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Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_shadow.h9
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_subsurface.h8
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_traversal.h7
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_volume.h9
-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h4
-rw-r--r--intern/cycles/kernel/geom/geom_triangle_intersect.h403
6 files changed, 324 insertions, 116 deletions
diff --git a/intern/cycles/kernel/geom/geom_bvh_shadow.h b/intern/cycles/kernel/geom/geom_bvh_shadow.h
index 9704b0ac1b8..db7c564c4a3 100644
--- a/intern/cycles/kernel/geom/geom_bvh_shadow.h
+++ b/intern/cycles/kernel/geom/geom_bvh_shadow.h
@@ -81,6 +81,9 @@ ccl_device bool BVH_FUNCTION_NAME
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
+ IsectPrecalc isect_precalc;
+ triangle_intersect_precalc(dir, &isect_precalc);
+
/* traversal loop */
do {
do {
@@ -214,7 +217,7 @@ ccl_device bool BVH_FUNCTION_NAME
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
- hit = triangle_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr);
+ hit = triangle_intersect(kg, &isect_precalc, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr);
break;
}
#if FEATURE(BVH_MOTION)
@@ -295,6 +298,7 @@ ccl_device bool BVH_FUNCTION_NAME
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
num_hits_in_instance = 0;
#if defined(__KERNEL_SSE2__)
@@ -330,6 +334,8 @@ ccl_device bool BVH_FUNCTION_NAME
bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
+
/* scale isect->t to adjust for instancing */
for(int i = 0; i < num_hits_in_instance; i++)
(isect_array-i-1)->t *= t_fac;
@@ -342,6 +348,7 @@ ccl_device bool BVH_FUNCTION_NAME
#else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &ignore_t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
}
#if defined(__KERNEL_SSE2__)
diff --git a/intern/cycles/kernel/geom/geom_bvh_subsurface.h b/intern/cycles/kernel/geom/geom_bvh_subsurface.h
index e5cb60f537a..756130be3da 100644
--- a/intern/cycles/kernel/geom/geom_bvh_subsurface.h
+++ b/intern/cycles/kernel/geom/geom_bvh_subsurface.h
@@ -77,6 +77,9 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
+ IsectPrecalc isect_precalc;
+ triangle_intersect_precalc(dir, &isect_precalc);
+
/* traversal loop */
do {
do
@@ -202,7 +205,7 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
- triangle_intersect_subsurface(kg, isect_array, P, dir, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
+ triangle_intersect_subsurface(kg, &isect_precalc, isect_array, P, dir, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
break;
}
#if FEATURE(BVH_MOTION)
@@ -228,6 +231,7 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio
#else
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
@@ -265,6 +269,8 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect_t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
+
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
diff --git a/intern/cycles/kernel/geom/geom_bvh_traversal.h b/intern/cycles/kernel/geom/geom_bvh_traversal.h
index 1d053ba5d08..7be22c0f3bf 100644
--- a/intern/cycles/kernel/geom/geom_bvh_traversal.h
+++ b/intern/cycles/kernel/geom/geom_bvh_traversal.h
@@ -89,6 +89,9 @@ ccl_device bool BVH_FUNCTION_NAME
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
+ IsectPrecalc isect_precalc;
+ triangle_intersect_precalc(dir, &isect_precalc);
+
/* traversal loop */
do {
do {
@@ -257,7 +260,7 @@ ccl_device bool BVH_FUNCTION_NAME
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
- hit = triangle_intersect(kg, isect, P, dir, visibility, object, primAddr);
+ hit = triangle_intersect(kg, &isect_precalc, isect, P, dir, visibility, object, primAddr);
break;
}
#if FEATURE(BVH_MOTION)
@@ -312,6 +315,7 @@ ccl_device bool BVH_FUNCTION_NAME
#else
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect->t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
@@ -342,6 +346,7 @@ ccl_device bool BVH_FUNCTION_NAME
#else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect->t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
diff --git a/intern/cycles/kernel/geom/geom_bvh_volume.h b/intern/cycles/kernel/geom/geom_bvh_volume.h
index 58dda7b5e06..7d6b9bdd8db 100644
--- a/intern/cycles/kernel/geom/geom_bvh_volume.h
+++ b/intern/cycles/kernel/geom/geom_bvh_volume.h
@@ -83,6 +83,9 @@ ccl_device bool BVH_FUNCTION_NAME(KernelGlobals *kg,
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
+ IsectPrecalc isect_precalc;
+ triangle_intersect_precalc(dir, &isect_precalc);
+
/* traversal loop */
do {
do {
@@ -209,7 +212,7 @@ ccl_device bool BVH_FUNCTION_NAME(KernelGlobals *kg,
