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/*
 * Copyright 2011-2013 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.
 */

/* BVH
 *
 * Bounding volume hierarchy for ray tracing. We compile different variations
 * of the same BVH traversal function for faster rendering when some types of
 * primitives are not needed, using #includes to work around the lack of
 * C++ templates in OpenCL.
 *
 * Originally based on "Understanding the Efficiency of Ray Traversal on GPUs",
 * the code has been extended and modified to support more primitives and work
 * with CPU/CUDA/OpenCL. */

#ifdef __EMBREE__
#  include "kernel/bvh/bvh_embree.h"
#endif

CCL_NAMESPACE_BEGIN

#include "kernel/bvh/bvh_types.h"

/* Common QBVH functions. */
#ifdef __QBVH__
#  include "kernel/bvh/qbvh_nodes.h"
#  ifdef __KERNEL_AVX2__
#    include "kernel/bvh/obvh_nodes.h"
#  endif
#endif

/* Regular BVH traversal */

#include "kernel/bvh/bvh_nodes.h"

#define BVH_FUNCTION_NAME bvh_intersect
#define BVH_FUNCTION_FEATURES 0
#include "kernel/bvh/bvh_traversal.h"

#if defined(__INSTANCING__)
#  define BVH_FUNCTION_NAME bvh_intersect_instancing
#  define BVH_FUNCTION_FEATURES BVH_INSTANCING
#  include "kernel/bvh/bvh_traversal.h"
#endif

#if defined(__HAIR__)
#  define BVH_FUNCTION_NAME bvh_intersect_hair
#  define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
#  include "kernel/bvh/bvh_traversal.h"
#endif

#if defined(__OBJECT_MOTION__)
#  define BVH_FUNCTION_NAME bvh_intersect_motion
#  define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION
#  include "kernel/bvh/bvh_traversal.h"
#endif

#if defined(__HAIR__) && defined(__OBJECT_MOTION__)
#  define BVH_FUNCTION_NAME bvh_intersect_hair_motion
#  define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR | BVH_MOTION
#  include "kernel/bvh/bvh_traversal.h"
#endif

/* Subsurface scattering BVH traversal */

#if defined(__BVH_LOCAL__)
#  define BVH_FUNCTION_NAME bvh_intersect_local
#  define BVH_FUNCTION_FEATURES BVH_HAIR
#  include "kernel/bvh/bvh_local.h"

#  if defined(__OBJECT_MOTION__)
#    define BVH_FUNCTION_NAME bvh_intersect_local_motion
#    define BVH_FUNCTION_FEATURES BVH_MOTION | BVH_HAIR
#    include "kernel/bvh/bvh_local.h"
#  endif
#endif /* __BVH_LOCAL__ */

/* Volume BVH traversal */

#if defined(__VOLUME__)
#  define BVH_FUNCTION_NAME bvh_intersect_volume
#  define BVH_FUNCTION_FEATURES BVH_HAIR
#  include "kernel/bvh/bvh_volume.h"

#  if defined(__INSTANCING__)
#    define BVH_FUNCTION_NAME bvh_intersect_volume_instancing
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
#    include "kernel/bvh/bvh_volume.h"
#  endif

#  if defined(__OBJECT_MOTION__)
#    define BVH_FUNCTION_NAME bvh_intersect_volume_motion
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION | BVH_HAIR
#    include "kernel/bvh/bvh_volume.h"
#  endif
#endif /* __VOLUME__ */

/* Record all intersections - Shadow BVH traversal */

#if defined(__SHADOW_RECORD_ALL__)
#  define BVH_FUNCTION_NAME bvh_intersect_shadow_all
#  define BVH_FUNCTION_FEATURES 0
#  include "kernel/bvh/bvh_shadow_all.h"

#  if defined(__INSTANCING__)
#    define BVH_FUNCTION_NAME bvh_intersect_shadow_all_instancing
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING
#    include "kernel/bvh/bvh_shadow_all.h"
#  endif

#  if defined(__HAIR__)
#    define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
#    include "kernel/bvh/bvh_shadow_all.h"
#  endif

#  if defined(__OBJECT_MOTION__)
#    define BVH_FUNCTION_NAME bvh_intersect_shadow_all_motion
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION
#    include "kernel/bvh/bvh_shadow_all.h"
#  endif

