/* * Copyright 2009-2020 Intel Corporation. Adapted from Embree with * with modifications. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once CCL_NAMESPACE_BEGIN /* Curve primitive intersection functions. * * The code here was adapted from curve_intersector_sweep.h in Embree, to get * an exact match between Embree CPU ray-tracing and our GPU ray-tracing. */ #define CURVE_NUM_BEZIER_SUBDIVISIONS 3 #define CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE (CURVE_NUM_BEZIER_SUBDIVISIONS + 1) #define CURVE_NUM_BEZIER_STEPS 2 #define CURVE_NUM_JACOBIAN_ITERATIONS 5 #ifdef __HAIR__ /* Catmull-rom curve evaluation. */ ccl_device_inline float4 catmull_rom_basis_eval(const float4 curve[4], float u) { const float t = u; const float s = 1.0f - u; const float n0 = -t * s * s; const float n1 = 2.0f + t * t * (3.0f * t - 5.0f); const float n2 = 2.0f + s * s * (3.0f * s - 5.0f); const float n3 = -s * t * t; return 0.5f * (curve[0] * n0 + curve[1] * n1 + curve[2] * n2 + curve[3] * n3); } ccl_device_inline float4 catmull_rom_basis_derivative(const float4 curve[4], float u) { const float t = u; const float s = 1.0f - u; const float n0 = -s * s + 2.0f * s * t; const float n1 = 2.0f * t * (3.0f * t - 5.0f) + 3.0f * t * t; const float n2 = 2.0f * s * (3.0f * t + 2.0f) - 3.0f * s * s; const float n3 = -2.0f * s * t + t * t; return 0.5f * (curve[0] * n0 + curve[1] * n1 + curve[2] * n2 + curve[3] * n3); } ccl_device_inline float4 catmull_rom_basis_derivative2(const float4 curve[4], float u) { const float t = u; const float n0 = -3.0f * t + 2.0f; const float n1 = 9.0f * t - 5.0f; const float n2 = -9.0f * t + 4.0f; const float n3 = 3.0f * t - 1.0f; return (curve[0] * n0 + curve[1] * n1 + curve[2] * n2 + curve[3] * n3); } /* Thick Curve */ ccl_device_inline float3 dnormalize(const float3 p, const float3 dp) { const float pp = dot(p, p); const float pdp = dot(p, dp); return (pp * dp - pdp * p) / (pp * sqrtf(pp)); } ccl_device_inline float sqr_point_to_line_distance(const float3 PmQ0, const float3 Q1mQ0) { const float3 N = cross(PmQ0, Q1mQ0); const float3 D = Q1mQ0; return dot(N, N) / dot(D, D); } ccl_device_inline bool cylinder_intersect(const float3 cylinder_start, const float3 cylinder_end, const float cylinder_radius, const float3 ray_dir, float2 *t_o, float *u0_o, float3 *Ng0_o, float *u1_o, float3 *Ng1_o) { /* Calculate quadratic equation to solve. */ const float rl = 1.0f / len(cylinder_end - cylinder_start); const float3 P0 = cylinder_start, dP = (cylinder_end - cylinder_start) * rl; const float3 O = -P0, dO = ray_dir; const float dOdO = dot(dO, dO); const float OdO = dot(dO, O); const float OO = dot(O, O); const float dOz = dot(dP, dO); const float Oz = dot(dP, O); const float A = dOdO - sqr(dOz); const float B = 2.0f * (OdO - dOz * Oz); const float C = OO - sqr(Oz) - sqr(cylinder_radius); /* We miss the cylinder if determinant is smaller than zero. */ const float D = B * B - 4.0f * A * C; if (!