACK_SIZE];
+ uint num_hits = scene_intersect_volume_all(kg,
+ &volume_ray,
+ hits,
+ 2*VOLUME_STACK_SIZE);
+ if(num_hits > 0) {
+ Intersection *isect = hits;
+
+ qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
+
+ for(uint hit = 0; hit < num_hits; ++hit, ++isect) {
+ ShaderData sd;
+ shader_setup_from_ray(kg, &sd, isect, &volume_ray, 0, 0);
+ kernel_volume_stack_enter_exit(kg, &sd, stack);
+ }
+ }
+#else
Intersection isect;
int step = 0;
while(step < 2 * VOLUME_STACK_SIZE &&
@@ -1119,6 +1181,7 @@ ccl_device void kernel_volume_stack_update_for_subsurface(KernelGlobals *kg,
volume_ray.t -= sd.ray_length;
++step;
}
+#endif
}
#endif