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Diffstat (limited to 'intern/cycles/kernel/kernel_bvh.h')
-rw-r--r--intern/cycles/kernel/kernel_bvh.h375
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diff --git a/intern/cycles/kernel/kernel_bvh.h b/intern/cycles/kernel/kernel_bvh.h
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+/*
+ * Adapted from code Copyright 2009-2010 NVIDIA Corporation
+ * Modifications Copyright 2011, 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/*
+ * "Persistent while-while kernel" used in:
+ *
+ * "Understanding the Efficiency of Ray Traversal on GPUs",
+ * Timo Aila and Samuli Laine,
+ * Proc. High-Performance Graphics 2009
+ */
+
+/* bottom-most stack entry, indicating the end of traversal */
+
+#define ENTRYPOINT_SENTINEL 0x76543210
+/* 64 object BVH + 64 mesh BVH + 64 object node splitting */
+#define BVH_STACK_SIZE 192
+#define BVH_NODE_SIZE 4
+#define TRI_NODE_SIZE 3
+
+__device_inline float3 bvh_inverse_direction(float3 dir)
+{
+ /* avoid divide by zero (ooeps = exp2f(-80.0f)) */
+ float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f;
+ float3 idir;
+
+ idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x));
+ idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y));
+ idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
+
+ return idir;
+}
+
+__device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
+{
+ Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
+
+ *P = transform(&tfm, ray->P);
+
+ float3 dir = transform_direction(&tfm, ray->D);
+
+ float len;
+ dir = normalize_len(dir, &len);
+
+ *idir = bvh_inverse_direction(dir);
+
+ if(*t != FLT_MAX)
+ *t *= len;
+}
+
+__device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
+{
+ Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
+
+ if(*t != FLT_MAX)
+ *t *= len(transform_direction(&tfm, 1.0f/(*idir)));
+
+ *P = ray->P;
+ *idir = bvh_inverse_direction(ray->D);
+}
+
+/* intersect two bounding boxes */
+__device_inline void bvh_node_intersect(KernelGlobals *kg,
+ bool *traverseChild0, bool *traverseChild1,
+ bool *closestChild1, int *nodeAddr0, int *nodeAddr1,
+ float3 P, float3 idir, float t, uint visibility, int nodeAddr)
+{
+ /* fetch node data */
+ float4 n0xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0);
+ float4 n1xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1);
+ float4 nz = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2);
+ float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
+
+ /* intersect ray against child nodes */
+ float3 ood = P * idir;
+ float c0lox = n0xy.x * idir.x - ood.x;
+ float c0hix = n0xy.y * idir.x - ood.x;
+ float c0loy = n0xy.z * idir.y - ood.y;
+ float c0hiy = n0xy.w * idir.y - ood.y;
+ float c0loz = nz.x * idir.z - ood.z;
+ float c0hiz = nz.y * idir.z - ood.z;
+ float c1loz = nz.z * idir.z - ood.z;
+ float c1hiz = nz.w * idir.z - ood.z;
+
+ float c0min_x = min(c0lox, c0hix);
+ float c0min_y = min(c0loy, c0hiy);
+ float c0min_z = min(c0loz, c0hiz);
+
+ float c0min = max4(c0min_x, c0min_y, c0min_z, 0.0f);
+ float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
+ float c1lox = n1xy.x * idir.x - ood.x;
+ float c1hix = n1xy.y * idir.x - ood.x;
+ float c1loy = n1xy.z * idir.y - ood.y;
+ float c1hiy = n1xy.w * idir.y - ood.y;
+ float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
+ float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
+
+ /* decide which nodes to traverse next */
+#ifdef __VISIBILITY_FLAG__
+ /* this visibility test gives a 5% performance hit, how to solve? */
+ *traverseChild0 = (c0max >= c0min) && (__float_as_int(cnodes.z) & visibility);
+ *traverseChild1 = (c1max >= c1min) && (__float_as_int(cnodes.w) & visibility);
+#else
+ *traverseChild0 = (c0max >= c0min);
+ *traverseChild1 = (c1max >= c1min);
+#endif
+
+ *nodeAddr0 = __float_as_int(cnodes.x);
+ *nodeAddr1 = __float_as_int(cnodes.y);
+
+ *closestChild1 = (c1min < c0min);
+}
+
+/* Sven Woop's algorithm */
+__device_inline void bvh_triangle_intersect(KernelGlobals *kg, Intersection *isect,
+ float3 P, float3 idir, uint visibility, int object, int triAddr)
+{
+ /* compute and check intersection t-value */
+ float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
+ float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
+ float3 dir = 1.0f/idir;
+
+ float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
+ float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
+ float t = Oz * invDz;
+
+ if(t > 0.0f && t < isect->t) {
+ /* compute and check barycentric u */
+ float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
+ float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
+ float u = Ox + t*Dx;
+
+ if(u >= 0.0f) {
+ /* compute and check barycentric v */
+ float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
+ float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
