diff options
Diffstat (limited to 'intern/cycles/kernel/geom/triangle_intersect.h')
-rw-r--r-- | intern/cycles/kernel/geom/triangle_intersect.h | 114 |
1 files changed, 10 insertions, 104 deletions
diff --git a/intern/cycles/kernel/geom/triangle_intersect.h b/intern/cycles/kernel/geom/triangle_intersect.h index 0169b40bc34..8458cf020a0 100644 --- a/intern/cycles/kernel/geom/triangle_intersect.h +++ b/intern/cycles/kernel/geom/triangle_intersect.h @@ -142,116 +142,23 @@ ccl_device_inline bool triangle_intersect_local(KernelGlobals kg, } #endif /* __BVH_LOCAL__ */ -/* Refine triangle intersection to more precise hit point. For rays that travel - * far the precision is often not so good, this reintersects the primitive from - * a closer distance. */ - -/* Reintersections uses the paper: - * - * Tomas Moeller - * Fast, minimum storage ray/triangle intersection - * http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf +/** + * Use the barycentric coordinates to get the intersection location */ - -ccl_device_inline float3 triangle_refine(KernelGlobals kg, - ccl_private ShaderData *sd, - float3 P, - float3 D, - float t, - const int isect_object, - const int isect_prim) +ccl_device_inline float3 triangle_point_from_uv(KernelGlobals kg, + ccl_private ShaderData *sd, + const int isect_object, + const int isect_prim, + const float u, + const float v) { -#ifdef __INTERSECTION_REFINE__ - if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { - if (UNLIKELY(t == 0.0f)) { - return P; - } - const Transform tfm = object_get_inverse_transform(kg, sd); - - P = transform_point(&tfm, P); - D = transform_direction(&tfm, D * t); - D = normalize_len(D, &t); - } - - P = P + D * t; - const uint tri_vindex = kernel_tex_fetch(__tri_vindex, isect_prim).w; const packed_float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0), tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1), tri_c = kernel_tex_fetch(__tri_verts, tri_vindex + 2); - float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); - float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); - float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); - float3 qvec = cross(tvec, edge1); - float3 pvec = cross(D, edge2); - float det = dot(edge1, pvec); - if (det != 0.0f) { - /* If determinant is zero it means ray lies in the plane of - * the triangle. It is possible in theory due to watertight - * nature of triangle intersection. For such cases we simply - * don't refine intersection hoping it'll go all fine. - */ - float rt = dot(edge2, qvec) / det; - P = P + D * rt; - } - - if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { - const Transform tfm = object_get_transform(kg, sd); - P = transform_point(&tfm, P); - } - - return P; -#else - return P + D * t; -#endif -} - -/* Same as above, except that t is assumed to be in object space for - * instancing. - */ -ccl_device_inline float3 triangle_refine_local(KernelGlobals kg, - ccl_private ShaderData *sd, - float3 P, - float3 D, - float t, - const int isect_object, - const int isect_prim) -{ -#if defined(__KERNEL_GPU_RAYTRACING__) - /* t is always in world space with OptiX and MetalRT. */ - return triangle_refine(kg, sd, P, D, t, isect_object, isect_prim); -#else - if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { - const Transform tfm = object_get_inverse_transform(kg, sd); - - P = transform_point(&tfm, P); - D = transform_direction(&tfm, D); - D = normalize(D); - } + float w = 1.0f - u - v; - P = P + D * t; - -# ifdef __INTERSECTION_REFINE__ - const uint tri_vindex = kernel_tex_fetch(__tri_vindex, isect_prim).w; - const packed_float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0), - tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1), - tri_c = kernel_tex_fetch(__tri_verts, tri_vindex + 2); - float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); - float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); - float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); - float3 qvec = cross(tvec, edge1); - float3 pvec = cross(D, edge2); - float det = dot(edge1, pvec); - if (det != 0.0f) { - /* If determinant is zero it means ray lies in the plane of - * the triangle. It is possible in theory due to watertight - * nature of triangle intersection. For such cases we simply - * don't refine intersection hoping it'll go all fine. - */ - float rt = dot(edge2, qvec) / det; - P = P + D * rt; - } -# endif /* __INTERSECTION_REFINE__ */ + float3 P = u * tri_a + v * tri_b + w * tri_c; if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { const Transform tfm = object_get_transform(kg, sd); @@ -259,7 +166,6 @@ ccl_device_inline float3 triangle_refine_local(KernelGlobals kg, } return P; -#endif } CCL_NAMESPACE_END |