diff options
Diffstat (limited to 'intern')
-rw-r--r-- | intern/cycles/kernel/bvh/util.h | 24 | ||||
-rw-r--r-- | intern/cycles/kernel/integrator/shade_surface.h | 58 | ||||
-rw-r--r-- | intern/cycles/util/math_intersect.h | 92 |
3 files changed, 165 insertions, 9 deletions
diff --git a/intern/cycles/kernel/bvh/util.h b/intern/cycles/kernel/bvh/util.h index b67c9394bea..a57703a8b8c 100644 --- a/intern/cycles/kernel/bvh/util.h +++ b/intern/cycles/kernel/bvh/util.h @@ -33,6 +33,30 @@ ccl_device_forceinline float intersection_t_offset(const float t) return __uint_as_float(bits); } +/* Ray offset to avoid self intersection. + * + * This function can be used to compute a modified ray start position for rays + * leaving from a surface. This is from: + * "A Fast and Robust Method for Avoiding Self-Intersection" + * Ray Tracing Gems, chapter 6. + */ +ccl_device_inline float3 ray_offset(const float3 P, const float3 Ng) +{ + const float int_scale = 256.0f; + const int3 of_i = make_int3( + (int)(int_scale * Ng.x), (int)(int_scale * Ng.y), (int)(int_scale * Ng.z)); + + const float3 p_i = make_float3( + __int_as_float(__float_as_int(P.x) + ((P.x < 0) ? -of_i.x : of_i.x)), + __int_as_float(__float_as_int(P.y) + ((P.y < 0) ? -of_i.y : of_i.y)), + __int_as_float(__float_as_int(P.z) + ((P.z < 0) ? -of_i.z : of_i.z))); + const float origin = 1.0f / 32.0f; + const float float_scale = 1.0f / 65536.0f; + return make_float3(fabsf(P.x) < origin ? P.x + float_scale * Ng.x : p_i.x, + fabsf(P.y) < origin ? P.y + float_scale * Ng.y : p_i.y, + fabsf(P.z) < origin ? P.z + float_scale * Ng.z : p_i.z); +} + #ifndef __KERNEL_GPU__ ccl_device int intersections_compare(const void *a, const void *b) { diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h index 70b20a93b6a..19b8946e865 100644 --- a/intern/cycles/kernel/integrator/shade_surface.h +++ b/intern/cycles/kernel/integrator/shade_surface.h @@ -31,6 +31,52 @@ ccl_device_forceinline void integrate_surface_shader_setup(KernelGlobals kg, shader_setup_from_ray(kg, sd, &ray, &isect); } +ccl_device_forceinline float3 integrate_surface_ray_offset(KernelGlobals kg, + const ccl_private ShaderData *sd, + const float3 ray_P, + const float3 ray_D) +{ + /* No ray offset needed for other primitive types. */ + if (!(sd->type & PRIMITIVE_TRIANGLE)) { + return ray_P; + } + + /* Self intersection tests already account for the case where a ray hits the + * same primitive. However precision issues can still cause neighboring + * triangles to be hit. Here we test if the ray-triangle intersection with + * the same primitive would miss, implying that a neighbouring triangle would + * be hit instead. + * + * This relies on triangle intersection to be watertight, and the object inverse + * object transform to match the one used by ray intersection exactly. + * + * Potential improvements: + * - It appears this happens when either barycentric coordinates are small, + * or dot(sd->Ng, ray_D) is small. Detect such cases and skip test? + * - Instead of ray offset, can we tweak P to lie within the triangle? + */ + const uint tri_vindex = kernel_data_fetch(tri_vindex, sd->prim).w; + const packed_float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex + 0), + tri_b = kernel_data_fetch(tri_verts, tri_vindex + 1), + tri_c = kernel_data_fetch(tri_verts, tri_vindex + 2); + + float3 local_ray_P = ray_P; + float3 local_ray_D = ray_D; + + if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { + const Transform itfm = object_get_inverse_transform(kg, sd); + local_ray_P = transform_point(&itfm, local_ray_P); + local_ray_D = transform_direction(&itfm, local_ray_D); + } + + if (ray_triangle_intersect_self(local_ray_P, local_ray_D, tri_a, tri_b, tri_c)) { + return ray_P; + } + else { + return ray_offset(ray_P, sd->Ng); + } +} + #ifdef __HOLDOUT__ ccl_device_forceinline bool integrate_surface_holdout(KernelGlobals kg, ConstIntegratorState state, @@ -200,6 +246,10 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg, # endif } + if (ray.self.object != OBJECT_NONE) { + ray.P = integrate_surface_ray_offset(kg, sd, ray.P, ray.D); + } + /* Write shadow ray and associated state to global memory. */ integrator_state_write_shadow_ray(kg, shadow_state, &ray); // Save memory by storing the light and object indices in the shadow_isect @@ -327,8 +377,9 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce( } else { /* Setup ray with changed origin and direction. */ - INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P; - INTEGRATOR_STATE_WRITE(state, ray, D) = normalize(bsdf_omega_in); + const float3 D = normalize(bsdf_omega_in); + INTEGRATOR_STATE_WRITE(state, ray, P) = integrate_surface_ray_offset(kg, sd, sd->P, D); + INTEGRATOR_STATE_WRITE(state, ray, D) = D; INTEGRATOR_STATE_WRITE(state, ray, tmin) = 0.0f; INTEGRATOR_STATE_WRITE(state, ray, tmax) = FLT_MAX; #ifdef __RAY_DIFFERENTIALS__ @@ -422,6 +473,9 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg, Ray ray ccl_optional_struct_init; ray.P = shadow_ray_offset(kg, sd, ao_D, &skip_self); ray.D = ao_D; + if (skip_self) { + ray.P = integrate_surface_ray_offset(kg, sd, ray.P, ray.D); + } ray.tmin = 0.0f; ray.tmax = kernel_data.integrator.ao_bounces_distance; ray.time = sd->time; diff --git a/intern/cycles/util/math_intersect.h b/intern/cycles/util/math_intersect.h index cc07cbe7745..aa28682f8c1 100644 --- a/intern/cycles/util/math_intersect.h +++ b/intern/cycles/util/math_intersect.h @@ -105,6 +105,51 @@ ccl_device bool ray_disk_intersect(float3 ray_P, return false; } +/* 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, @@ -130,9 +175,9 @@ ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P, const float3 e2 = v1 - v2; /* Perform edge tests. */ - const float U = dot(cross(e0, v2 + v0), ray_D); - const float V = dot(cross(e1, v0 + v1), ray_D); - const float W = dot(cross(e2, v1 + v2), ray_D); + 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); @@ -144,7 +189,7 @@ ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P, } /* Calculate geometry normal and denominator. */ - const float3 Ng1 = cross(e1, e0); + const float3 Ng1 = ray_triangle_cross(e1, e0); const float3 Ng = Ng1 + Ng1; const float den = dot(Ng, ray_D); /* Avoid division by 0. */ @@ -159,13 +204,46 @@ ccl_device_forceinline bool ray_triangle_intersect(const float3 ray_P, return false; } - const float rcp_UVW = (fabsf(UVW) < 1e-18f) ? 0.0f : 1.0f / UVW; - *isect_u = min(U * rcp_UVW, 1.0f); - *isect_v = min(V * rcp_UVW, 1.0f); + 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. */ + + /* 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 * its midpoint, normal and sides. * If ellipse is true, hits outside the ellipse that's enclosed by the |