#  if defined(__HAIR__) && defined(__OBJECT_MOTION__)
#    define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair_motion
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR | BVH_MOTION
#    include "kernel/bvh/bvh_shadow_all.h"
#  endif
#endif /* __SHADOW_RECORD_ALL__ */

/* Record all intersections - Volume BVH traversal  */

#if defined(__VOLUME_RECORD_ALL__)
#  define BVH_FUNCTION_NAME bvh_intersect_volume_all
#  define BVH_FUNCTION_FEATURES BVH_HAIR
#  include "kernel/bvh/bvh_volume_all.h"

#  if defined(__INSTANCING__)
#    define BVH_FUNCTION_NAME bvh_intersect_volume_all_instancing
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
#    include "kernel/bvh/bvh_volume_all.h"
#  endif

#  if defined(__OBJECT_MOTION__)
#    define BVH_FUNCTION_NAME bvh_intersect_volume_all_motion
#    define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION | BVH_HAIR
#    include "kernel/bvh/bvh_volume_all.h"
#  endif
#endif /* __VOLUME_RECORD_ALL__ */

#undef BVH_FEATURE
#undef BVH_NAME_JOIN
#undef BVH_NAME_EVAL
#undef BVH_FUNCTION_FULL_NAME

ccl_device_inline bool scene_intersect_valid(const Ray *ray)
{
  /* NOTE: Due to some vectorization code  non-finite origin point might
   * cause lots of false-positive intersections which will overflow traversal
   * stack.
   * This code is a quick way to perform early output, to avoid crashes in
   * such cases.
   * From production scenes so far it seems it's enough to test first element
   * only.
   */
  return isfinite(ray->P.x);
}

/* Note: ray is passed by value to work around a possible CUDA compiler bug. */
ccl_device_intersect bool scene_intersect(KernelGlobals *kg,
                                          const Ray ray,
                                          const uint visibility,
                                          Intersection *isect)
{
  PROFILING_INIT(kg, PROFILING_INTERSECT);

  if (!scene_intersect_valid(&ray)) {
    return false;
  }
#ifdef __EMBREE__
  if (kernel_data.bvh.scene) {
    isect->t = ray.t;
    CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_REGULAR);
    IntersectContext rtc_ctx(&ctx);
    RTCRayHit ray_hit;
    kernel_embree_setup_rayhit(ray, ray_hit, visibility);
    rtcIntersect1(kernel_data.bvh.scene, &rtc_ctx.context, &ray_hit);
    if (ray_hit.hit.geomID != RTC_INVALID_GEOMETRY_ID &&
        ray_hit.hit.primID != RTC_INVALID_GEOMETRY_ID) {
      kernel_embree_convert_hit(kg, &ray_hit.ray, &ray_hit.hit, isect);
      return true;
    }
    return false;
  }
#endif /* __EMBREE__ */
#ifdef __OBJECT_MOTION__
  if (kernel_data.bvh.have_motion) {
#  ifdef __HAIR__
    if (kernel_data.bvh.have_curves)
      return bvh_intersect_hair_motion(kg, &ray, isect, visibility);
#  endif /* __HAIR__ */

    return bvh_intersect_motion(kg, &ray, isect, visibility);
  }
#endif /* __OBJECT_MOTION__ */

#ifdef __HAIR__
  if (kernel_data.bvh.have_curves)
    return bvh_intersect_hair(kg, &ray, isect, visibility);
#endif /* __HAIR__ */

#ifdef __KERNEL_CPU__

#  ifdef __INSTANCING__
  if (kernel_data.bvh.have_instancing)
    return bvh_intersect_instancing(kg, &ray, isect, visibility);
#  endif /* __INSTANCING__ */

  return bvh_intersect(kg, &ray, isect, visibility);
#else /* __KERNEL_CPU__ */

#  ifdef __INSTANCING__
  return bvh_intersect_instancing(kg, &ray, isect, visibility);
#  else
  return bvh_intersect(kg, &ray, isect, visibility);
#  endif /* __INSTANCING__ */

