/* * Copyright 2014, 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. */ /* Triangle/Ray intersections. * * For BVH ray intersection we use a precomputed triangle storage to accelerate * intersection at the cost of more memory usage. */ CCL_NAMESPACE_BEGIN /* Workaround stupidness of CUDA/OpenCL which doesn't allow to access indexed * component of float3 value. */ #ifndef __KERNEL_CPU__ # define IDX(vec, idx) \ ((idx == 0) ? ((vec).x) : ( (idx == 1) ? ((vec).y) : ((vec).z) )) #else # define IDX(vec, idx) ((vec)[idx]) #endif /* Ray-Triangle intersection for BVH traversal * * Sven Woop * Watertight Ray/Triangle Intersection * * http://jcgt.org/published/0002/01/05/paper.pdf */ /* Precalculated data for the ray->tri intersection. */ typedef struct IsectPrecalc { /* Maximal dimension kz, and orthogonal dimensions. */ int kx, ky, kz; /* Shear constants. */ float Sx, Sy, Sz; } IsectPrecalc; #if (defined(__KERNEL_OPENCL_APPLE__)) || \ (defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86))) ccl_device_noinline #else ccl_device_inline #endif void triangle_intersect_precalc(float3 dir, IsectPrecalc *isect_precalc) { /* Calculate dimension where the ray direction is maximal. */ #ifndef __KERNEL_SSE__ int kz = util_max_axis(make_float3(fabsf(dir.x), fabsf(dir.y), fabsf(dir.z))); int kx = kz + 1; if(kx == 3) kx = 0; int ky = kx + 1; if(ky == 3) ky = 0; #else int kx, ky, kz; /* Avoiding mispredicted branch on direction. */ kz = util_max_axis(fabs(dir)); static const char inc_xaxis[] = {1, 2, 0, 55}; static const char inc_yaxis[] = {2, 0, 1, 55}; kx = inc_xaxis[kz]; ky = inc_yaxis[kz]; #endif float dir_kz = IDX(dir, kz); /* Swap kx and ky dimensions to preserve winding direction of triangles. */ if(dir_kz < 0.0f) { int tmp = kx; kx = ky; ky = tmp; } /* Calculate the shear constants. */ float inv_dir_z = 1.0f / dir_kz; isect_precalc->Sx = IDX(dir, kx) * inv_dir_z; isect_precalc->Sy = IDX(dir, ky) * inv_dir_z; isect_precalc->Sz = inv_dir_z; /* Store the dimensions. */ isect_precalc->kx = kx; isect_precalc->ky = ky; isect_precalc->kz = kz; } /* TODO(sergey): Make it general utility function. */ ccl_device_inline float xor_signmask(float x, int y) { return __int_as_float(__float_as_int(x) ^ y); } ccl_device_inline bool triangle_intersect(KernelGlobals *kg, const IsectPrecalc *isect_precalc, Intersection *isect, float3 P, uint visibility, int object, int prim_addr) { 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 uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); #if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__) const avxf avxf_P(P.m128, P.m128); const avxf tri_ab = kernel_tex_fetch_avxf(__prim_tri_verts, tri_vindex + 0); const avxf tri_bc = kernel_tex_fetch_avxf(__prim_tri_verts, tri_vindex + 1); const avxf AB = tri_ab - avxf_P; const avxf BC = tri_bc - avxf_P; const __m256i permute_mask = _mm256_set_epi32(0x3, kz, ky, kx, 0x3, kz, ky, kx); const avxf AB_k = shuffle(AB, permute_mask); const avxf BC_k = shuffle(BC, permute_mask); /* Akz, Akz, Bkz, Bkz, Bkz, Bkz, Ckz, Ckz */ const avxf ABBC_kz = shuffle<2>(AB_k, BC_k); /* Akx, Aky, Bkx, Bky, Bkx,Bky, Ckx, Cky */ const avxf ABBC_kxy = shuffle<0,1,0,1>(AB_k, BC_k); const avxf Sxy(Sy, Sx, Sy, Sx); /* Ax, Ay, Bx, By, Bx, By, Cx, Cy */ const avxf ABBC_xy = nmadd(ABBC_kz, Sxy, ABBC_kxy); float ABBC_kz_array[8]; _mm256_storeu_ps((float*)&ABBC_kz_array, ABBC_kz); const float A_kz = ABBC_kz_array[0]; const float B_kz = ABBC_kz_array[2]; const float C_kz = ABBC_kz_array[6]; /* By, Bx, Cy, Cx, By, Bx, Ay, Ax */ const avxf BCBA_yx = permute<3,2,7,6,3,2,1,0>(ABBC_xy); const avxf neg_mask(0,0,0,0,0x80000000, 0x80000000, 0x80000000, 0x80000000); /* W U V * (AxBy-AyBx) (BxCy-ByCx) XX XX (BxBy-ByBx) (CxAy-CyAx) XX XX */ const avxf WUxxxxVxx_neg = _mm256_hsub_ps(ABBC_xy * BCBA_yx, neg_mask /* Dont care */); const avxf WUVWnegWUVW = permute<0,1,5,0,0,1,5,0>(WUxxxxVxx_neg) ^ neg_mask; /* Calculate scaled barycentric coordinates. */ float WUVW_array[4]; _mm_storeu_ps((float*)&WUVW_array, _mm256_castps256_ps128 (WUVWnegWUVW)); const float W = WUVW_array[0]; const float U = WUVW_array[1]; const float V = WUVW_array[2]; const int WUVW_mask = 0x7 & _mm256_movemask_ps(WUVWnegWUVW); const int WUVW_zero = 0x7 & _mm256_movemask_ps(_mm256_cmp_ps(WUVWnegWUVW, _mm256_setzero_ps(), 0)); if(!