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Diffstat (limited to 'intern/cycles/kernel/geom/triangle_intersect.h')
-rw-r--r--intern/cycles/kernel/geom/triangle_intersect.h312
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diff --git a/intern/cycles/kernel/geom/triangle_intersect.h b/intern/cycles/kernel/geom/triangle_intersect.h
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+/*
+ * 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