(D >= 0.0f)) { *t_o = make_float2(FLT_MAX, -FLT_MAX); return false; } /* Special case for rays that are parallel to the cylinder. */ const float eps = 16.0f * FLT_EPSILON * max(fabsf(dOdO), fabsf(sqr(dOz))); if (fabsf(A) < eps) { if (C <= 0.0f) { *t_o = make_float2(-FLT_MAX, FLT_MAX); return true; } else { *t_o = make_float2(-FLT_MAX, FLT_MAX); return false; } } /* Standard case for rays that are not parallel to the cylinder. */ const float Q = sqrtf(D); const float rcp_2A = 1.0f / (2.0f * A); const float t0 = (-B - Q) * rcp_2A; const float t1 = (-B + Q) * rcp_2A; /* Calculates u and Ng for near hit. */ { *u0_o = (t0 * dOz + Oz) * rl; const float3 Pr = t0 * ray_dir; const float3 Pl = (*u0_o) * (cylinder_end - cylinder_start) + cylinder_start; *Ng0_o = Pr - Pl; } /* Calculates u and Ng for far hit. */ { *u1_o = (t1 * dOz + Oz) * rl; const float3 Pr = t1 * ray_dir; const float3 Pl = (*u1_o) * (cylinder_end - cylinder_start) + cylinder_start; *Ng1_o = Pr - Pl; } *t_o = make_float2(t0, t1); return true; } ccl_device_inline float2 half_plane_intersect(const float3 P, const float3 N, const float3 ray_dir) { const float3 O = -P; const float3 D = ray_dir; const float ON = dot(O, N); const float DN = dot(D, N); const float min_rcp_input = 1e-18f; const bool eps = fabsf(DN) < min_rcp_input; const float t = -ON / DN; const float lower = (eps || DN < 0.0f) ? -FLT_MAX : t; const float upper = (eps || DN > 0.0f) ? FLT_MAX : t; return make_float2(lower, upper); } ccl_device bool curve_intersect_iterative(const float3 ray_dir, float *ray_tfar, const float dt, const float4 curve[4], float u, float t, const bool use_backfacing, Intersection *isect) { const float length_ray_dir = len(ray_dir); /* Error of curve evaluations is proportional to largest coordinate. */ const float4 box_min = min(min(curve[0], curve[1]), min(curve[2], curve[3])); const float4 box_max = max(min(curve[0], curve[1]), max(curve[2], curve[3])); const float4 box_abs = max(fabs(box_min), fabs(box_max)); const float P_err = 16.0f * FLT_EPSILON * max(box_abs.x, max(box_abs.y, max(box_abs.z, box_abs.w))); const float radius_max = box_max.w; for (int i = 0; i < CURVE_NUM_JACOBIAN_ITERATIONS; i++) { const float3 Q = ray_dir * t; const float3 dQdt = ray_dir; const float Q_err = 16.0f * FLT_EPSILON * length_ray_dir * t; const float4 P4 = catmull_rom_basis_eval(curve, u); const float4 dPdu4 = catmull_rom_basis_derivative(curve, u); const float3 P = float4_to_float3(P4); const float3 dPdu = float4_to_float3(dPdu4); const float radius = P4.w; const float dradiusdu = dPdu4.w; const float3 ddPdu = float4_to_float3(catmull_rom_basis_derivative2(curve, u)); const float3 R = Q - P; const float len_R = len(R); const float R_err = max(Q_err, P_err); const float3 dRdu = -dPdu; const float3 dRdt = dQdt; const float3 T = normalize(dPdu); const float3 dTdu = dnormalize(dPdu, ddPdu); const float cos_err = P_err / len(dPdu); const float f = dot(R, T); const float f_err = len_R * P_err + R_err + cos_err * (1.0f + len_R); const float dfdu = dot(dRdu, T) + dot(R, dTdu); const float dfdt = dot(dRdt, T); const float K = dot(R, R) - sqr(f); const float dKdu = (dot(R, dRdu) - f * dfdu); const float dKdt = (dot(R, dRdt) - f * dfdt); const float rsqrt_K = inversesqrtf(K); const float g = sqrtf(K) - radius; const float g_err = R_err + f_err + 16.0f * FLT_EPSILON * radius_max; const float dgdu = dKdu * rsqrt_K - dradiusdu; const float dgdt = dKdt * rsqrt_K; const float invdet = 1.0f / (dfdu * dgdt - dgdu * dfdt); u -= (dgdt * f - dfdt * g) * invdet; t -= (-dgdu * f + dfdu * g) * invdet; if (fabsf(f) < f_err && fabsf(g) < g_err) { t += dt; if (!