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authorBrecht Van Lommel <brecht@blender.org>2022-07-18 22:07:06 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-08-09 19:42:01 +0300
commit79f1cc601cdbcf142e1bf4c1966f64dcf93b030f (patch)
treec52d15593d4417bc4f6cec958ed123fc4c9d449b /intern/cycles/util/math_intersect.h
parent230f9ade64844a50ea02461cfa005f364de09aa9 (diff)
Cycles: improve ray tracing precision near triangle edges
Detect cases where a ray-intersection would miss the current triangle, which if the intersection is strictly watertight, implies that a neighboring triangle would incorrectly be hit instead. When that is detected, apply a ray-offset. The idea being that we only want to introduce potential error from ray offsets if we really need to. This work for BVH2 and Embree, as we are able to match the ray-interesction bit-for-bit, though doing so for Embree requires ugly hacks. Tiny differences like fused-multiply-add or dot product intrinstics in matrix inversion and ray intersection needed to be matched exactly, so this is fragile. Unfortunately we're not able to do the same for OptiX or MetalRT, since those implementations are unknown (and possibly impossible to match as hardware instructions). Still artifacts are much reduced, though not eliminated. Ref T97259 Differential Revision: https://developer.blender.org/D15559
Diffstat (limited to 'intern/cycles/util/math_intersect.h')
-rw-r--r--intern/cycles/util/math_intersect.h92
1 files changed, 85 insertions, 7 deletions
diff --git a/intern/cycles/util/math_intersect.h b/intern/cycles/util/math_intersect.h
index cc07cbe7745..aa28682f8c1 100644
--- a/intern/cycles/util/math_intersect.h
+++ b/intern/cycles/util/math_intersect.h
@@ -105,6 +105,51 @@ ccl_device bool ray_disk_intersect(float3 ray_P,
return false;
}
+/* Custom rcp, cross and dot implementations that match Embree bit for bit. */
+ccl_device_forceinline float ray_triangle_rcp(const float x)
+{
+#ifdef __KERNEL_NEON__
+ /* Move scalar to vector register and do rcp. */
+ __m128 a;
+ a[0] = x;
+ float32x4_t reciprocal = vrecpeq_f32(a);
+ reciprocal = vmulq_f32(vrecpsq_f32(a, reciprocal), reciprocal);
+ reciprocal = vmulq_f32(vrecpsq_f32(a, reciprocal), reciprocal);
+ return reciprocal[0];
+#elif defined(__KERNEL_SSE__)
+ const __m128 a = _mm_set_ss(x);
+ const __m128 r = _mm_rcp_ss(a);
+
+# ifdef __KERNEL_AVX2_
+ return _mm_cvtss_f32(_mm_mul_ss(r, _mm_fnmadd_ss(r, a, _mm_set_ss(2.0f))));
+# else
+ return _mm_cvtss_f32(_mm_mul_ss(r, _mm_sub_ss(_mm_set_ss(2.0f), _mm_mul_ss(r, a))));
+# endif
+#else
+ return 1.0f / x;
+#endif
+}
+
+ccl_device_inline float ray_triangle_dot(const float3 a, const float3 b)
+{
+#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
+ return madd(ssef(a.x), ssef(b.x), madd(ssef(a.y), ssef(b.y), ssef(a.z) * ssef(b.z)))[0];
+#else
+ return a.x * b.x + a.y * b.y + a.z * b.z;
+#endif
+}
+
+ccl_device_inline float3 ray_triangle_cross(const float3 a, const float3 b)
+{
+#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
+ return make_float3(msub(ssef(a.y), ssef(b.z), ssef(a.z) * ssef(b.y))[0],
+ msub(ssef(a.z), ssef(b.x), ssef(a.x) * ssef(b.z))[0],
+ msub(ssef(a.x), ssef(b.y), ssef(a.y) * ssef(b.x))[0]);
+#else
+ return make_float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
+#endif
+}
+
ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P,
const float3 ray_D,
const float ray_tmin,
@@ -130,9 +175,9 @@ ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P,
const float3 e2 = v1 - v2;
/* Perform edge tests. */
- const float U = dot(cross(e0, v2 + v0), ray_D);
- const float V = dot(cross(e1, v0 + v1), ray_D);
- const float W = dot(cross(e2, v1 + v2), ray_D);
+ const float U = ray_triangle_dot(ray_triangle_cross(e0, v2 + v0), ray_D);
+ const float V = ray_triangle_dot(ray_triangle_cross(e1, v0 + v1), ray_D);
+ const float W = ray_triangle_dot(ray_triangle_cross(e2, v1 + v2), ray_D);
const float UVW = U + V + W;
const float eps = FLT_EPSILON * fabsf(UVW);
@@ -144,7 +189,7 @@ ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P,
}
/* Calculate geometry normal and denominator. */
- const float3 Ng1 = cross(e1, e0);
+ const float3 Ng1 = ray_triangle_cross(e1, e0);
const float3 Ng = Ng1 + Ng1;
const float den = dot(Ng, ray_D);
/* Avoid division by 0. */
@@ -159,13 +204,46 @@ ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P,
return false;
}
- const float rcp_UVW = (fabsf(UVW) < 1e-18f) ? 0.0f : 1.0f / UVW;
- *isect_u = min(U * rcp_UVW, 1.0f);
- *isect_v = min(V * rcp_UVW, 1.0f);
+ const float rcp_uvw = (fabsf(UVW) < 1e-18f) ? 0.0f : ray_triangle_rcp(UVW);
+ *isect_u = min(U * rcp_uvw, 1.0f);
+ *isect_v = min(V * rcp_uvw, 1.0f);
*isect_t = t;
return true;
}
+ccl_device_forceinline bool ray_triangle_intersect_self(const float3 ray_P,
+ const float3 ray_D,
+ const float3 tri_a,
+ const float3 tri_b,
+ const float3 tri_c)
+{
+ /* Matches logic in ray_triangle_intersect, self intersection test to validate
+ * if a ray is going to hit self or might incorrectly hit a neighboring triangle. */
+
+ /* Calculate vertices relative to ray origin. */
+ const float3 v0 = tri_a - ray_P;
+ const float3 v1 = tri_b - ray_P;
+ const float3 v2 = tri_c - ray_P;
+
+ /* Calculate triangle edges. */
+ const float3 e0 = v2 - v0;
+ const float3 e1 = v0 - v1;
+ const float3 e2 = v1 - v2;
+
+ /* Perform edge tests. */
+ const float U = ray_triangle_dot(ray_triangle_cross(v2 + v0, e0), ray_D);
+ const float V = ray_triangle_dot(ray_triangle_cross(v0 + v1, e1), ray_D);
+ const float W = ray_triangle_dot(ray_triangle_cross(v1 + v2, e2), ray_D);
+
+ const float eps = FLT_EPSILON * fabsf(U + V + W);
+ const float minUVW = min(U, min(V, W));
+ const float maxUVW = max(U, max(V, W));
+
+ /* Note the extended epsilon compared to ray_triangle_intersect, to account
+ * for intersections with neighboring triangles that have an epsilon. */
+ return (minUVW >= eps || maxUVW <= -eps);
+}
+
/* Tests for an intersection between a ray and a quad defined by
* its midpoint, normal and sides.
* If ellipse is true, hits outside the ellipse that's enclosed by the