+ float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
+ float v = Oy + t*Dy;
+
+ if(v >= 0.0f && u + v <= 1.0f) {
+#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, triAddr) & visibility)
+#endif
+ {
+ /* record intersection */
+ isect->prim = triAddr;
+ isect->object = object;
+ isect->u = u;
+ isect->v = v;
+ isect->t = t;
+ }
+ }
+ }
+ }
+}
+
+__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
+{
+ /* traversal stack in CUDA thread-local memory */
+ int traversalStack[BVH_STACK_SIZE];
+ traversalStack[0] = ENTRYPOINT_SENTINEL;
+
+ /* traversal variables in registers */
+ int stackPtr = 0;
+ int nodeAddr = kernel_data.bvh.root;
+
+ /* ray parameters in registers */
+ const float tmax = ray->t;
+ float3 P = ray->P;
+ float3 idir = bvh_inverse_direction(ray->D);
+ int object = ~0;
+
+ isect->t = tmax;
+ isect->object = ~0;
+ isect->prim = ~0;
+ isect->u = 0.0f;
+ isect->v = 0.0f;
+
+ /* traversal loop */
+ do {
+ do
+ {
+ /* traverse internal nodes */
+ while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
+ {
+ bool traverseChild0, traverseChild1, closestChild1;
+ int nodeAddrChild1;
+
+ bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
+ &closestChild1, &nodeAddr, &nodeAddrChild1,
+ P, idir, isect->t, visibility, nodeAddr);
+
+ if(traverseChild0 != traverseChild1) {
+ /* one child was intersected */
+ if(traverseChild1) {
+ nodeAddr = nodeAddrChild1;
+ }
+ }
+ else {
+ if(!traverseChild0) {
+ /* neither child was intersected */
+ nodeAddr = traversalStack[stackPtr];
+ --stackPtr;
+ }
+ else {
+ /* both children were intersected, push the farther one */
+ if(closestChild1) {
+ int tmp = nodeAddr;
+ nodeAddr = nodeAddrChild1;
+ nodeAddrChild1 = tmp;
+ }
+
+ ++stackPtr;
+ traversalStack[stackPtr] = nodeAddrChild1;
+ }
+ }
+ }
+
+ /* if node is leaf, fetch triangle list */
+ if(nodeAddr < 0) {
+ float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
+ int primAddr = __float_as_int(leaf.x);
+
+#ifdef __INSTANCING__
+ if(primAddr >= 0) {
+#endif
+ int primAddr2 = __float_as_int(leaf.y);
+
+ /* pop */
+ nodeAddr = traversalStack[stackPtr];
+ --stackPtr;
+
+ /* triangle intersection */
+ while(primAddr < primAddr2) {
+ /* intersect ray against triangle */
+ bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
+
+ /* shadow ray early termination */
+ if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
+ return true;
+
+ primAddr++;
+ }
+#ifdef __INSTANCING__
+ }
+ else {
+ /* instance push */
+ object = kernel_tex_fetch(__prim_object, -primAddr-1);
+
+ bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
+
+ ++stackPtr;
+ traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
+
+ nodeAddr = kernel_tex_fetch(__object_node, object);
+ }
+#endif
+ }
+ } while(nodeAddr != ENTRYPOINT_SENTINEL);
+
+#ifdef __INSTANCING__
+ if(stackPtr >= 0) {
+ kernel_assert(object != ~0);
+
+ /* instance pop */
+ bvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
+ object = ~0;
+ nodeAddr = traversalStack[stackPtr];
+ --stackPtr;
+ }
+#endif
+ } while(nodeAddr != ENTRYPOINT_SENTINEL);
+
+ return (isect->prim != ~0);
+}
+
+__device_inline float3 ray_offset(float3 P, float3 Ng)
+{
+#ifdef __INTERSECTION_REFINE__
+ const float epsilon_f = 1e-5f;
+ const int epsilon_i = 32;
+
+ float3 res;
+
+ /* x component */
+ if(fabsf(P.x) < epsilon_f) {
+ res.x = P.x + Ng.x*epsilon_f;
+ }
+ else {
+ uint ix = __float_as_uint(P.x);
+ ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
+ res.x = __uint_as_float(ix);
+ }
+
+ /* y component */
+ if(fabsf(P.y) < epsilon_f) {
+ res.y = P.y + Ng.y*epsilon_f;
+ }
+ else {
+ uint iy = __float_as_uint(P.y);
+ iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
+ res.y = __uint_as_float(iy);
+ }
+
+ /* z component */
+ if(fabsf(P.z) < epsilon_f) {
+ res.z = P.z + Ng.z*epsilon_f;
+ }
+ else {
+ uint iz = __float_as_uint(P.z);
+ iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
+ res.z = __uint_as_float(iz);
+ }
+
+ return res;
+#else
+ const float epsilon_f = 1e-4f;
+ return P + epsilon_f*Ng;
+#endif
+}
+
+__device_inline float3 bvh_triangle_refine(KernelGlobals *kg, const Intersection *isect, const Ray *ray)
+{
+ float3 P = ray->P;
+ float3 D = ray->D;
+ float t = isect->t;
+
+#ifdef __INTERSECTION_REFINE__
+ if(isect->object != ~0) {
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
+
+ P = transform(&tfm, P);
+ D = transform_direction(&tfm, D*t);
+ D = normalize_len(D, &t);
+ }
+
+ P = P + D*t;
+
+ float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
+ float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
+ float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
+ float rt = Oz * invDz;
+
+ P = P + D*rt;
+
+ if(isect->object != ~0) {
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
+ P = transform(&tfm, P);
+ }
+
+ return P;
+#else
+ return P + D*t;
+#endif
+}
+
+CCL_NAMESPACE_END
+