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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
commit1d8c79818870b92df46c443d7778438aa67d019c (patch)
treeba3fc305671261e40851d8a230a33ebe19396e95 /intern/cycles/util/util_transform.h
parent796dd8a321108df26757fb9df5c2aa6eb42c9633 (diff)
Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout the code. There's some code for actual camera/object motion blur raytracing but it's unfinished (it badly slows down the raytracing kernel even when the option is turned off), so that code it disabled still. Motion vector export from Blender tries to avoid computing derived meshes when the mesh does not have a deforming modifier, and it also won't store motion vectors for every vertex if only the object or camera is moving.
Diffstat (limited to 'intern/cycles/util/util_transform.h')
-rw-r--r--intern/cycles/util/util_transform.h118
1 files changed, 118 insertions, 0 deletions
diff --git a/intern/cycles/util/util_transform.h b/intern/cycles/util/util_transform.h
index aeaef7b0e21..03dfbaa441d 100644
--- a/intern/cycles/util/util_transform.h
+++ b/intern/cycles/util/util_transform.h
@@ -28,6 +28,8 @@
CCL_NAMESPACE_BEGIN
+/* Data Types */
+
typedef struct Transform {
float4 x, y, z, w; /* rows */
@@ -37,6 +39,17 @@ typedef struct Transform {
#endif
} Transform;
+typedef struct MotionTransform {
+ Transform pre;
+ Transform post;
+} MotionTransform;
+
+/* transform decomposed in rotation/translation/scale. we use the same data
+ * structure as Transform, and tightly pack decomposition into it. first the
+ * rotation (4), then translation (3), then 3x3 scale matrix (9) */
+
+/* Functions */
+
__device_inline float3 transform_perspective(const Transform *t, const float3 a)
{
float4 b = make_float4(a.x, a.y, a.z, 1.0f);
@@ -62,6 +75,15 @@ __device_inline float3 transform_direction(const Transform *t, const float3 a)
return c;
}
+__device_inline float3 transform_direction_transposed(const Transform *t, const float3 a)
+{
+ float3 x = make_float3(t->x.x, t->y.x, t->z.x);
+ float3 y = make_float3(t->x.y, t->y.y, t->z.y);
+ float3 z = make_float3(t->x.z, t->y.z, t->z.z);
+
+ return make_float3(dot(x, a), dot(y, a), dot(z, a));
+}
+
#ifndef __KERNEL_GPU__
__device_inline void print_transform(const char *label, const Transform& t)
@@ -272,6 +294,102 @@ __device_inline Transform transform_clear_scale(const Transform& tfm)
#endif
+/* Motion Transform */
+
+__device_inline float4 quat_interpolate(float4 q1, float4 q2, float t)
+{
+ float costheta = dot(q1, q2);
+
+ if(costheta > 0.9995f) {
+ return normalize((1.0f - t)*q1 + t*q2);
+ }
+ else {
+ float theta = acosf(clamp(costheta, -1.0f, 1.0f));
+ float thetap = theta * t;
+ float4 qperp = normalize(q2 - q1 * costheta);
+ return q1 * cosf(thetap) + qperp * sinf(thetap);
+ }
+}
+
+__device_inline Transform transform_quick_inverse(Transform M)
+{
+ Transform R;
+ float det = M.x.x*(M.z.z*M.y.y - M.z.y*M.y.z) - M.y.x*(M.z.z*M.x.y - M.z.y*M.x.z) + M.z.x*(M.y.z*M.x.y - M.y.y*M.x.z);
+
+ det = (det != 0.0f)? 1.0f/det: 0.0f;
+
+ float3 Rx = det*make_float3(M.z.z*M.y.y - M.z.y*M.y.z, M.z.y*M.x.z - M.z.z*M.x.y, M.y.z*M.x.y - M.y.y*M.x.z);
+ float3 Ry = det*make_float3(M.z.x*M.y.z - M.z.z*M.y.x, M.z.z*M.x.x - M.z.x*M.x.z, M.y.x*M.x.z - M.y.z*M.x.x);
+ float3 Rz = det*make_float3(M.z.y*M.y.x - M.z.x*M.y.y, M.z.x*M.x.y - M.z.y*M.x.x, M.y.y*M.x.x - M.y.x*M.x.y);
+ float3 T = -make_float3(M.x.w, M.y.w, M.z.w);
+
+ R.x = make_float4(Rx.x, Rx.y, Rx.z, dot(Rx, T));
+ R.y = make_float4(Ry.x, Ry.y, Ry.z, dot(Ry, T));
+ R.z = make_float4(Rz.x, Rz.y, Rz.z, dot(Rz, T));
+ R.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
+
+ return R;
+}
+
+__device_inline void transform_compose(Transform *tfm, const Transform *decomp)
+{
+ /* rotation */
+ float q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
+
+ q0 = M_SQRT2_F * decomp->x.w;
+ q1 = M_SQRT2_F * decomp->x.x;
+ q2 = M_SQRT2_F * decomp->x.y;
+ q3 = M_SQRT2_F * decomp->x.z;
+
+ qda = q0*q1;
+ qdb = q0*q2;
+ qdc = q0*q3;
+ qaa = q1*q1;
+ qab = q1*q2;
+ qac = q1*q3;
+ qbb = q2*q2;
+ qbc = q2*q3;
+ qcc = q3*q3;
+
+ float3 rotation_x = make_float3(1.0f-qbb-qcc, -qdc+qab, qdb+qac);
+ float3 rotation_y = make_float3(qdc+qab, 1.0f-qaa-qcc, -qda+qbc);
+ float3 rotation_z = make_float3(-qdb+qac, qda+qbc, 1.0f-qaa-qbb);
+
+ /* scale */
+ float3 scale_x = make_float3(decomp->y.w, decomp->z.z, decomp->w.y);
+ float3 scale_y = make_float3(decomp->z.x, decomp->z.w, decomp->w.z);
+ float3 scale_z = make_float3(decomp->z.y, decomp->w.x, decomp->w.w);
+
+ /* compose with translation */
+ tfm->x = make_float4(dot(rotation_x, scale_x), dot(rotation_x, scale_y), dot(rotation_x, scale_z), decomp->y.x);
+ tfm->y = make_float4(dot(rotation_y, scale_x), dot(rotation_y, scale_y), dot(rotation_y, scale_z), decomp->y.y);
+ tfm->z = make_float4(dot(rotation_z, scale_x), dot(rotation_z, scale_y), dot(rotation_z, scale_z), decomp->y.z);
+ tfm->w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
+}
+
+__device void transform_motion_interpolate(Transform *tfm, const MotionTransform *motion, float t)
+{
+ Transform decomp;
+
+ decomp.x = quat_interpolate(motion->pre.x, motion->post.x, t);
+ decomp.y = (1.0f - t)*motion->pre.y + t*motion->post.y;
+ decomp.z = (1.0f - t)*motion->pre.z + t*motion->post.z;
+ decomp.w = (1.0f - t)*motion->pre.w + t*motion->post.w;
+
+ transform_compose(tfm, &decomp);
+}
+
+#ifndef __KERNEL_GPU__
+
+__device_inline bool operator==(const MotionTransform& A, const MotionTransform& B)
+{
+ return (A.pre == B.pre && A.post == B.post);
+}
+
+void transform_motion_decompose(MotionTransform *decomp, const MotionTransform *motion);
+
+#endif
+
CCL_NAMESPACE_END
#endif /* __UTIL_TRANSFORM_H__ */