From a853367fbf2981458bfbae2f2df8ce7dc7499746 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Tue, 23 Aug 2016 15:54:36 +0200 Subject: Fix T49140: Noise and jitter present at some areas when using ambient oclusion in Blender internal renderer --- .../blender/render/intern/raytrace/rayobject.cpp | 66 +++++++++++++++++++++- 1 file changed, 64 insertions(+), 2 deletions(-) diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp index 2104315dc00..3415e5268de 100644 --- a/source/blender/render/intern/raytrace/rayobject.cpp +++ b/source/blender/render/intern/raytrace/rayobject.cpp @@ -138,6 +138,68 @@ MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen *obi, VlakRen *UN /* Ray Triangle/Quad Intersection */ +static bool isect_ray_tri_watertight_no_sign_check_v3( + const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc, + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float r_uv[2]) +{ + 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. */ + const float a[3] = {v0[0] - ray_origin[0], v0[1] - ray_origin[1], v0[2] - ray_origin[2]}; + const float b[3] = {v1[0] - ray_origin[0], v1[1] - ray_origin[1], v1[2] - ray_origin[2]}; + const float c[3] = {v2[0] - ray_origin[0], v2[1] - ray_origin[1], v2[2] - ray_origin[2]}; + + const float a_kx = a[kx], a_ky = a[ky], a_kz = a[kz]; + const float b_kx = b[kx], b_ky = b[ky], b_kz = b[kz]; + const float c_kx = c[kx], c_ky = c[ky], c_kz = 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. */ + const float u = cx * by - cy * bx; + const float v = ax * cy - ay * cx; + const float w = bx * ay - by * ax; + float det; + + if ((u < 0.0f || v < 0.0f || w < 0.0f) && + (u > 0.0f || v > 0.0f || w > 0.0f)) + { + return false; + } + + /* Calculate determinant. */ + det = u + v + w; + if (UNLIKELY(det == 0.0f)) { + return false; + } + else { + /* Calculate scaled z-coordinates of vertices and use them to calculate + * the hit distance. + */ + const float t = (u * a_kz + v * b_kz + w * c_kz) * sz; + /* Normalize u, v and t. */ + const float inv_det = 1.0f / det; + if (r_uv) { + r_uv[0] = u * inv_det; + r_uv[1] = v * inv_det; + } + *r_lambda = t * inv_det; + return true; + } +} + MALWAYS_INLINE int isec_tri_quad(float start[3], const struct IsectRayPrecalc *isect_precalc, RayFace *face, float r_uv[2], float *lambda) { float uv[2], l; @@ -181,13 +243,13 @@ MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace isect_ray_tri_watertight_v3_precalc(&isect_precalc, r); - if (isect_ray_tri_watertight_v3(start, &isect_precalc, face->v1, face->v2, face->v3, &l, uv)) { + if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v2, face->v3, &l, uv)) { return 1; } /* intersect second triangle in quad */ if (RE_rayface_isQuad(face)) { - if (isect_ray_tri_watertight_v3(start, &isect_precalc, face->v1, face->v3, face->v4, &l, uv)) { + if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v3, face->v4, &l, uv)) { return 2; } } -- cgit v1.2.3