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Diffstat (limited to 'intern/cycles/kernel/geom/triangle_intersect.h')
-rw-r--r-- | intern/cycles/kernel/geom/triangle_intersect.h | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/triangle_intersect.h b/intern/cycles/kernel/geom/triangle_intersect.h new file mode 100644 index 00000000000..faff8a85a93 --- /dev/null +++ b/intern/cycles/kernel/geom/triangle_intersect.h @@ -0,0 +1,312 @@ +/* + * Copyright 2014, Blender Foundation. + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* Triangle/Ray intersections. + * + * For BVH ray intersection we use a precomputed triangle storage to accelerate + * intersection at the cost of more memory usage. + */ + +#pragma once + +#include "kernel/sample/lcg.h" + +CCL_NAMESPACE_BEGIN + +ccl_device_inline bool triangle_intersect(KernelGlobals kg, + ccl_private Intersection *isect, + float3 P, + float3 dir, + float tmax, + uint visibility, + int object, + int prim_addr) +{ + const int prim = kernel_tex_fetch(__prim_index, prim_addr); + const uint tri_vindex = kernel_tex_fetch(__tri_vindex, prim).w; +#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + const ssef *ssef_verts = (ssef *)&kg->__tri_verts.data[tri_vindex]; +#else + const float4 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); +#endif + float t, u, v; + if (ray_triangle_intersect(P, + dir, + tmax, +#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + ssef_verts, +#else + float4_to_float3(tri_a), + float4_to_float3(tri_b), + float4_to_float3(tri_c), +#endif + &u, + &v, + &t)) { +#ifdef __VISIBILITY_FLAG__ + /* Visibility flag test. we do it here under the assumption + * that most triangles are culled by node flags. + */ + if (kernel_tex_fetch(__prim_visibility, prim_addr) & visibility) +#endif + { + isect->object = (object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, prim_addr) : + object; + isect->prim = prim; + isect->type = PRIMITIVE_TRIANGLE; + isect->u = u; + isect->v = v; + isect->t = t; + return true; + } + } + return false; +} + +/* Special ray intersection routines for subsurface scattering. In that case we + * only want to intersect with primitives in the same object, and if case of + * multiple hits we pick a single random primitive as the intersection point. + * Returns whether traversal should be stopped. + */ + +#ifdef __BVH_LOCAL__ +ccl_device_inline bool triangle_intersect_local(KernelGlobals kg, + ccl_private LocalIntersection *local_isect, + float3 P, + float3 dir, + int object, + int local_object, + int prim_addr, + float tmax, + ccl_private uint *lcg_state, + int max_hits) +{ + /* Only intersect with matching object, for instanced objects we + * already know we are only intersecting the right object. */ + if (object == OBJECT_NONE) { + if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) { + return false; + } + } + + const int prim = kernel_tex_fetch(__prim_index, prim_addr); + const uint tri_vindex = kernel_tex_fetch(__tri_vindex, prim).w; +# if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + const ssef *ssef_verts = (ssef *)&kg->__tri_verts.data[tri_vindex]; +# else + const float3 tri_a = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex + 0)), + tri_b = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex + 1)), + tri_c = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex + 2)); +# endif + float t, u, v; + if (!ray_triangle_intersect(P, + dir, + tmax, +# if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + ssef_verts, +# else + tri_a, + tri_b, + tri_c, +# endif + &u, + &v, + &t)) { + return false; + } + + /* If no actual hit information is requested, just return here. */ + if (max_hits == 0) { + return true; + } + + int hit; + if (lcg_state) { + /* Record up to max_hits intersections. */ + for (int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) { + if (local_isect->hits[i].t == t) { + return false; + } + } + + local_isect->num_hits++; + + if (local_isect->num_hits <= max_hits) { + hit = local_isect->num_hits - 1; + } + else { + /* reservoir sampling: if we are at the maximum number of + * hits, randomly replace element or skip it */ + hit = lcg_step_uint(lcg_state) % local_isect->num_hits; + + if (hit >= max_hits) + return false; + } + } + else { + /* Record closest intersection only. */ + if (local_isect->num_hits && t > local_isect->hits[0].t) { + return false; + } + + hit = 0; + local_isect->num_hits = 1; + } + + /* Record intersection. */ + ccl_private Intersection *isect = &local_isect->hits[hit]; + isect->prim = prim; + isect->object = local_object; + isect->type = PRIMITIVE_TRIANGLE; + isect->u = u; + isect->v = v; + isect->t = t; + + /* Record geometric normal. */ +# if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + const float3 tri_a = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex + 0)), + tri_b = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex + 1)), + tri_c = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex + 2)); +# endif + local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a)); + + return false; +} +#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 + */ + +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) +{ +#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 float4 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) +{ +#ifdef __KERNEL_OPTIX__ + /* t is always in world space with OptiX. */ + 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); + } + + P = P + D * t; + +# ifdef __INTERSECTION_REFINE__ + const uint tri_vindex = kernel_tex_fetch(__tri_vindex, isect_prim).w; + const float4 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__ */ + + if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { + const Transform tfm = object_get_transform(kg, sd); + P = transform_point(&tfm, P); + } + + return P; +#endif +} + +CCL_NAMESPACE_END |