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
- triangle_intersect(kg, isect, P, dir, visibility, object, primAddr);
+ triangle_intersect(kg, &isect_precalc, isect, P, dir, visibility, object, primAddr);
break;
}
#if FEATURE(BVH_MOTION)
@@ -248,6 +251,8 @@ ccl_device bool BVH_FUNCTION_NAME(KernelGlobals *kg,
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect->t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
+
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
@@ -285,6 +290,8 @@ ccl_device bool BVH_FUNCTION_NAME(KernelGlobals *kg,
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect->t);
#endif
+ triangle_intersect_precalc(dir, &isect_precalc);
+
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h
index 0390804d131..dd3928682e3 100644
--- a/intern/cycles/kernel/geom/geom_triangle.h
+++ b/intern/cycles/kernel/geom/geom_triangle.h
@@ -17,7 +17,9 @@
/* Triangle Primitive
*
- * Basic triangle with 3 vertices is used to represent mesh surfaces. */
+ * Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
+ * ray intersection we use a precomputed triangle storage to accelerate
+ * intersection at the cost of more memory usage */
CCL_NAMESPACE_BEGIN
diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h b/intern/cycles/kernel/geom/geom_triangle_intersect.h
index b965bddf330..4bb60ca78e0 100644
--- a/intern/cycles/kernel/geom/geom_triangle_intersect.h
+++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h
@@ -1,6 +1,5 @@
/*
- * Adapted from code Copyright 2009-2010 NVIDIA Corporation
- * Modifications Copyright 2011, Blender Foundation.
+ * 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.
@@ -15,122 +14,270 @@
* limitations under the License.
*/
-/* Triangle/Ray intersections
+/* Triangle/Ray intersections .
*
- * Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
- * ray intersection we use a precomputed triangle storage to accelerate
- * intersection at the cost of more memory usage */
+ * For BVH ray intersection we use a precomputed triangle storage to accelerate
+ * intersection at the cost of more memory usage.
+ */
CCL_NAMESPACE_BEGIN
+/* Workaroudn stupidness of CUDA/OpenCL which doesn't allow to access indexed
+ * component of float3 value.
+ */
+#ifndef __KERNEL_CPU__
+# define IDX(vec, idx) \
+ ((idx == 0) ? ((vec).x) : ( (idx == 1) ? ((vec).y) : ((vec).z) ))
+#else
+# define IDX(vec, idx) ((vec)[idx])
+#endif
+
/* Ray-Triangle intersection for BVH traversal
*
- * Based on Sven Woop's algorithm with precomputed triangle storage */
+ * Sven Woop
+ * Watertight Ray/Triangle Intersection
+ *
+ * http://jcgt.org/published/0002/01/05/paper.pdf
+ */
+
+/* Precalculated data for the ray->tri intersection. */
+typedef struct IsectPrecalc {
+ /* Maximal dimension kz, and orthogonal dimensions. */
+ int kx, ky, kz;
+
+ /* Shear constants. */
+ float Sx, Sy, Sz;
+} IsectPrecalc;
+
+ccl_device_inline void triangle_intersect_precalc(float3 dir,
+ IsectPrecalc *isect_precalc)
+{
+ /* Calculate dimesion where the ray direction is maximal. */
+ int kz = util_max_axis(make_float3(fabsf(dir.x),
+ fabsf(dir.y),
+ fabsf(dir.z)));
+ int kx = kz + 1; if(kx == 3) kx = 0;
+ int ky = kx + 1; if(ky == 3) ky = 0;
+
+ /* Swap kx and ky dimensions to preserve winding direction of triangles. */
+ if(IDX(dir, kz) < 0.0f) {
+ int tmp = kx;
+ kx = ky;
+ ky = tmp;
+ }
-ccl_device_inline bool triangle_intersect(KernelGlobals *kg, Intersection *isect,
- float3 P, float3 dir, uint visibility, int object, int triAddr)
+ /* Calculate the shear constants. */
+ float inf_dir_z = 1.0f / IDX(dir, kz);
+ isect_precalc->Sx = IDX(dir, kx) * inf_dir_z;
+ isect_precalc->Sy = IDX(dir, ky) * inf_dir_z;
+ isect_precalc->Sz = inf_dir_z;
+
+ /* Store the dimensions. */
+ isect_precalc->kx = kx;
+ isect_precalc->ky = ky;
+ isect_precalc->kz = kz;
+}
+
+/* TODO(sergey): Make it general utility function. */
+ccl_device_inline float xor_signmast(float x, int y)
+{
+ return __int_as_float(__float_as_int(x) ^ y);
+}
+
+ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
+ const IsectPrecalc *isect_precalc,
+ Intersection *isect,
+ float3 P,
+ float3 dir,
+ 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);
-
- 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) {
+ const int kx = isect_precalc->kx;
+ const int ky = isect_precalc->ky;
+ const int kz = isect_precalc->kz;
+ const float Sx = isect_precalc->Sx;
+ const float Sy = isect_precalc->Sy;
+ const float Sz = isect_precalc->Sz;
+
+ /* Calculate vertices relative to ray origin. */
+ float3 tri[3];
+ tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0));
+ tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1));
+ tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2));
+
+ const float3 A = tri[0] - P;
+ const float3 B = tri[1] - P;
+ const float3 C = tri[2] - P;
+
+ const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
+ const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
+ const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
+
+ /* Perform shear and scale of vertices. */
+ const float Ax = A_kx - Sx * A_kz;
+ const float Ay = A_ky - Sy * A_kz;
+ const float Bx = B_kx - Sx * B_kz;
+ const float By = B_ky - Sy * B_kz;
+ const float Cx = C_kx - Sx * C_kz;
+ const float Cy = C_ky - Sy * C_kz;
+
+ /* Calculate scaled barycentric coordinates. */
+ float U = Cx * By - Cy * Bx;
+ int sign_mask = (__float_as_int(U) & 0x80000000);
+ float V = Ax * Cy - Ay * Cx;
+ if(sign_mask != (__float_as_int(V) & 0x80000000)) {
+ return false;
+ }
+ float W = Bx * Ay - By * Ax;
+ if(sign_mask != (__float_as_int(W) & 0x80000000)) {
+ return false;
+ }
+
+ /* Calculate determinant. */
+ float det = U + V + W;
+ if(UNLIKELY(det == 0.0f)) {
+ return false;
+ }
+
+ /* Calculate scaled z−coordinates of vertices and use them to calculate
+ * the hit distance.
+ */
+ const float Az = Sz * A_kz;
+ const float Bz = Sz * B_kz;
+ const float Cz = Sz * C_kz;
+ const float T = U * Az + V * Bz + W * Cz;
+
+ if ((xor_signmast(T, sign_mask) < 0.0f) ||
+ (xor_signmast(T, sign_mask) > isect->t * xor_signmast(det, sign_mask)))
+ {
+ return false;
+ }
+
#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)
+ /* 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->t = t;
- isect->u = u;
- isect->v = v;
- isect->prim = triAddr;
- isect->object = object;
- isect->type = PRIMITIVE_TRIANGLE;
- return true;
- }
- }
- }
+ {
+ /* Normalize U, V, W, and T. */
+ const float inv_det = 1.0f / det;
+ isect->prim = triAddr;
+ isect->object = object;
+ isect->type = PRIMITIVE_TRIANGLE;
+ isect->u = U * inv_det;
+ isect->v = V * inv_det;
+ isect->t = T * inv_det;
+ 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. */
+ * multiple hits we pick a single random primitive as the intersection point.
+ */
#ifdef __SUBSURFACE__
-ccl_device_inline void triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array,
- float3 P, float3 dir, int object, int triAddr, float tmax, uint *num_hits, uint *lcg_state, int max_hits)
+ccl_device_inline void triangle_intersect_subsurface(
+ KernelGlobals *kg,
+ const IsectPrecalc *isect_precalc,
+ Intersection *isect_array,
+ float3 P,
+ float3 dir,
+ int object,
+ int triAddr,
+ float tmax,
+ uint *num_hits,
+ uint *lcg_state,
+ int max_hits)
{
- /* 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);
-
- 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)++;
-
- int hit;
-
- if(*num_hits <= max_hits) {
- hit = *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) % *num_hits;
-
- if(hit >= max_hits)
- return;
- }
-
- /* record intersection */
- Intersection *isect = &isect_array[hit];
- isect->t = t;
- isect->u = u;
- isect->v = v;
- isect->prim = triAddr;
- isect->object = object;
- isect->type = PRIMITIVE_TRIANGLE;
- }
- }
+ const int kx = isect_precalc->kx;
+ const int ky = isect_precalc->ky;
+ const int kz = isect_precalc->kz;
+ const float Sx = isect_precalc->Sx;
+ const float Sy = isect_precalc->Sy;
+ const float Sz = isect_precalc->Sz;
+
+ /* Calculate vertices relative to ray origin. */
+ float3 tri[3];
+ int prim = kernel_tex_fetch(__prim_index, triAddr);
+ triangle_vertices(kg, prim, tri);
+
+ const float3 A = tri[0] - P;
+ const float3 B = tri[1] - P;
+ const float3 C = tri[2] - P;
+
+ const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
+ const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
+ const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
+
+ /* Perform shear and scale of vertices. */
+ const float Ax = A_kx - Sx * A_kz;
+ const float Ay = A_ky - Sy * A_kz;
+ const float Bx = B_kx - Sx * B_kz;
+ const float By = B_ky - Sy * B_kz;
+ const float Cx = C_kx - Sx * C_kz;
+ const float Cy = C_ky - Sy * C_kz;
+
+ /* Calculate scaled barycentric coordinates. */
+ float U = Cx * By - Cy * Bx;
+ int sign_mask = (__float_as_int(U) & 0x80000000);
+ float V = Ax * Cy - Ay * Cx;
+ if(sign_mask != (__float_as_int(V) & 0x80000000)) {
+ return;
+ }
+ float W = Bx * Ay - By * Ax;
+ if(sign_mask != (__float_as_int(W) & 0x80000000)) {
+ return;
+ }
+
+ /* Calculate determinant. */
+ float det = U + V + W;
+ if(UNLIKELY(det == 0.0f)) {
+ return;
+ }
+
+ /* Calculate scaled z−coordinates of vertices and use them to calculate
+ * the hit distance.
