2011-04-27 11:58:34 +00:00
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/*
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* Adapted from code copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __BVH_H__
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#define __BVH_H__
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 18:39:14 +00:00
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#include "bvh/bvh_params.h"
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2011-04-27 11:58:34 +00:00
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 18:39:14 +00:00
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#include "util/util_types.h"
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#include "util/util_vector.h"
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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class BVHNode;
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2011-05-03 18:29:11 +00:00
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struct BVHStackEntry;
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2011-04-27 11:58:34 +00:00
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class BVHParams;
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class BoundBox;
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class LeafNode;
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class Object;
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class Progress;
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#define BVH_NODE_SIZE 4
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2015-04-13 18:05:09 +00:00
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#define BVH_NODE_LEAF_SIZE 1
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2016-06-10 08:14:05 +00:00
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#define BVH_QNODE_SIZE 8
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2015-04-13 18:05:09 +00:00
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#define BVH_QNODE_LEAF_SIZE 1
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2011-04-27 11:58:34 +00:00
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#define BVH_ALIGN 4096
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#define TRI_NODE_SIZE 3
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2016-07-07 10:18:57 +00:00
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#define BVH_UNALIGNED_NODE_SIZE 7
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#define BVH_UNALIGNED_QNODE_SIZE 14
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2011-04-27 11:58:34 +00:00
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/* Packed BVH
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*
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* BVH stored as it will be used for traversal on the rendering device. */
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struct PackedBVH {
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/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
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2013-07-30 09:26:45 +00:00
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* and child, triangle or object indexes depending on the node type */
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2015-04-13 18:05:09 +00:00
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array<int4> nodes;
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/* BVH leaf nodes storage. */
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array<int4> leaf_nodes;
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2011-04-27 11:58:34 +00:00
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/* object index to BVH node index mapping for instances */
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array<int> object_node;
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Cycles: Reduce memory usage by de-duplicating triangle storage
There are several internal changes for this:
First idea is to make __tri_verts to behave similar to __tri_storage,
meaning, __tri_verts array now contains all vertices of all triangles
instead of just mesh vertices. This saves some lookup when reading
triangle coordinates in functions like triangle_normal().
In order to make it efficient needed to store global triangle offset
somewhere. So no __tri_vindex.w contains a global triangle index which
can be used to read triangle vertices.
Additionally, the order of vertices in that array is aligned with
primitives from BVH. This is needed to keep cache as much coherent as
possible for BVH traversal. This causes some extra tricks needed to
fill the array in and deal with True Displacement but those trickery
is fully required to prevent noticeable slowdown.
Next idea was to use this __tri_verts instead of __tri_storage in
intersection code. Unfortunately, this is quite tricky to do without
noticeable speed loss. Mainly this loss is caused by extra lookup
happening to access vertex coordinate.
Fortunately, tricks here and there (i,e, some types changes to avoid
casts which are not really coming for free) reduces those losses to
an acceptable level. So now they are within couple of percent only,
On a positive site we've achieved:
- Few percent of memory save with triangle-only scenes. Actual save
in this case is close to size of all vertices.
On a more fine-subdivided scenes this benefit might become more
obvious.
- Huge memory save of hairy scenes. For example, on koro.blend
there is about 20% memory save. Similar figure for bunny.blend.
This memory save was the main goal of this commit to move forward
with Hair BVH which required more memory per BVH node. So while
this sounds exciting, this memory optimization will become invisible
by upcoming Hair BVH work.
But again on a positive side, we can add an option to NOT use Hair
BVH and then we'll have same-ish render times as we've got currently
but will have this 20% memory benefit on hairy scenes.
2016-06-10 14:13:50 +00:00
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/* Mapping from primitive index to index in triangle array. */
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array<uint> prim_tri_index;
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/* Continuous storage of triangle vertices. */
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array<float4> prim_tri_verts;
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2014-03-29 12:03:46 +00:00
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/* primitive type - triangle or strand */
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array<int> prim_type;
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2011-09-01 15:53:36 +00:00
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/* visibility visibilitys for primitives */
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array<uint> prim_visibility;
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2011-04-27 11:58:34 +00:00
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/* mapping from BVH primitive index to true primitive index, as primitives
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2012-06-09 17:22:52 +00:00
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* may be duplicated due to spatial splits. -1 for instances. */
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2011-04-27 11:58:34 +00:00
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array<int> prim_index;
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/* mapping from BVH primitive index, to the object id of that primitive. */
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array<int> prim_object;
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2017-02-15 09:56:54 +00:00
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/* Time range of BVH primitive. */
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array<float2> prim_time;
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2011-04-27 11:58:34 +00:00
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/* index of the root node. */
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int root_index;
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PackedBVH()
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{
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root_index = 0;
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}
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};
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/* BVH */
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class BVH
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{
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public:
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PackedBVH pack;
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BVHParams params;
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vector<Object*> objects;
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static BVH *create(const BVHParams& params, const vector<Object*>& objects);
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2011-08-10 19:45:08 +00:00
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virtual ~BVH() {}
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2011-04-27 11:58:34 +00:00
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void build(Progress& progress);
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void refit(Progress& progress);
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protected:
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BVH(const BVHParams& params, const vector<Object*>& objects);
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Cycles: Reduce memory usage by de-duplicating triangle storage
There are several internal changes for this:
First idea is to make __tri_verts to behave similar to __tri_storage,
meaning, __tri_verts array now contains all vertices of all triangles
instead of just mesh vertices. This saves some lookup when reading
triangle coordinates in functions like triangle_normal().
In order to make it efficient needed to store global triangle offset
somewhere. So no __tri_vindex.w contains a global triangle index which
can be used to read triangle vertices.