(0.0f <= t && t <= *ray_tfar)) { return false; /* Rejects NaNs */ } if (!(u >= 0.0f && u <= 1.0f)) { return false; /* Rejects NaNs */ } /* Back-face culling. */ const float3 R = normalize(Q - P); const float3 U = dradiusdu * R + dPdu; const float3 V = cross(dPdu, R); const float3 Ng = cross(V, U); if (!use_backfacing && dot(ray_dir, Ng) > 0.0f) { return false; } /* Record intersection. */ *ray_tfar = t; isect->t = t; isect->u = u; isect->v = 0.0f; return true; } } return false; } ccl_device bool curve_intersect_recursive(const float3 ray_orig, const float3 ray_dir, float ray_tfar, float4 curve[4], Intersection *isect) { /* Move ray closer to make intersection stable. */ const float3 center = float4_to_float3(0.25f * (curve[0] + curve[1] + curve[2] + curve[3])); const float dt = dot(center - ray_orig, ray_dir) / dot(ray_dir, ray_dir); const float3 ref = ray_orig + ray_dir * dt; const float4 ref4 = make_float4(ref.x, ref.y, ref.z, 0.0f); curve[0] -= ref4; curve[1] -= ref4; curve[2] -= ref4; curve[3] -= ref4; const bool use_backfacing = false; const float step_size = 1.0f / (float)(CURVE_NUM_BEZIER_STEPS); int depth = 0; /* todo: optimize stack for GPU somehow? Possibly some bitflags are enough, and * u0/u1 can be derived from the depth. */ struct { float u0, u1; int i; } stack[CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE]; bool found = false; float u0 = 0.0f; float u1 = 1.0f; int i = 0; while (1) { for (; i < CURVE_NUM_BEZIER_STEPS; i++) { const float step = i * step_size; /* Subdivide curve. */ const float dscale = (u1 - u0) * (1.0f / 3.0f) * step_size; const float vu0 = mix(u0, u1, step); const float vu1 = mix(u0, u1, step + step_size); const float4 P0 = catmull_rom_basis_eval(curve, vu0); const float4 dP0du = dscale * catmull_rom_basis_derivative(curve, vu0); const float4 P3 = catmull_rom_basis_eval(curve, vu1); const float4 dP3du = dscale * catmull_rom_basis_derivative(curve, vu1); const float4 P1 = P0 + dP0du; const float4 P2 = P3 - dP3du; /* Calculate bounding cylinders. */ const float rr1 = sqr_point_to_line_distance(float4_to_float3(dP0du), float4_to_float3(P3 - P0)); const float rr2 = sqr_point_to_line_distance(float4_to_float3(dP3du), float4_to_float3(P3 - P0)); const float maxr12 = sqrtf(max(rr1, rr2)); const float one_plus_ulp = 1.0f + 2.0f * FLT_EPSILON; const float one_minus_ulp = 1.0f - 2.0f * FLT_EPSILON; float r_outer = max(max(P0.w, P1.w), max(P2.w, P3.w)) + maxr12; float r_inner = min(min(P0.w, P1.w), min(P2.w, P3.w)) - maxr12; r_outer = one_plus_ulp * r_outer; r_inner = max(0.0f, one_minus_ulp * r_inner); bool valid = true; /* Intersect with outer cylinder. */ float2 