/* * Adapted from code Copyright 2009-2010 NVIDIA Corporation * Modifications Copyright 2011, Blender Foundation. * * 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. */ /* Motion Triangle Primitive * * These are stored as regular triangles, plus extra positions and normals at * times other than the frame center. Computing the triangle vertex positions * or normals at a given ray time is a matter of interpolation of the two steps * between which the ray time lies. * * The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION * and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes. */ CCL_NAMESPACE_BEGIN /* Time interpolation of vertex positions and normals */ ccl_device_inline int find_attribute_motion(KernelGlobals *kg, int object, uint id, AttributeElement *elem) { /* todo: find a better (faster) solution for this, maybe store offset per object */ uint attr_offset = object*kernel_data.bvh.attributes_map_stride; uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset); while(attr_map.x != id) { attr_offset += ATTR_PRIM_TYPES; attr_map = kernel_tex_fetch(__attributes_map, attr_offset); } *elem = (AttributeElement)attr_map.y; /* return result */ return (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z; } ccl_device_inline void motion_triangle_verts_for_step(KernelGlobals *kg, float3 tri_vindex, int offset, int numverts, int numsteps, int step, float3 verts[3]) { if(step == numsteps) { /* center step: regular vertex location */ verts[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x))); verts[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y))); verts[2] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z))); } else { /* center step not store in this array */ if(step > numsteps) step--; offset += step*numverts; verts[0] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x))); verts[1] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y))); verts[2] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z))); } } ccl_device_inline void motion_triangle_normals_for_step(KernelGlobals *kg, float3 tri_vindex, int offset, int numverts, int numsteps, int step, float3 normals[3]) { if(step == numsteps) { /* center step: regular vertex location */ normals[0] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x))); normals[1] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y))); normals[2] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.z))); } else { /* center step not stored in this array */ if(step > numsteps) step--; offset += step*numverts; normals[0] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x))); normals[1] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y))); normals[2] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z))); } } ccl_device_inline void motion_triangle_vertices(KernelGlobals *kg, int object, int prim, float time, float3 verts[3]) { /* get motion info */ int numsteps, numverts; object_motion_info(kg, object, &numsteps, &numverts, NULL); /* figure out which steps we need to fetch and their interpolation factor */ int maxstep = numsteps*2; int step = min((int)(time*maxstep), maxstep-1); float t = time*maxstep - step; /* find attribute */ AttributeElement elem; int offset = find_attribute_motion(kg, object, ATTR_STD_MOTION_VERTEX_POSITION, &elem); kernel_assert(offset != ATTR_STD_NOT_FOUND); /* fetch vertex coordinates */ float3 next_verts[3]; float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim)); motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts); motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts); /* interpolate between steps */ verts[0] = (1.0f - t)*verts[0] + t*next_verts[0]; verts[1] = (1.0f - t)*verts[1] + t*next_verts[1]; verts[2] = (1.0f - t)*verts[2] + t*next_verts[2]; } /* Refine triangle intersection to more precise hit point. For rays that travel * far the precision is often not so good, this reintersects the primitive from * a closer distance. */ ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3]) { float3 P = ray->P; float3 D = ray->D; float t = isect->t; #ifdef __INTERSECTION_REFINE__ if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ Transform tfm = sd->ob_itfm; #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); #endif P = transform_point(&tfm, P); D = transform_direction(&tfm, D*t); D = normalize_len(D, &t); } P = P + D*t; /* compute refined intersection distance */ const float3 e1 = verts[0] - verts[2]; const float3 e2 = verts[1] - verts[2]; const float3 s1 = cross(D, e2); const float invdivisor = 1.0f/dot(s1, e1); const float3 d = P - verts[2]; const float3 s2 = cross(d, e1); float rt = dot(e2, s2)*invdivisor; /* compute refined position */ P = P + D*rt; if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ Transform tfm = sd->ob_tfm; #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); #endif P = transform_point(&tfm, P); } return P; #else return P + D*t; #endif } /* Same as above, except that isect->t is assumed to be in object space for instancing */ #ifdef __SUBSURFACE__ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3]) { float3 P = ray->P; float3 D = ray->D; float