((WUVW_mask == 7) || (WUVW_mask == 0)) && ((WUVW_mask | WUVW_zero) != 7)) { return false; } #else const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0), tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1), tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2); const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z); const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z); const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z); const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz); const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz); const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(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. */ float U = Cx * By - Cy * Bx; float V = Ax * Cy - Ay * Cx; float W = Bx * Ay - By * Ax; if((U < 0.0f || V < 0.0f || W < 0.0f) && (U > 0.0f || V > 0.0f || W > 0.0f)) { return false; } #endif /* Calculate determinant. */ float det = U + V + W; if(UNLIKELY(det == 0.0f)) { return false; } /* 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; const int sign_det = (__float_as_int(det) & 0x80000000); const float sign_T = xor_signmask(T, sign_det); if((sign_T < 0.0f) || (sign_T > isect->t * xor_signmask(det, sign_det))) { return false; } #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, prim_addr) & visibility) #endif { #ifdef __KERNEL_CUDA__ if(A == B && B == C) { return false; } #endif /* Normalize U, V, W, and T. */ const float inv_det = 1.0f / det; isect->prim = prim_addr; isect->object = object; isect->type = PRIMITIVE_TRIANGLE; isect->u = U * inv_det; isect->v = V * inv_det; isect->t = T * inv_det; 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 triangle_intersect_subsurface( KernelGlobals *kg, const IsectPrecalc *isect_precalc, SubsurfaceIntersection *ss_isect, float3 P, int object, int prim_addr, float tmax, uint *lcg_state, int max_hits) { 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 uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0), tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1), tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2); #if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__) const avxf avxf_P(P.m128, P.m128); const avxf tri_ab = kernel_tex_fetch_avxf(__prim_tri_verts, tri_vindex + 0); const avxf tri_bc = kernel_tex_fetch_avxf(__prim_tri_verts, tri_vindex + 1); const avxf AB = tri_ab - avxf_P; const avxf BC = tri_bc - avxf_P; const __m256i permuteMask = _mm256_set_epi32(0x3, kz, ky, kx, 0x3, kz, ky, kx); const avxf AB_k = shuffle(AB, permuteMask); const avxf BC_k = shuffle(BC, permuteMask); /* Akz, Akz, Bkz, Bkz, Bkz, Bkz, Ckz, Ckz */ const avxf ABBC_kz = shuffle<2>(AB_k, BC_k); /* Akx, Aky, Bkx, Bky, Bkx,Bky, Ckx, Cky */ const avxf ABBC_kxy = shuffle<0,1,0,1>(AB_k, BC_k); const avxf Sxy(Sy, Sx, Sy, Sx); /* Ax, Ay, Bx, By, Bx, By, Cx, Cy */ const avxf ABBC_xy = nmadd(ABBC_kz, Sxy, ABBC_kxy); float ABBC_kz_array[8]; _mm256_storeu_ps((float*)&ABBC_kz_array, ABBC_kz); const float A_kz = ABBC_kz_array[0]; const float B_kz = ABBC_kz_array[2]; const float C_kz = ABBC_kz_array[6]; /* By, Bx, Cy, Cx, By, Bx, Ay, Ax */ const avxf BCBA_yx = permute<3,2,7,6,3,2,1,0>(ABBC_xy); const avxf negMask(0,0,0,0,0x80000000, 0x80000000, 0x80000000, 0x80000000); /* W U V * (AxBy-AyBx) (BxCy-ByCx) XX XX (BxBy-ByBx) (CxAy-CyAx) XX XX */ const avxf WUxxxxVxx_neg = _mm256_hsub_ps(ABBC_xy * BCBA_yx, negMask /* Dont care */); const avxf WUVWnegWUVW = permute<0,1,5,0,0,1,5,0>(WUxxxxVxx_neg) ^ negMask; /* Calculate scaled barycentric coordinates. */ float WUVW_array[4]; _mm_storeu_ps((float*)&WUVW_array, _mm256_castps256_ps128 (WUVWnegWUVW)); const float W = WUVW_array[0]; const float U = WUVW_array[1]; const float V = WUVW_array[2]; const int WUVW_mask = 0x7 & _mm256_movemask_ps(WUVWnegWUVW); const int WUVW_zero = 0x7 & _mm256_movemask_ps(_mm256_cmp_ps(WUVWnegWUVW, _mm256_setzero_ps(), 0)); if(!