tc_outer; float u_outer0, u_outer1; float3 Ng_outer0, Ng_outer1; valid = cylinder_intersect(float4_to_float3(P0), float4_to_float3(P3), r_outer, ray_dir, &tc_outer, &u_outer0, &Ng_outer0, &u_outer1, &Ng_outer1); if (!valid) { continue; } /* Intersect with cap-planes. */ float2 tp = make_float2(-dt, ray_tfar - dt); tp = make_float2(max(tp.x, tc_outer.x), min(tp.y, tc_outer.y)); const float2 h0 = half_plane_intersect( float4_to_float3(P0), float4_to_float3(dP0du), ray_dir); tp = make_float2(max(tp.x, h0.x), min(tp.y, h0.y)); const float2 h1 = half_plane_intersect( float4_to_float3(P3), -float4_to_float3(dP3du), ray_dir); tp = make_float2(max(tp.x, h1.x), min(tp.y, h1.y)); valid = tp.x <= tp.y; if (!valid) { continue; } /* Clamp and correct u parameter. */ u_outer0 = clamp(u_outer0, 0.0f, 1.0f); u_outer1 = clamp(u_outer1, 0.0f, 1.0f); u_outer0 = mix(u0, u1, (step + u_outer0) * (1.0f / (float)(CURVE_NUM_BEZIER_STEPS + 1))); u_outer1 = mix(u0, u1, (step + u_outer1) * (1.0f / (float)(CURVE_NUM_BEZIER_STEPS + 1))); /* Intersect with inner cylinder. */ float2 tc_inner; float u_inner0, u_inner1; float3 Ng_inner0, Ng_inner1; const bool valid_inner = cylinder_intersect(float4_to_float3(P0), float4_to_float3(P3), r_inner, ray_dir, &tc_inner, &u_inner0, &Ng_inner0, &u_inner1, &Ng_inner1); /* At the unstable area we subdivide deeper. */ # if 0 const bool unstable0 = (!valid_inner) | (fabsf(dot(normalize(ray_dir), normalize(Ng_inner0))) < 0.3f); const bool unstable1 = (!valid_inner) | (fabsf(dot(normalize(ray_dir), normalize(Ng_inner1))) < 0.3f); # else /* On the GPU appears to be a little faster if always enabled. */ (void)valid_inner; const bool unstable0 = true; const bool unstable1 = true; # endif /* Subtract the inner interval from the current hit interval. */ float2 tp0 = make_float2(tp.x, min(tp.y, tc_inner.x)); float2 tp1 = make_float2(max(tp.x, tc_inner.y), tp.y); bool valid0 = valid && (tp0.x <= tp0.y); bool valid1 = valid && (tp1.x <= tp1.y); if (!(valid0 || valid1)) { continue; } /* Process one or two hits. */ bool recurse = false; if (valid0) { const int termDepth = unstable0 ? CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE : CURVE_NUM_BEZIER_SUBDIVISIONS; if (depth >= termDepth) { found |= curve_intersect_iterative( ray_dir, &ray_tfar, dt, curve, u_outer0, tp0.x, use_backfacing, isect); } else { recurse = true; } } if (valid1 && (tp1.x + dt <= ray_tfar)) { const int termDepth = unstable1 ? CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE : CURVE_NUM_BEZIER_SUBDIVISIONS; if (depth >= termDepth) { found |= curve_intersect_iterative( ray_dir, &ray_tfar, dt, curve, u_outer1, tp1.y, use_backfacing, isect); } else { recurse = true; } } if (recurse) { stack[depth].u0 = u0; stack[depth].u1 = u1; stack[depth].i = i + 1; depth++; u0 = vu0; u1 = vu1; i = -1; } } if (depth > 0) { depth--; u0 = stack[depth].u0; u1 = stack[depth].u1; i = stack[depth].i; } else { break; } } return found; } /* Ribbons */ ccl_device_inline bool cylinder_culling_test(const float2 p1, const float2 p2, const float r) { /* Performs culling