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Diffstat (limited to 'intern/cycles/util/math_intersect.h')
-rw-r--r--intern/cycles/util/math_intersect.h155
1 files changed, 119 insertions, 36 deletions
diff --git a/intern/cycles/util/math_intersect.h b/intern/cycles/util/math_intersect.h
index b0de0b25a45..aa28682f8c1 100644
--- a/intern/cycles/util/math_intersect.h
+++ b/intern/cycles/util/math_intersect.h
@@ -10,7 +10,8 @@ CCL_NAMESPACE_BEGIN
ccl_device bool ray_sphere_intersect(float3 ray_P,
float3 ray_D,
- float ray_t,
+ float ray_tmin,
+ float ray_tmax,
float3 sphere_P,
float sphere_radius,
ccl_private float3 *isect_P,
@@ -33,7 +34,7 @@ ccl_device bool ray_sphere_intersect(float3 ray_P,
return false;
}
const float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
- if (t < ray_t) {
+ if (t > ray_tmin && t < ray_tmax) {
*isect_t = t;
*isect_P = ray_P + ray_D * t;
return true;
@@ -44,7 +45,8 @@ ccl_device bool ray_sphere_intersect(float3 ray_P,
ccl_device bool ray_aligned_disk_intersect(float3 ray_P,
float3 ray_D,
- float ray_t,
+ float ray_tmin,
+ float ray_tmax,
float3 disk_P,
float disk_radius,
ccl_private float3 *isect_P,
@@ -59,7 +61,7 @@ ccl_device bool ray_aligned_disk_intersect(float3 ray_P,
}
/* Compute t to intersection point. */
const float t = -disk_t / div;
- if (t < 0.0f || t > ray_t) {
+ if (!(t > ray_tmin && t < ray_tmax)) {
return false;
}
/* Test if within radius. */
@@ -74,7 +76,8 @@ ccl_device bool ray_aligned_disk_intersect(float3 ray_P,
ccl_device bool ray_disk_intersect(float3 ray_P,
float3 ray_D,
- float ray_t,
+ float ray_tmin,
+ float ray_tmax,
float3 disk_P,
float3 disk_N,
float disk_radius,
@@ -92,7 +95,8 @@ ccl_device bool ray_disk_intersect(float3 ray_P,
}
float3 P = ray_P + t * ray_D;
float3 T = P - disk_P;
- if (dot(T, T) < sqr(disk_radius) /*&& t > 0.f*/ && t <= ray_t) {
+
+ if (dot(T, T) < sqr(disk_radius) && (t > ray_tmin && t < ray_tmax)) {
*isect_P = ray_P + t * ray_D;
*isect_t = t;
return true;
@@ -101,9 +105,55 @@ ccl_device bool ray_disk_intersect(float3 ray_P,
return false;
}
-ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
- float3 ray_dir,
- float ray_t,
+/* Custom rcp, cross and dot implementations that match Embree bit for bit. */
+ccl_device_forceinline float ray_triangle_rcp(const float x)
+{
+#ifdef __KERNEL_NEON__
+ /* Move scalar to vector register and do rcp. */
+ __m128 a;
+ a[0] = x;
+ float32x4_t reciprocal = vrecpeq_f32(a);
+ reciprocal = vmulq_f32(vrecpsq_f32(a, reciprocal), reciprocal);
+ reciprocal = vmulq_f32(vrecpsq_f32(a, reciprocal), reciprocal);
+ return reciprocal[0];
+#elif defined(__KERNEL_SSE__)
+ const __m128 a = _mm_set_ss(x);
+ const __m128 r = _mm_rcp_ss(a);
+
+# ifdef __KERNEL_AVX2_
+ return _mm_cvtss_f32(_mm_mul_ss(r, _mm_fnmadd_ss(r, a, _mm_set_ss(2.0f))));
+# else
+ return _mm_cvtss_f32(_mm_mul_ss(r, _mm_sub_ss(_mm_set_ss(2.0f), _mm_mul_ss(r, a))));
+# endif
+#else
+ return 1.0f / x;
+#endif
+}
+
+ccl_device_inline float ray_triangle_dot(const float3 a, const float3 b)
+{
+#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
+ return madd(ssef(a.x), ssef(b.x), madd(ssef(a.y), ssef(b.y), ssef(a.z) * ssef(b.z)))[0];
+#else
+ return a.x * b.x + a.y * b.y + a.z * b.z;
+#endif
+}
+
+ccl_device_inline float3 ray_triangle_cross(const float3 a, const float3 b)
+{
+#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
+ return make_float3(msub(ssef(a.y), ssef(b.z), ssef(a.z) * ssef(b.y))[0],
+ msub(ssef(a.z), ssef(b.x), ssef(a.x) * ssef(b.z))[0],
+ msub(ssef(a.x), ssef(b.y), ssef(a.y) * ssef(b.x))[0]);
+#else
+ return make_float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
+#endif
+}
+
+ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P,
+ const float3 ray_D,
+ const float ray_tmin,
+ const float ray_tmax,
const float3 tri_a,
const float3 tri_b,
const float3 tri_c,
@@ -111,14 +161,13 @@ ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
ccl_private float *isect_v,
ccl_private float *isect_t)
{
-#define dot3(a, b) dot(a, b)
- const float3 P = ray_P;
- const float3 dir = ray_dir;
+ /* This implementation matches the Plücker coordinates triangle intersection
+ * in Embree. */
/* Calculate vertices relative to ray origin. */
- const float3 v0 = tri_c - P;