t = isect->t; #ifdef __INTERSECTION_REFINE__ if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ Transform tfm = sd->ob_itfm; #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); #endif P = transform_point(&tfm, P); D = transform_direction(&tfm, D); D = normalize(D); } P = P + D*t; /* compute refined intersection distance */ const float3 e1 = verts[0] - verts[2]; const float3 e2 = verts[1] - verts[2]; const float3 s1 = cross(D, e2); const float invdivisor = 1.0f/dot(s1, e1); const float3 d = P - verts[2]; const float3 s2 = cross(d, e1); float rt = dot(e2, s2)*invdivisor; P = P + D*rt; if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ Transform tfm = sd->ob_tfm; #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); #endif P = transform_point(&tfm, P); } return P; #else return P + D*t; #endif } #endif /* Setup of motion triangle specific parts of ShaderData, moved into this one * function to more easily share computation of interpolated positions and * normals */ /* return 3 triangle vertex normals */ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface) { /* get shader */ sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim)); /* get motion info */ int numsteps, numverts; object_motion_info(kg, sd->object, &numsteps, &numverts, NULL); /* figure out which steps we need to fetch and their interpolation factor */ int maxstep = numsteps*2; int step = min((int)(sd->time*maxstep), maxstep-1); float t = sd->time*maxstep - step; /* find attribute */ AttributeElement elem; int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION, &elem); kernel_assert(offset != ATTR_STD_NOT_FOUND); /* fetch vertex coordinates */ float3 verts[3], next_verts[3]; float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim)); motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts); motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts); /* interpolate between steps */ verts[0] = (1.0f - t)*verts[0] + t*next_verts[0]; verts[1] = (1.0f - t)*verts[1] + t*next_verts[1]; verts[2] = (1.0f - t)*verts[2] + t*next_verts[2]; /* compute refined position */ #ifdef __SUBSURFACE__ if(!subsurface) #endif sd->P = motion_triangle_refine(kg, sd, isect, ray, verts); #ifdef __SUBSURFACE__ else sd->P = motion_triangle_refine_subsurface(kg, sd, isect, ray, verts); #endif /* compute face normal */ float3 Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0])); sd->Ng = Ng; sd->N = Ng; /* compute derivatives of P w.r.t. uv */ #ifdef __DPDU__ sd->dPdu = (verts[0] - verts[2]); sd->dPdv = (verts[1] - verts[2]); #endif /* compute smooth normal */ if(sd->shader & SHADER_SMOOTH_NORMAL) { /* find attribute */ AttributeElement elem; int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL, &elem); kernel_assert(offset != ATTR_STD_NOT_FOUND); /* fetch vertex coordinates */ float3 normals[3], next_normals[3]; motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals); motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_normals); /* interpolate between steps */ normals[0] = (1.0f - t)*normals[0] + t*next_normals[0]; normals[1] = (1.0f - t)*normals[1] + t*next_normals[1]; normals[2] = (1.0f - t)*normals[2] + t*next_normals[2]; /* interpolate between vertices */ float u = sd->u; float v = sd->v; float w = 1.0f - u - v; sd->N = (u*normals[0] + v*normals[1] + w*normals[2]); } } /* Ray intersection. We simply compute the vertex positions at the given ray * time and do a ray intersection with the resulting triangle */ ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 dir, float time, uint visibility, int object, int triAddr) { /* primitive index for vertex location lookup */ int prim = kernel_tex_fetch(__prim_index, triAddr); int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, triAddr): object; /* get vertex locations for intersection */ float3 verts[3]; motion_triangle_vertices(kg, fobject, prim, time, verts); /* ray-triangle intersection, unoptimized */ float t, u, v; if(ray_triangle_intersect_uv(P, dir, isect->t, verts[2], verts[0], verts[1], &u, &v, &t)) { #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) #endif { isect->prim = triAddr; isect->object = object; isect->type = PRIMITIVE_MOTION_TRIANGLE; isect->u = u; isect->v = v; isect->t = t; 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. */ #ifdef __SUBSURFACE__ ccl_device_inline void motion_triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array, float3 P, float3 dir, float time, int object, int triAddr, float tmax, uint *num_hits, uint *lcg_state, int max_hits) { /* primitive index for vertex location lookup */ int prim = kernel_tex_fetch(__prim_index, triAddr); int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, triAddr): object; /* get vertex locations for intersection */ float3 verts[3]; motion_triangle_vertices(kg, fobject, prim, time, verts); /* ray-triangle intersection, unoptimized */ float t, u, v; if(ray_triangle_intersect_uv(P, dir, tmax, verts[2], verts[0], verts[1], &u, &v, &t)) { (*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_MOTION_TRIANGLE; isect->u = u; isect->v = v; isect->t = t; } } #endif CCL_NAMESPACE_END