#endif /* __KERNEL_CPU__ */
}

#ifdef __BVH_LOCAL__
/* Note: ray is passed by value to work around a possible CUDA compiler bug. */
ccl_device_intersect bool scene_intersect_local(KernelGlobals *kg,
                                                const Ray ray,
                                                LocalIntersection *local_isect,
                                                int local_object,
                                                uint *lcg_state,
                                                int max_hits)
{
  PROFILING_INIT(kg, PROFILING_INTERSECT_LOCAL);

  if (!scene_intersect_valid(&ray)) {
    local_isect->num_hits = 0;
    return false;
  }
#  ifdef __EMBREE__
  if (kernel_data.bvh.scene) {
    CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_SSS);
    ctx.lcg_state = lcg_state;
    ctx.max_hits = max_hits;
    ctx.ss_isect = local_isect;
    local_isect->num_hits = 0;
    ctx.sss_object_id = local_object;
    IntersectContext rtc_ctx(&ctx);
    RTCRay rtc_ray;
    kernel_embree_setup_ray(ray, rtc_ray, PATH_RAY_ALL_VISIBILITY);

    /* Get the Embree scene for this intersection. */
    RTCGeometry geom = rtcGetGeometry(kernel_data.bvh.scene, local_object * 2);
    if (geom) {
      float3 P = ray.P;
      float3 dir = ray.D;
      float3 idir = ray.D;
      const int object_flag = kernel_tex_fetch(__object_flag, local_object);
      if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
        Transform ob_itfm;
        rtc_ray.tfar = bvh_instance_motion_push(
            kg, local_object, &ray, &P, &dir, &idir, ray.t, &ob_itfm);
        /* bvh_instance_motion_push() returns the inverse transform but
         * it's not needed here. */
        (void)ob_itfm;

        rtc_ray.org_x = P.x;
        rtc_ray.org_y = P.y;
        rtc_ray.org_z = P.z;
        rtc_ray.dir_x = dir.x;
        rtc_ray.dir_y = dir.y;
        rtc_ray.dir_z = dir.z;
      }
      RTCScene scene = (RTCScene)rtcGetGeometryUserData(geom);
      if (scene) {
        rtcOccluded1(scene, &rtc_ctx.context, &rtc_ray);
      }
    }

    return local_isect->num_hits > 0;
  }
#  endif /* __EMBREE__ */
#  ifdef __OBJECT_MOTION__
  if (kernel_data.bvh.have_motion) {
    return bvh_intersect_local_motion(kg, &ray, local_isect, local_object, lcg_state, max_hits);
  }
#  endif /* __OBJECT_MOTION__ */
  return bvh_intersect_local(kg, &ray, local_isect, local_object, lcg_state, max_hits);
}
#endif

#ifdef __SHADOW_RECORD_ALL__
ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg,
                                                     const Ray *ray,
                                                     Intersection *isect,
                                                     uint visibility,
                                                     uint max_hits,
                                                     uint *num_hits)
{
  PROFILING_INIT(kg, PROFILING_INTERSECT_SHADOW_ALL);

  if (!scene_intersect_valid(ray)) {
    *num_hits = 0;
    return false;
  }
#  ifdef __EMBREE__
  if (kernel_data.bvh.scene) {
    CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_SHADOW_ALL);
    ctx.isect_s = isect;
    ctx.max_hits = max_hits;
    ctx.num_hits = 0;
    IntersectContext rtc_ctx(&ctx);
    RTCRay rtc_ray;
    kernel_embree_setup_ray(*ray, rtc_ray, PATH_RAY_SHADOW);
    rtcOccluded1(kernel_data.bvh.scene, &rtc_ctx.context, &rtc_ray);

    if (ctx.num_hits > max_hits) {
      return true;
    }
    *num_hits = ctx.num_hits;
    return rtc_ray.tfar == -INFINITY;
  }
#  endif
#  ifdef __OBJECT_MOTION__
  if (kernel_data.bvh.have_motion) {
#    ifdef __HAIR__
    if (kernel_data.bvh.have_curves) {
      return bvh_intersect_shadow_all_hair_motion(kg, ray, isect, visibility, max_hits, num_hits);
    }
#    endif /* __HAIR__ */

    return bvh_intersect_shadow_all_motion(kg, ray, isect, visibility, max_hits, num_hits);
  }
#  endif /* __OBJECT_MOTION__ */

#  ifdef __HAIR__
  if (kernel_data.bvh.have_curves) {
    return bvh_intersect_shadow_all_hair(kg, ray, isect, visibility, max_hits, num_hits);
  }
#  endif /* __HAIR__ */

#  ifdef __INSTANCING__
  if (kernel_data.bvh.have_instancing) {
    return bvh_intersect_shadow_all_instancing(kg, ray, isect, visibility, max_hits, num_hits);
  }
#  endif /* __INSTANCING__ */

  return bvh_intersect_shadow_all(kg, ray, isect, visibility, max_hits, num_hits);
}
#endif /* __SHADOW_RECORD_ALL__ */