((WUVW_mask == 7) || (WUVW_mask == 0)) && ((WUVW_mask | WUVW_zero) != 7)) { return; } #else const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z); const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z); const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z); const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz); const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz); const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(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. */ float U = Cx * By - Cy * Bx; float V = Ax * Cy - Ay * Cx; float W = Bx * Ay - By * Ax; if((U < 0.0f || V < 0.0f || W < 0.0f) && (U > 0.0f || V > 0.0f || W > 0.0f)) { return; } #endif /* Calculate determinant. */ float det = U + V + W; if(UNLIKELY(det == 0.0f)) { return; } /* Calculate scaled z−coordinates of vertices and use them to calculate * the hit distance. */ const int sign_det = (__float_as_int(det) & 0x80000000); const float T = (U * A_kz + V * B_kz + W * C_kz) * Sz; const float sign_T = xor_signmask(T, sign_det); if((sign_T < 0.0f) || (sign_T > tmax * xor_signmask(det, sign_det))) { return; } /* Normalize U, V, W, and T. */ const float inv_det = 1.0f / det; const float t = T * inv_det; for(int i = min(max_hits, ss_isect->num_hits) - 1; i >= 0; --i) { if(ss_isect->hits[i].t == t) { return; } } ss_isect->num_hits++; int hit; if(ss_isect->num_hits <= max_hits) { hit = ss_isect->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) % ss_isect->num_hits; if(hit >= max_hits) return; } /* record intersection */ Intersection *isect = &ss_isect->hits[hit]; isect->prim = prim_addr; isect->object = object; isect->type = PRIMITIVE_TRIANGLE; isect->u = U * inv_det; isect->v = V * inv_det; isect->t = t; /* Record geometric normal. */ /* TODO(sergey): Use float4_to_float3() on just an edges. */ const float3 v0 = float4_to_float3(tri_a); const float3 v1 = float4_to_float3(tri_b); const float3 v2 = float4_to_float3(tri_c); ss_isect->Ng[hit] = normalize(cross(v1 - v0, v2 - v0)); } #endif /* 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. */ /* Reintersections uses the paper: * * Tomas Moeller * Fast, minimum storage ray/triangle intersection * http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf */ ccl_device_inline float3 triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { float3 P = ray->P; float3 D = ray->D; float t = isect->t; #ifdef __INTERSECTION_REFINE__ if(isect->object != OBJECT_NONE) { if(UNLIKELY(t == 0.0f)) { return P; } # ifdef __OBJECT_MOTION__ Transform tfm = ccl_fetch(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; const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim); const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0), tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1), tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2); float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); float3 qvec = cross(tvec, edge1); float3 pvec = cross(D, edge2); float det = dot(edge1, pvec); if(det != 0.0f) { /* If determinant is zero it means ray lies in the plane of * the triangle. It is possible in theory due to watertight * nature of triangle intersection. For such cases we simply * don't refine intersection hoping it'll go all fine. */ float rt = dot(edge2, qvec) / det; P = P + D*rt; } if(isect->object != OBJECT_NONE) { # ifdef __OBJECT_MOTION__ Transform tfm = ccl_fetch(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. */ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { float3 P = ray->P; float3 D = ray->D; float t = isect->t; if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ Transform tfm = ccl_fetch(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; #ifdef __INTERSECTION_REFINE__ const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim); const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0), tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1), tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2); float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); float3 qvec = cross(tvec, edge1); float3 pvec = cross(D, edge2); float det = dot(edge1, pvec); if(det != 0.0f) { /* If determinant is zero it means ray lies in the plane of * the triangle. It is possible in theory due to watertight * nature of triangle intersection. For such cases we simply * don't refine intersection hoping it'll go all fine. */ float rt = dot(edge2, qvec) / det; P = P + D*rt; } #endif /* __INTERSECTION_REFINE__ */ if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ Transform tfm = ccl_fetch(sd, ob_tfm); #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); #endif P = transform_point(&tfm, P); } return P; } #undef IDX CCL_NAMESPACE_END