+ */
+ const float Az = Sz * A_kz;
+ const float Bz = Sz * B_kz;
+ const float Cz = Sz * C_kz;
+ const float T = U * Az + V * Bz + W * Cz;
+
+ if ((xor_signmast(T, sign_mask) < 0.0f) ||
+ (xor_signmast(T, sign_mask) > tmax * xor_signmast(det, sign_mask)))
+ {
+ return;
+ }
+
+ /* Normalize U, V, W, and T. */
+ const float inv_det = 1.0f / det;
+
+ (*num_hits)++;
+ int hit;
+
+ if(*num_hits <= max_hits) {
+ hit = *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) % *num_hits;
+
+ if(hit >= max_hits)
+ return;
+ }
+
+ /* record intersection */
+ Intersection *isect = &isect_array[hit];
+ isect->prim = triAddr;
+ isect->object = object;
+ isect->type = PRIMITIVE_TRIANGLE;
+ isect->u = U * inv_det;
+ isect->v = V * inv_det;
+ isect->t = T * inv_det;
}
#endif
@@ -138,7 +285,17 @@ ccl_device_inline void triangle_intersect_subsurface(KernelGlobals *kg, Intersec
* far the precision is often not so good, this reintersects the primitive from
* a closer distance. */
-ccl_device_inline float3 triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
+/* 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,
+ ShaderData *sd,
+ const Intersection *isect,
+ const Ray *ray)
{
float3 P = ray->P;
float3 D = ray->D;
@@ -159,10 +316,17 @@ ccl_device_inline float3 triangle_refine(KernelGlobals *kg, ShaderData *sd, cons
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;
+ float3 tri[3];
+ tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0));
+ tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1));
+ tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+2));
+
+ float3 edge1 = tri[0] - tri[2];
+ float3 edge2 = tri[1] - tri[2];
+ float3 tvec = P - tri[2];
+ float3 qvec = cross(tvec, edge1);
+ float3 pvec = cross(D, edge2);
+ float rt = dot(edge2, qvec) / dot(edge1, pvec);
P = P + D*rt;
@@ -182,8 +346,13 @@ ccl_device_inline float3 triangle_refine(KernelGlobals *kg, ShaderData *sd, cons
#endif
}
-/* same as above, except that isect->t is assumed to be in object space for instancing */
-ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
+/* Same as above, except that isect->t is assumed to be in object space for
+ * instancing.
+ */
+ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg,
+ ShaderData *sd,
+ const Intersection *isect,
+ const Ray *ray)
{
float3 P = ray->P;
float3 D = ray->D;
@@ -194,7 +363,9 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderDat
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
+ Transform tfm = object_fetch_transform(kg,
+ isect->object,
+ OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
@@ -204,10 +375,16 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderDat
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;
+ float3 tri[3];
+ int prim = kernel_tex_fetch(__prim_index, isect->prim);
+ triangle_vertices(kg, prim, tri);
+
+ float3 edge1 = tri[0] - tri[2];
+ float3 edge2 = tri[1] - tri[2];
+ float3 tvec = P - tri[2];
+ float3 qvec = cross(tvec, edge1);
+ float3 pvec = cross(D, edge2);
+ float rt = dot(edge2, qvec) / dot(edge1, pvec);
P = P + D*rt;
@@ -215,7 +392,9 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderDat
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
+ Transform tfm = object_fetch_transform(kg,
+ isect->object,
+ OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
@@ -227,4 +406,6 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderDat
#endif
}
+#undef IDX
+
CCL_NAMESPACE_END