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authorBrecht Van Lommel <brecht@blender.org>2022-02-24 21:20:03 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-02-24 21:35:36 +0300
commit6e396e21e666d4c614ded626455011b5a5011b1d (patch)
tree2c5ed51f7d005e118e873bf18d2369c144b065a5 /intern
parent7b37d980b97fd6f2fde7561c5f2a881f46db2c1f (diff)
Cleanup: remove unused ray offset function
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/bvh/util.h21
1 files changed, 0 insertions, 21 deletions
diff --git a/intern/cycles/kernel/bvh/util.h b/intern/cycles/kernel/bvh/util.h
index 39c3ecd78c0..ec23f3a46fe 100644
--- a/intern/cycles/kernel/bvh/util.h
+++ b/intern/cycles/kernel/bvh/util.h
@@ -18,27 +18,6 @@
CCL_NAMESPACE_BEGIN
-/* Ray offset to avoid self intersection.
- *
- * This function should be used to compute a modified ray start position for
- * rays leaving from a surface. This is from "A Fast and Robust Method for Avoiding
- * Self-Intersection" see https://research.nvidia.com/publication/2019-03_A-Fast-and
- */
-ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
-{
- const float int_scale = 256.0f;
- int3 of_i = make_int3((int)(int_scale * Ng.x), (int)(int_scale * Ng.y), (int)(int_scale * Ng.z));
-
- float3 p_i = make_float3(__int_as_float(__float_as_int(P.x) + ((P.x < 0) ? -of_i.x : of_i.x)),
- __int_as_float(__float_as_int(P.y) + ((P.y < 0) ? -of_i.y : of_i.y)),
- __int_as_float(__float_as_int(P.z) + ((P.z < 0) ? -of_i.z : of_i.z)));
- const float origin = 1.0f / 32.0f;
- const float float_scale = 1.0f / 65536.0f;
- return make_float3(fabsf(P.x) < origin ? P.x + float_scale * Ng.x : p_i.x,
- fabsf(P.y) < origin ? P.y + float_scale * Ng.y : p_i.y,
- fabsf(P.z) < origin ? P.z + float_scale * Ng.z : p_i.z);
-}
-
#if defined(__KERNEL_CPU__)
ccl_device int intersections_compare(const void *a, const void *b)
{