/* * 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 ccl_device_inline bool triangle_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 dir, uint visibility, int object, int prim_addr) { const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) const ssef *ssef_verts = (ssef *)&kg->__prim_tri_verts.data[tri_vindex]; #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); #endif float t, u, v; if (ray_triangle_intersect(P, dir, isect->t, #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) ssef_verts, #else float4_to_float3(tri_a), float4_to_float3(tri_b), float4_to_float3(tri_c), #endif &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, prim_addr) & visibility) #endif { isect->prim = prim_addr; isect->object = object; isect->type = PRIMITIVE_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. * Returns whether traversal should be stopped. */ #ifdef __BVH_LOCAL__ ccl_device_inline bool triangle_intersect_local(KernelGlobals *kg, LocalIntersection *local_isect, float3 P, float3 dir, int object, int local_object, int prim_addr, float tmax, uint *lcg_state, int max_hits) { /* Only intersect with matching object, for instanced objects we * already know we are only intersecting the right object. */ if (object == OBJECT_NONE) { if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) { return false; } } const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); # if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) const ssef *ssef_verts = (ssef *)&kg->__prim_tri_verts.data[tri_vindex]; # else const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0)), tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1)), tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2)); # endif float t, u, v; if (!ray_triangle_intersect(P, dir, tmax, # if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) ssef_verts, # else tri_a, tri_b, tri_c, # endif &u, &v, &t)) { return false; } /* If no actual hit information is requested, just return here. */ if (max_hits == 0) { return true; } int hit; if (lcg_state) { /* Record up to max_hits intersections. */ for (int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) { if (local_isect->hits[i].t == t) { return false; } } local_isect->num_hits++; if (local_isect->num_hits <= max_hits) { hit = local_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) % local_isect->num_hits; if (hit >= max_hits) return false; } } else { /* Record closest intersection only. */ if (local_isect->num_hits && t > local_isect->hits[0].t) { return false; } hit = 0; local_isect->num_hits = 1; } /* Record intersection. */ Intersection *isect = &local_isect->hits[hit]; isect->prim = prim_addr; isect->object = object; isect->type = PRIMITIVE_TRIANGLE; isect->u = u; isect->v = v; isect->t = t; /* Record geometric normal. */ # if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0)), tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1)), tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2)); # endif local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a)); return false; } #endif /* __BVH_LOCAL__ */ /* 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 = 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 = 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_local(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { #ifdef __KERNEL_OPTIX__ /* isect->t is always in world space with OptiX. */ return triangle_refine(kg, sd, isect, ray); #else float3 P = ray->P; float3 D = ray->D; float t = isect->t; 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; # 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 = sd->ob_tfm; # else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); # endif P = transform_point(&tfm, P); } return P; #endif } CCL_NAMESPACE_END