against a cylinder. */ const float2 dp = p2 - p1; const float num = dp.x * p1.y - dp.y * p1.x; const float den2 = dot(dp, dp); return num * num <= r * r * den2; } /** * Intersects a ray with a quad with back-face culling * enabled. The quad v0,v1,v2,v3 is split into two triangles * v0,v1,v3 and v2,v3,v1. The edge v1,v2 decides which of the two * triangles gets intersected. */ ccl_device_inline bool ribbon_intersect_quad(const float ray_tfar, const float3 quad_v0, const float3 quad_v1, const float3 quad_v2, const float3 quad_v3, float *u_o, float *v_o, float *t_o) { /* Calculate vertices relative to ray origin? */ const float3 O = make_float3(0.0f, 0.0f, 0.0f); const float3 D = make_float3(0.0f, 0.0f, 1.0f); const float3 va = quad_v0 - O; const float3 vb = quad_v1 - O; const float3 vc = quad_v2 - O; const float3 vd = quad_v3 - O; const float3 edb = vb - vd; const float WW = dot(cross(vd, edb), D); const float3 v0 = (WW <= 0.0f) ? va : vc; const float3 v1 = (WW <= 0.0f) ? vb : vd; const float3 v2 = (WW <= 0.0f) ? vd : vb; /* Calculate edges? */ const float3 e0 = v2 - v0; const float3 e1 = v0 - v1; /* perform edge tests */ const float U = dot(cross(v0, e0), D); const float V = dot(cross(v1, e1), D); if (!(max(U, V) <= 0.0f)) { return false; } /* Calculate geometry normal and denominator? */ const float3 Ng = cross(e1, e0); const float den = dot(Ng, D); const float rcpDen = 1.0f / den; /* Perform depth test? */ const float t = rcpDen * dot(v0, Ng); if (!(0.0f <= t && t <= ray_tfar)) { return false; } /* Avoid division by 0? */ if (!(den != 0.0f)) { return false; } /* Update hit information? */ *t_o = t; *u_o = U * rcpDen; *v_o = V * rcpDen; *u_o = (WW <= 0.0f) ? *u_o : 1.0f - *u_o; *v_o = (WW <= 0.0f) ? *v_o : 1.0f - *v_o; return true; } ccl_device_inline void ribbon_ray_space(const float3 ray_dir, float3 ray_space[3]) { const float3 dx0 = make_float3(0, ray_dir.z, -ray_dir.y); const float3 dx1 = make_float3(-ray_dir.z, 0, ray_dir.x); ray_space[0] = normalize(dot(dx0, dx0) > dot(dx1, dx1) ? dx0 : dx1); ray_space[1] = normalize(cross(ray_dir, ray_space[0])); ray_space[2] = ray_dir; } ccl_device_inline float4 ribbon_to_ray_space(const float3 ray_space[3], const float3 ray_org, const float4 P4) { float3 P = float4_to_float3(P4) - ray_org; return make_float4(dot(ray_space[0], P), dot(ray_space[1], P), dot(ray_space[2], P), P4.w); } ccl_device_inline bool ribbon_intersect(const float3 ray_org, const float3 ray_dir, float ray_tfar, const int N, float4 curve[4], Intersection *isect) { /* Transform control points into ray space. */ float3 ray_space[3]; ribbon_ray_space(ray_dir, ray_space); curve[0] = ribbon_to_ray_space(ray_space, ray_org, curve[0]); curve[1] = ribbon_to_ray_space(ray_space, ray_org, curve[1]); curve[2] = ribbon_to_ray_space(ray_space, ray_org, curve[2]); curve[3] = ribbon_to_ray_space(ray_space, ray_org, curve[3]); const float4 mx = max(max(fabs(curve[0]), fabs(curve[1])), max(fabs(curve[2]), fabs(curve[3]))); const float eps = 4.0f * FLT_EPSILON * max(max(mx.x, mx.y), max(mx.z, mx.w)); const float step_size = 1.0f / (float)N; /* Evaluate first point and radius scaled normal direction. */ float4 p0 = catmull_rom_basis_eval(curve, 0.0f); float3 dp0dt = float4_to_float3(catmull_rom_basis_derivative(curve, 0.0f)); if (max3(fabs(dp0dt)) < eps) { const float4 p1 = catmull_rom_basis_eval(curve, step_size); dp0dt = float4_to_float3(p1 - p0); } float3 wn0 = normalize(make_float3(dp0dt.y, -dp0dt.x, 0.0f)) * p0.w; /* Evaluate the bezier curve. */ for (int i = 0; i < N; i++) { const float u = i * step_size; const float4 p1 = catmull_rom_basis_eval(curve, u + step_size); const bool valid = cylinder_culling_test( make_float2(p0.x, p0.y), make_float2(p1.x, p1.y), max(p0.w, p1.w)); /* Evaluate next point. */ float3 dp1dt = float4_to_float3(catmull_rom_basis_derivative(curve, u + step_size)); dp1dt = (max3(fabs(dp1dt)) < eps) ? float4_to_float3(p1 - p0) : dp1dt; const float3 wn1 = normalize(make_float3(dp1dt.y, -dp1dt.x, 0.0f)) * p1.w; if (valid) { /* Construct quad coordinates. */ const float3 lp0 = float4_to_float3(p0) + wn0; const float3 lp1 = float4_to_float3(p1) + wn1; const float3 up0 = float4_to_float3(p0) - wn0; const float3 up1 = float4_to_float3(p1) - wn1; /* Intersect quad. */ float vu, vv, vt; bool valid0 = ribbon_intersect_quad(ray_tfar, lp0, lp1, up1, up0, &vu, &vv, &vt); if (valid0) { /* ignore self intersections */ const float avoidance_factor = 2.0f; if (avoidance_factor != 0.0f) { float r = mix(p0.w, p1.w, vu); valid0 = vt > avoidance_factor * r; } if (valid0) { vv = 2.0f * vv - 1.0f; /* Record intersection. */ ray_tfar = vt; isect->t = vt; isect->u = u + vu * step_size; isect->v = vv; return true; } } } /* Store point for next step. */ p0 = p1; wn0 = wn1; } return false; } ccl_device_forceinline bool curve_intersect(const KernelGlobals *kg, Intersection *isect, const float3 P, const float3 dir, const float tmax, uint visibility, int object, int curveAddr, float time, int type) { const bool is_motion = (type & PRIMITIVE_ALL_MOTION); # ifndef __KERNEL_OPTIX__ /* See OptiX motion flag OPTIX_MOTION_FLAG_[START|END]_VANISH */ if (is_motion && kernel_data.bvh.use_bvh_steps) { const float2 prim_time = kernel_tex_fetch(__prim_time, curveAddr); if (time < prim_time.x || time > prim_time.y) { return false; } } # endif int segment = PRIMITIVE_UNPACK_SEGMENT(type); int prim = kernel_tex_fetch(__prim_index, curveAddr); float4 v00 = kernel_tex_fetch(__curves, prim); int k0 = __float_as_int(v00.x) + segment; int k1 = k0 + 1; int ka = max(k0 - 1, __float_as_int(v00.x)); int kb = min(k1 + 1, __float_as_int(v00.x) + __float_as_int(v00.y) - 1); float4 curve[4]; if (!is_motion) { curve[0] = kernel_tex_fetch(__curve_keys, ka); curve[1] = kernel_tex_fetch(__curve_keys, k0); curve[2] = kernel_tex_fetch(__curve_keys, k1); curve[3] = kernel_tex_fetch(__curve_keys, kb); } else { int fobject = (object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, curveAddr) : object; motion_curve_keys(kg, fobject, prim, time, ka, k0, k1, kb, curve); } # ifdef __VISIBILITY_FLAG__ if (!