Additionally, the order of vertices in that array is aligned with
primitives from BVH. This is needed to keep cache as much coherent as
possible for BVH traversal. This causes some extra tricks needed to
fill the array in and deal with True Displacement but those trickery
is fully required to prevent noticeable slowdown.
Next idea was to use this __tri_verts instead of __tri_storage in
intersection code. Unfortunately, this is quite tricky to do without
noticeable speed loss. Mainly this loss is caused by extra lookup
happening to access vertex coordinate.
Fortunately, tricks here and there (i,e, some types changes to avoid
casts which are not really coming for free) reduces those losses to
an acceptable level. So now they are within couple of percent only,
On a positive site we've achieved:
- Few percent of memory save with triangle-only scenes. Actual save
in this case is close to size of all vertices.
On a more fine-subdivided scenes this benefit might become more
obvious.
- Huge memory save of hairy scenes. For example, on koro.blend
there is about 20% memory save. Similar figure for bunny.blend.
This memory save was the main goal of this commit to move forward
with Hair BVH which required more memory per BVH node. So while
this sounds exciting, this memory optimization will become invisible
by upcoming Hair BVH work.
But again on a positive side, we can add an option to NOT use Hair
BVH and then we'll have same-ish render times as we've got currently
but will have this 20% memory benefit on hairy scenes.
2016-06-10 14:13:50 +00:00
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/* triangles and strands */
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2012-12-28 14:21:30 +00:00
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void pack_primitives();
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2016-04-11 12:54:58 +00:00
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void pack_triangle(int idx, float4 storage[3]);
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2011-04-27 11:58:34 +00:00
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/* merge instance BVH's */
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2015-04-13 18:05:09 +00:00
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void pack_instances(size_t nodes_size, size_t leaf_nodes_size);
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2011-04-27 11:58:34 +00:00
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/* for subclasses to implement */
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2015-02-18 00:12:53 +00:00
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virtual void pack_nodes(const BVHNode *root) = 0;
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2011-04-27 11:58:34 +00:00
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virtual void refit_nodes() = 0;
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};
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2017-03-28 16:58:51 +00:00
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/* Binary BVH
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2011-04-27 11:58:34 +00:00
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*
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* Typical BVH with each node having two children. */
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2017-03-28 16:58:51 +00:00
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class BinaryBVH : public BVH {
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2011-04-27 11:58:34 +00:00
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protected:
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/* constructor */
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friend class BVH;
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2017-03-28 16:58:51 +00:00
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BinaryBVH(const BVHParams& params, const vector<Object*>& objects);
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2011-04-27 11:58:34 +00:00
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/* pack */
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2015-02-18 00:12:53 +00:00
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void pack_nodes(const BVHNode *root);
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2016-07-07 10:18:57 +00:00
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void pack_leaf(const BVHStackEntry& e,
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const LeafNode *leaf);
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void pack_inner(const BVHStackEntry& e,
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const BVHStackEntry& e0,
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const BVHStackEntry& e1);
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void pack_aligned_inner(const BVHStackEntry& e,
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const BVHStackEntry& e0,
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const BVHStackEntry& e1);
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void pack_aligned_node(int idx,
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const BoundBox& b0,
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const BoundBox& b1,
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int c0, int c1,
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uint visibility0, uint visibility1);
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void pack_unaligned_inner(const BVHStackEntry& e,
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const BVHStackEntry& e0,
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const BVHStackEntry& e1);
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void pack_unaligned_node(int idx,
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const Transform& aligned_space0,
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const Transform& aligned_space1,
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const BoundBox& b0,
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const BoundBox& b1,
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int c0, int c1,
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uint visibility0, uint visibility1);
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2011-04-27 11:58:34 +00:00
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/* refit */
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void refit_nodes();
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2011-09-01 15:53:36 +00:00
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void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
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2011-04-27 11:58:34 +00:00
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};
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/* QBVH
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*
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* Quad BVH, with each node having four children, to use with SIMD instructions. */
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class QBVH : public BVH {
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protected:
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/* constructor */
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friend class BVH;
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QBVH(const BVHParams& params, const vector<Object*>& objects);
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/* pack */
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2015-02-18 00:12:53 +00:00
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void pack_nodes(const BVHNode *root);
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2016-07-07 10:18:57 +00:00
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2011-04-27 11:58:34 +00:00
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void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf);
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void pack_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num);
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2016-07-07 10:18:57 +00:00
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void pack_aligned_inner(const BVHStackEntry& e,
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const BVHStackEntry *en,
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int num);
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2016-09-09 09:32:05 +00:00
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void pack_aligned_node(int idx,
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const BoundBox *bounds,
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const int *child,
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const uint visibility,
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2017-01-17 14:34:18 +00:00
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const float time_from,
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const float time_to,
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2016-09-09 09:32:05 +00:00
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const int num);
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2016-07-07 10:18:57 +00:00
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void pack_unaligned_inner(const BVHStackEntry& e,
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const BVHStackEntry *en,
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int num);
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2016-09-09 09:32:05 +00:00
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void pack_unaligned_node(int idx,
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const Transform *aligned_space,
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const BoundBox *bounds,
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const int *child,
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const uint visibility,
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2017-01-17 14:34:18 +00:00
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const float time_from,
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const float time_to,
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2016-09-09 09:32:05 +00:00
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const int num);
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2016-07-07 10:18:57 +00:00
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2011-04-27 11:58:34 +00:00
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/* refit */
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void refit_nodes();
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2014-12-17 17:46:02 +00:00
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void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
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2011-04-27 11:58:34 +00:00
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_H__ */
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