- const float3 v1 = tri_a - P;
- const float3 v2 = tri_b - P;
+ const float3 v0 = tri_a - ray_P;
+ const float3 v1 = tri_b - ray_P;
+ const float3 v2 = tri_c - ray_P;
/* Calculate triangle edges. */
const float3 e0 = v2 - v0;
@@ -126,42 +175,73 @@ ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
const float3 e2 = v1 - v2;
/* Perform edge tests. */
- const float U = dot(cross(v2 + v0, e0), ray_dir);
- const float V = dot(cross(v0 + v1, e1), ray_dir);
- const float W = dot(cross(v1 + v2, e2), ray_dir);
+ const float U = ray_triangle_dot(ray_triangle_cross(e0, v2 + v0), ray_D);
+ const float V = ray_triangle_dot(ray_triangle_cross(e1, v0 + v1), ray_D);
+ const float W = ray_triangle_dot(ray_triangle_cross(e2, v1 + v2), ray_D);
+ const float UVW = U + V + W;
+ const float eps = FLT_EPSILON * fabsf(UVW);
const float minUVW = min(U, min(V, W));
const float maxUVW = max(U, max(V, W));
- if (minUVW < 0.0f && maxUVW > 0.0f) {
+ if (!(minUVW >= -eps || maxUVW <= eps)) {
return false;
}
/* Calculate geometry normal and denominator. */
- const float3 Ng1 = cross(e1, e0);
- // const Vec3vfM Ng1 = stable_triangle_normal(e2,e1,e0);
+ const float3 Ng1 = ray_triangle_cross(e1, e0);
const float3 Ng = Ng1 + Ng1;
- const float den = dot3(Ng, dir);
+ const float den = dot(Ng, ray_D);
/* Avoid division by 0. */
if (UNLIKELY(den == 0.0f)) {
return false;
}
/* Perform depth test. */
- const float T = dot3(v0, Ng);
- const int sign_den = (__float_as_int(den) & 0x80000000);
- const float sign_T = xor_signmask(T, sign_den);
- if ((sign_T < 0.0f) || (sign_T > ray_t * xor_signmask(den, sign_den))) {
+ const float T = dot(v0, Ng);
+ const float t = T / den;
+ if (!(t >= ray_tmin && t <= ray_tmax)) {
return false;
}
- const float inv_den = 1.0f / den;
- *isect_u = U * inv_den;
- *isect_v = V * inv_den;
- *isect_t = T * inv_den;
+ const float rcp_uvw = (fabsf(UVW) < 1e-18f) ? 0.0f : ray_triangle_rcp(UVW);
+ *isect_u = min(U * rcp_uvw, 1.0f);
+ *isect_v = min(V * rcp_uvw, 1.0f);
+ *isect_t = t;
return true;
+}
+
+ccl_device_forceinline bool ray_triangle_intersect_self(const float3 ray_P,
+ const float3 ray_D,
+ const float3 tri_a,
+ const float3 tri_b,
+ const float3 tri_c)
+{
+ /* Matches logic in ray_triangle_intersect, self intersection test to validate
+ * if a ray is going to hit self or might incorrectly hit a neighboring triangle. */
-#undef dot3
+ /* Calculate vertices relative to ray origin. */
+ const float3 v0 = tri_a - ray_P;
+ const float3 v1 = tri_b - ray_P;
+ const float3 v2 = tri_c - ray_P;
+
+ /* Calculate triangle edges. */
+ const float3 e0 = v2 - v0;
+ const float3 e1 = v0 - v1;
+ const float3 e2 = v1 - v2;
+
+ /* Perform edge tests. */
+ const float U = ray_triangle_dot(ray_triangle_cross(v2 + v0, e0), ray_D);
+ const float V = ray_triangle_dot(ray_triangle_cross(v0 + v1, e1), ray_D);
+ const float W = ray_triangle_dot(ray_triangle_cross(v1 + v2, e2), ray_D);
+
+ const float eps = FLT_EPSILON * fabsf(U + V + W);
+ const float minUVW = min(U, min(V, W));
+ const float maxUVW = max(U, max(V, W));
+
+ /* Note the extended epsilon compared to ray_triangle_intersect, to account
+ * for intersections with neighboring triangles that have an epsilon. */
+ return (minUVW >= eps || maxUVW <= -eps);
}
/* Tests for an intersection between a ray and a quad defined by
@@ -171,8 +251,8 @@ ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
*/
ccl_device bool ray_quad_intersect(float3 ray_P,
float3 ray_D,
- float ray_mint,
- float ray_maxt,
+ float ray_tmin,
+ float ray_tmax,
float3 quad_P,
float3 quad_u,
float3 quad_v,
@@ -185,7 +265,7 @@ ccl_device bool ray_quad_intersect(float3 ray_P,
{
/* Perform intersection test. */
float t = -(dot(ray_P, quad_n) - dot(quad_P, quad_n)) / dot(ray_D, quad_n);
- if (t < ray_mint || t > ray_maxt) {
+ if (!(t > ray_tmin && t < ray_tmax)) {
return false;
}
const float3 hit = ray_P + t * ray_D;
@@ -207,10 +287,13 @@ ccl_device bool ray_quad_intersect(float3 ray_P,
*isect_P = hit;
if (isect_t != NULL)
*isect_t = t;
+
+ /* NOTE: Return barycentric coordinates in the same notation as Embree and OptiX. */
if (isect_u != NULL)
- *isect_u = u + 0.5f;
+ *isect_u = v + 0.5f;
if (isect_v != NULL)
- *isect_v = v + 0.5f;
+ *isect_v = -u - v;
+
return true;
}