(kernel_tex_fetch(__prim_visibility, curveAddr) & visibility)) { return false; } # endif if (type & (PRIMITIVE_CURVE_RIBBON | PRIMITIVE_MOTION_CURVE_RIBBON)) { /* todo: adaptive number of subdivisions could help performance here. */ const int subdivisions = kernel_data.bvh.curve_subdivisions; if (ribbon_intersect(P, dir, tmax, subdivisions, curve, isect)) { isect->prim = curveAddr; isect->object = object; isect->type = type; return true; } return false; } else { if (curve_intersect_recursive(P, dir, tmax, curve, isect)) { isect->prim = curveAddr; isect->object = object; isect->type = type; return true; } return false; } } ccl_device_inline void curve_shader_setup(const KernelGlobals *kg, ShaderData *sd, float3 P, float3 D, float t, const int isect_object, const int isect_prim) { if (isect_object != OBJECT_NONE) { const Transform tfm = object_get_inverse_transform(kg, sd); P = transform_point(&tfm, P); D = transform_direction(&tfm, D * t); D = normalize_len(D, &t); } int prim = kernel_tex_fetch(__prim_index, isect_prim); float4 v00 = kernel_tex_fetch(__curves, prim); int k0 = __float_as_int(v00.x) + PRIMITIVE_UNPACK_SEGMENT(sd->type); int k1 = k0 + 1; int ka = max(k0 - 1, __float_as_int(v00.x)); int kb = min(k1 + 1, __float_as_int(v00.x) + __float_as_int(v00.y) - 1); float4 P_curve[4]; if (!(sd->type & PRIMITIVE_ALL_MOTION)) { P_curve[0] = kernel_tex_fetch(__curve_keys, ka); P_curve[1] = kernel_tex_fetch(__curve_keys, k0); P_curve[2] = kernel_tex_fetch(__curve_keys, k1); P_curve[3] = kernel_tex_fetch(__curve_keys, kb); } else { motion_curve_keys(kg, sd->object, sd->prim, sd->time, ka, k0, k1, kb, P_curve); } P = P + D * t; const float4 dPdu4 = catmull_rom_basis_derivative(P_curve, sd->u); const float3 dPdu = float4_to_float3(dPdu4); if (sd->type & (PRIMITIVE_CURVE_RIBBON | PRIMITIVE_MOTION_CURVE_RIBBON)) { /* Rounded smooth normals for ribbons, to approximate thick curve shape. */ const float3 tangent = normalize(dPdu); const float3 bitangent = normalize(cross(tangent, -D)); const float sine = sd->v; const float cosine = safe_sqrtf(1.0f - sine * sine); sd->N = normalize(sine * bitangent - cosine * normalize(cross(tangent, bitangent))); sd->Ng = -D; # if 0 /* This approximates the position and geometric normal of a thick curve too, * but gives too many issues with wrong self intersections. */ const float dPdu_radius = dPdu4.w; sd->Ng = sd->N; P += sd->N * dPdu_radius; # endif } else { /* Thick curves, compute normal using direction from inside the curve. * This could be optimized by recording the normal in the intersection, * however for Optix this would go beyond the size of the payload. */ const float3 P_inside = float4_to_float3(catmull_rom_basis_eval(P_curve, sd->u)); const float3 Ng = normalize(P - P_inside); sd->N = Ng; sd->Ng = Ng; sd->v = 0.0f; } # ifdef __DPDU__ /* dPdu/dPdv */ sd->dPdu = dPdu; sd->dPdv = cross(dPdu, sd->Ng); # endif if (isect_object != OBJECT_NONE) { const Transform tfm = object_get_transform(kg, sd); P = transform_point(&tfm, P); } sd->P = P; float4 curvedata = kernel_tex_fetch(__curves, sd->prim); sd->shader = __float_as_int(curvedata.z); } #endif CCL_NAMESPACE_END