#ifdef __VOLUME__
ccl_device_intersect bool scene_intersect_volume(KernelGlobals *kg,
                                                 const Ray *ray,
                                                 Intersection *isect,
                                                 const uint visibility)
{
  PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME);

  if (!scene_intersect_valid(ray)) {
    return false;
  }
#  ifdef __OBJECT_MOTION__
  if (kernel_data.bvh.have_motion) {
    return bvh_intersect_volume_motion(kg, ray, isect, visibility);
  }
#  endif /* __OBJECT_MOTION__ */
#  ifdef __KERNEL_CPU__
#    ifdef __INSTANCING__
  if (kernel_data.bvh.have_instancing)
    return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
#    endif /* __INSTANCING__ */
  return bvh_intersect_volume(kg, ray, isect, visibility);
#  else /* __KERNEL_CPU__ */
#    ifdef __INSTANCING__
  return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
#    else
  return bvh_intersect_volume(kg, ray, isect, visibility);
#    endif /* __INSTANCING__ */
#  endif   /* __KERNEL_CPU__ */
}
#endif /* __VOLUME__ */

#ifdef __VOLUME_RECORD_ALL__
ccl_device_intersect uint scene_intersect_volume_all(KernelGlobals *kg,
                                                     const Ray *ray,
                                                     Intersection *isect,
                                                     const uint max_hits,
                                                     const uint visibility)
{
  PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_ALL);

  if (!scene_intersect_valid(ray)) {
    return false;
  }
#  ifdef __EMBREE__
  if (kernel_data.bvh.scene) {
    CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_VOLUME_ALL);
    ctx.isect_s = isect;
    ctx.max_hits = max_hits;
    ctx.num_hits = 0;
    IntersectContext rtc_ctx(&ctx);
    RTCRay rtc_ray;
    kernel_embree_setup_ray(*ray, rtc_ray, visibility);
    rtcOccluded1(kernel_data.bvh.scene, &rtc_ctx.context, &rtc_ray);
    return rtc_ray.tfar == -INFINITY;
  }
#  endif
#  ifdef __OBJECT_MOTION__
  if (kernel_data.bvh.have_motion) {
    return bvh_intersect_volume_all_motion(kg, ray, isect, max_hits, visibility);
  }
#  endif /* __OBJECT_MOTION__ */
#  ifdef __INSTANCING__
  if (kernel_data.bvh.have_instancing)
    return bvh_intersect_volume_all_instancing(kg, ray, isect, max_hits, visibility);
#  endif /* __INSTANCING__ */
  return bvh_intersect_volume_all(kg, ray, isect, max_hits, visibility);
}
#endif /* __VOLUME_RECORD_ALL__ */

/* Ray offset to avoid self intersection.
 *
 * This function should be used to compute a modified ray start position for
 * rays leaving from a surface. */

ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
{
#ifdef __INTERSECTION_REFINE__
  const float epsilon_f = 1e-5f;
  /* ideally this should match epsilon_f, but instancing and motion blur
   * precision makes it problematic */
  const float epsilon_test = 1.0f;
  const int epsilon_i = 32;

  float3 res;

  /* x component */
  if (fabsf(P.x) < epsilon_test) {
    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_test) {
    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_test) {
    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
}

#if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__))
/* ToDo: Move to another file? */
ccl_device int intersections_compare(const void *a, const void *b)
{
  const Intersection *isect_a = (const Intersection *)a;
  const Intersection *isect_b = (const Intersection *)b;

  if (isect_a->t < isect_b->t)
    return -1;
  else if (isect_a->t > isect_b->t)
    return 1;
  else
    return 0;
}
#endif

#if defined(__SHADOW_RECORD_ALL__)
ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits)
{
#  ifdef __KERNEL_GPU__
  /* Use bubble sort which has more friendly memory pattern on GPU. */
  bool swapped;
  do {
    swapped = false;
    for (int j = 0; j < num_hits - 1; ++j) {
      if (hits[j].t > hits[j + 1].t) {
        struct Intersection tmp = hits[j];
        hits[j] = hits[j + 1];
        hits[j + 1] = tmp;
        swapped = true;
      }
    }
    --num_hits;
  } while (swapped);
#  else
  qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
#  endif
}
#endif /* __SHADOW_RECORD_ALL__ | __VOLUME_RECORD_ALL__ */

CCL_NAMESPACE_END