diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_bvh.h')
-rw-r--r-- | intern/cycles/kernel/kernel_bvh.h | 320 |
1 files changed, 320 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_bvh.h b/intern/cycles/kernel/kernel_bvh.h index 2b9ebf35d0c..ace48f4a1a2 100644 --- a/intern/cycles/kernel/kernel_bvh.h +++ b/intern/cycles/kernel/kernel_bvh.h @@ -923,6 +923,322 @@ __device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const ui #endif } +/* 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. */ + +__device_inline void bvh_triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect, + float3 P, float3 idir, int object, int triAddr, float tmax, int *num_hits, float subsurface_random) +{ + /* 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 < tmax) { + /* 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) { + (*num_hits)++; + + if(subsurface_random * (*num_hits) <= 1.0f) { + /* record intersection */ + isect->prim = triAddr; + isect->object = object; + isect->u = u; + isect->v = v; + isect->t = t; + } + } + } + } +} + +__device_inline int bvh_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, float subsurface_random) +{ + /* 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; + + int num_hits = 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, ~0, 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; + + /* primitive intersection */ + while(primAddr < primAddr2) { + /* only primitives from the same object */ + uint tri_object = (object == ~0)? kernel_tex_fetch(__prim_object, primAddr): object; + + if(tri_object == subsurface_object) { + /* intersect ray against primitive */ +#ifdef __HAIR__ + uint segment = kernel_tex_fetch(__prim_segment, primAddr); + if(segment == ~0) /* ignore hair for sss */ +#endif + bvh_triangle_intersect_subsurface(kg, isect, P, idir, object, primAddr, tmax, &num_hits, subsurface_random); + } + + primAddr++; + } +#ifdef __INSTANCING__ + } + else { + /* instance push */ + if(subsurface_object == kernel_tex_fetch(__prim_object, -primAddr-1)) { + object = subsurface_object; + 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 num_hits; +} + +#ifdef __OBJECT_MOTION__ +__device bool bvh_intersect_motion_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, float subsurface_random) +{ + /* 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; + + int num_hits = 0; + + Transform ob_tfm; + + 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, ~0, 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); + + if(primAddr >= 0) { + int primAddr2 = __float_as_int(leaf.y); + + /* pop */ + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + + /* primitive intersection */ + while(primAddr < primAddr2) { + /* only primitives from the same object */ + uint tri_object = (object == ~0)? kernel_tex_fetch(__prim_object, primAddr): object; + + if(tri_object == subsurface_object) { + /* intersect ray against primitive */ +#ifdef __HAIR__ + uint segment = kernel_tex_fetch(__prim_segment, primAddr); + if(segment == ~0) /* ignore hair for sss */ +#endif + bvh_triangle_intersect_subsurface(kg, isect, P, idir, object, primAddr, tmax, &num_hits, subsurface_random); + } + + primAddr++; + } + } + else { + /* instance push */ + if(subsurface_object == kernel_tex_fetch(__prim_object, -primAddr-1)) { + object = subsurface_object; + object = kernel_tex_fetch(__prim_object, -primAddr-1); + bvh_instance_motion_push(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax); + + ++stackPtr; + traversalStack[stackPtr] = ENTRYPOINT_SENTINEL; + + nodeAddr = kernel_tex_fetch(__object_node, object); + } + } + } + } while(nodeAddr != ENTRYPOINT_SENTINEL); + + if(stackPtr >= 0) { + kernel_assert(object != ~0); + + /* instance pop */ + bvh_instance_motion_pop(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax); + object = ~0; + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } + } while(nodeAddr != ENTRYPOINT_SENTINEL); + + return num_hits; +} +#endif + +__device_inline int scene_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, float subsurface_random) +{ +#ifdef __OBJECT_MOTION__ + if(kernel_data.bvh.have_motion) + return bvh_intersect_motion_subsurface(kg, ray, isect, subsurface_object, subsurface_random); + else + return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, subsurface_random); +#else + return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, subsurface_random); +#endif +} + + + +/* Ray offset to avoid self intersection */ + __device_inline float3 ray_offset(float3 P, float3 Ng) { #ifdef __INTERSECTION_REFINE__ @@ -971,6 +1287,10 @@ __device_inline float3 ray_offset(float3 P, float3 Ng) #endif } +/* 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. */ + __device_inline float3 bvh_triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { float3 P = ray->P; |