/* * 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. */ CCL_NAMESPACE_BEGIN /* * "Persistent while-while kernel" used in: * * "Understanding the Efficiency of Ray Traversal on GPUs", * Timo Aila and Samuli Laine, * Proc. High-Performance Graphics 2009 */ /* bottom-most stack entry, indicating the end of traversal */ #define ENTRYPOINT_SENTINEL 0x76543210 /* 64 object BVH + 64 mesh BVH + 64 object node splitting */ #define QBVH_STACK_SIZE 192 #define QBVH_NODE_SIZE 8 #define TRI_NODE_SIZE 3 __device_inline float3 qbvh_inverse_direction(float3 dir) { // Avoid divide by zero (ooeps = exp2f(-80.0f)) float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f; float3 idir; idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x)); idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y)); idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z)); return idir; } __device_inline void qbvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax) { Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM); *P = transform_point(&tfm, ray->P); float3 dir = transform_direction(&tfm, ray->D); float len; dir = normalize_len(dir, &len); *idir = qbvh_inverse_direction(dir); if(*t != FLT_MAX) *t *= len; } __device_inline void qbvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax) { Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); if(*t != FLT_MAX) *t *= len(transform_direction(&tfm, 1.0f/(*idir))); *P = ray->P; *idir = qbvh_inverse_direction(ray->D); } #ifdef __KERNEL_CPU__ __device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild, int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr) { /* X axis */ const __m128 bminx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0); const __m128 t0x = _mm_mul_ps(_mm_sub_ps(bminx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x)); const __m128 bmaxx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1); const __m128 t1x = _mm_mul_ps(_mm_sub_ps(bmaxx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x)); __m128 tmin = _mm_max_ps(_mm_min_ps(t0x, t1x), _mm_setzero_ps()); __m128 tmax = _mm_min_ps(_mm_max_ps(t0x, t1x), _mm_set_ps1(t)); /* Y axis */ const __m128 bminy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2); const __m128 t0y = _mm_mul_ps(_mm_sub_ps(bminy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y)); const __m128 bmaxy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3); const __m128 t1y = _mm_mul_ps(_mm_sub_ps(bmaxy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y)); tmin = _mm_max_ps(_mm_min_ps(t0y, t1y), tmin); tmax = _mm_min_ps(_mm_max_ps(t0y, t1y), tmax); /* Z axis */ const __m128 bminz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4); const __m128 t0z = _mm_mul_ps(_mm_sub_ps(bminz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z)); const __m128 bmaxz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5); const __m128 t1z = _mm_mul_ps(_mm_sub_ps(bmaxz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z)); tmin = _mm_max_ps(_mm_min_ps(t0z, t1z), tmin); tmax = _mm_min_ps(_mm_max_ps(t0z, t1z), tmax); /* compare and get mask */ *traverseChild = _mm_movemask_ps(_mm_cmple_ps(tmin, tmax)); /* get node addresses */ float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6); nodeAddrChild[0] = __float_as_int(cnodes.x); nodeAddrChild[1] = __float_as_int(cnodes.y); nodeAddrChild[2] = __float_as_int(cnodes.z); nodeAddrChild[3] = __float_as_int(cnodes.w); } #else __device_inline bool qbvh_bb_intersect(float3 bmin, float3 bmax, float3 P, float3 idir, float t) { float t0x = (bmin.x - P.x)*idir.x; float t1x = (bmax.x - P.x)*idir.x; float t0y = (bmin.y - P.y)*idir.y; float t1y = (bmax.y - P.y)*idir.y; float t0z = (bmin.z - P.z)*idir.z; float t1z = (bmax.z - P.z)*idir.z; float minx = min(t0x, t1x); float maxx = max(t0x, t1x); float miny = min(t0y, t1y); float maxy = max(t0y, t1y); float minz = min(t0z, t1z); float maxz = max(t0z, t1z); float tmin = max4(0.0f, minx, miny, minz); float tmax = min4(t, maxx, maxy, maxz); return (tmin <= tmax); } /* intersect four bounding boxes */ __device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild, int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr) { /* fetch node data */ float4 minx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0); float4 miny = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2); float4 minz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4); float4 maxx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1); float4 maxy = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3); float4 maxz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5); /* intersect bounding boxes */ bool traverseChild0 = qbvh_bb_intersect(make_float3(minx.x, miny.x, minz.x), make_float3(maxx.x, maxy.x, maxz.x), P, idir, t); bool traverseChild1 = qbvh_bb_intersect(make_float3(minx.y, miny.y, minz.y), make_float3(maxx.y, maxy.y, maxz.y), P, idir, t); bool traverseChild2 = qbvh_bb_intersect(make_float3(minx.z, miny.z, minz.z), make_float3(maxx.z, maxy.z, maxz.z), P, idir, t); bool traverseChild3 = qbvh_bb_intersect(make_float3(minx.w, miny.w, minz.w), make_float3(maxx.w, maxy.w, maxz.w), P, idir, t); *traverseChild = 0; if(traverseChild0) *traverseChild |= 1; if(traverseChild1) *traverseChild |= 2; if(traverseChild2) *traverseChild |= 4; if(traverseChild3) *traverseChild |= 8; /* get node addresses */ float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6); nodeAddrChild[0] = __float_as_int(cnodes.x); nodeAddrChild[1] = __float_as_int(cnodes.y); nodeAddrChild[2] = __float_as_int(cnodes.z); nodeAddrChild[3] = __float_as_int(cnodes.w); } #endif /* Sven Woop's algorithm */ __device_inline void qbvh_triangle_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 idir, int object, int triAddr) { /* compute and check intersection t-value */ float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0); float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1); float3 dir = 1.0f/idir; float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z; float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z); float t = Oz * invDz; if(t > 0.0f && t < isect->t) { /* compute and check barycentric u */ float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z; float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z; float u = Ox + t*Dx; if(u >= 0.0f) { /* compute and check barycentric v */ float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2); float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z; float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z; float v = Oy + t*Dy; if(v >= 0.0f && u + v <= 1.0f) { /* record intersection */ isect->prim = triAddr; isect->object = object; isect->u = u; isect->v = v; isect->t = t; } } } } __device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const bool isshadowray, Intersection *isect) { /* traversal stack in CUDA thread-local memory */ int traversalStack[QBVH_STACK_SIZE]; traversalStack[0] = ENTRYPOINT_SENTINEL; /* traversal variables in registers */ int stackPtr = 0; int nodeAddr = kernel_data.bvh.root; /* ray parameters in registers */ const float tmax = ray->t; float3 P = ray->P; float3 idir = qbvh_inverse_direction(ray->D); int object = ~0; isect->t = tmax; isect->object = ~0; isect->prim = ~0; isect->u = 0.0f; isect->v = 0.0f; /* traversal loop */ do { do { /* traverse internal nodes */ while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) { int traverseChild, nodeAddrChild[4]; qbvh_node_intersect(kg, &traverseChild, nodeAddrChild, P, idir, isect->t, nodeAddr); if(traverseChild & 1) { ++stackPtr; traversalStack[stackPtr] = nodeAddrChild[0]; } if(traverseChild & 2) { ++stackPtr; traversalStack[stackPtr] = nodeAddrChild[1]; } if(traverseChild & 4) { ++stackPtr; traversalStack[stackPtr] = nodeAddrChild[2]; } if(traverseChild & 8) { ++stackPtr; traversalStack[stackPtr] = nodeAddrChild[3]; } nodeAddr = traversalStack[stackPtr]; --stackPtr; } /* if node is leaf, fetch triangle list */ if(nodeAddr < 0) { float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*QBVH_NODE_SIZE+(QBVH_NODE_SIZE-2)); int primAddr = __float_as_int(leaf.x); #ifdef __INSTANCING__ if(primAddr >= 0) { #endif int primAddr2 = __float_as_int(leaf.y); /* pop */ nodeAddr = traversalStack[stackPtr]; --stackPtr; /* triangle intersection */ while(primAddr < primAddr2) { /* intersect ray against triangle */ qbvh_triangle_intersect(kg, isect, P, idir, object, primAddr); /* shadow ray early termination */ if(isshadowray && isect->prim != ~0) return true; primAddr++; } #ifdef __INSTANCING__ } else { /* instance push */ object = kernel_tex_fetch(__prim_object, -primAddr-1); qbvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax); ++stackPtr; traversalStack[stackPtr] = ENTRYPOINT_SENTINEL; nodeAddr = kernel_tex_fetch(__object_node, object); } #endif } } while(nodeAddr != ENTRYPOINT_SENTINEL); #ifdef __INSTANCING__ if(stackPtr >= 0) { kernel_assert(object != ~0); /* instance pop */ qbvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax); object = ~0; nodeAddr = traversalStack[stackPtr]; --stackPtr; } #endif } while(nodeAddr != ENTRYPOINT_SENTINEL); return (isect->prim != ~0); } __device_inline float3 ray_offset(float3 P, float3 Ng) { #ifdef __INTERSECTION_REFINE__ const float epsilon_f = 1e-5f; const int epsilon_i = 32; float3 res; /* x component */ if(fabsf(P.x) < epsilon_f) { res.x = P.x + Ng.x*epsilon_f; } else { uint ix = __float_as_uint(P.x); ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i; res.x = __uint_as_float(ix); } /* y component */ if(fabsf(P.y) < epsilon_f) { res.y = P.y + Ng.y*epsilon_f; } else { uint iy = __float_as_uint(P.y); iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i; res.y = __uint_as_float(iy); } /* z component */ if(fabsf(P.z) < epsilon_f) { res.z = P.z + Ng.z*epsilon_f; } else { uint iz = __float_as_uint(P.z); iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i; res.z = __uint_as_float(iz); } return res; #else const float epsilon_f = 1e-4f; return P + epsilon_f*Ng; #endif } __device_inline float3 bvh_triangle_refine(KernelGlobals *kg, const Intersection *isect, const Ray *ray) { float3 P = ray->P; float3 D = ray->D; float t = isect->t; #ifdef __INTERSECTION_REFINE__ if(isect->object != ~0) { Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); P = transform_point(&tfm, P); D = transform_direction(&tfm, D*t); D = normalize_len(D, &t); } P = P + D*t; float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0); float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z; float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z); float rt = Oz * invDz; P = P + D*rt; if(isect->object != ~0) { Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); P = transform_point(&tfm, P); } return P; #else return P + D*t; #endif } CCL_NAMESPACE_END