blender/intern/cycles/bvh/node.h

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/* SPDX-FileCopyrightText: 2009-2010 NVIDIA Corporation
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0
*
* Adapted code from NVIDIA Corporation. */
#ifndef __BVH_NODE_H__
#define __BVH_NODE_H__
#include "util/boundbox.h"
#include "util/types.h"
CCL_NAMESPACE_BEGIN
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enum BVH_STAT {
BVH_STAT_NODE_COUNT,
BVH_STAT_INNER_COUNT,
BVH_STAT_LEAF_COUNT,
BVH_STAT_TRIANGLE_COUNT,
BVH_STAT_CHILDNODE_COUNT,
BVH_STAT_ALIGNED_COUNT,
BVH_STAT_UNALIGNED_COUNT,
BVH_STAT_ALIGNED_INNER_COUNT,
BVH_STAT_UNALIGNED_INNER_COUNT,
BVH_STAT_ALIGNED_LEAF_COUNT,
BVH_STAT_UNALIGNED_LEAF_COUNT,
BVH_STAT_DEPTH,
};
class BVHParams;
class BVHNode {
public:
virtual ~BVHNode()
{
delete aligned_space;
}
virtual bool is_leaf() const = 0;
virtual int num_children() const = 0;
virtual BVHNode *get_child(int i) const = 0;
virtual int num_triangles() const
{
return 0;
}
virtual void print(int depth = 0) const = 0;
inline void set_aligned_space(const Transform &aligned_space)
{
is_unaligned = true;
if (this->aligned_space == NULL) {
this->aligned_space = new Transform(aligned_space);
}
else {
*this->aligned_space = aligned_space;
}
}
inline Transform get_aligned_space() const
{
if (aligned_space == NULL) {
return transform_identity();
}
return *aligned_space;
}
inline bool has_unaligned() const
{
if (is_leaf()) {
return false;
}
for (int i = 0; i < num_children(); ++i) {
if (get_child(i)->is_unaligned) {
return true;
}
}
return false;
}
// Subtree functions
int getSubtreeSize(BVH_STAT stat = BVH_STAT_NODE_COUNT) const;
float computeSubtreeSAHCost(const BVHParams &p, float probability = 1.0f) const;
void deleteSubtree();
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-28 08:53:59 +00:00
uint update_visibility();
void update_time();
/* Dump the content of the tree as a graphviz file. */
void dump_graph(const char *filename);
// Properties.
BoundBox bounds;
uint visibility;
bool is_unaligned;
/* TODO(sergey): Can be stored as 3x3 matrix, but better to have some
* utilities and type defines in util_transform first.
*/
Transform *aligned_space;
float time_from, time_to;
protected:
explicit BVHNode(const BoundBox &bounds)
: bounds(bounds),
visibility(0),
is_unaligned(false),
aligned_space(NULL),
time_from(0.0f),
time_to(1.0f)
{
}
explicit BVHNode(const BVHNode &other)
: bounds(other.bounds),
visibility(other.visibility),
is_unaligned(other.is_unaligned),
aligned_space(NULL),
time_from(other.time_from),
time_to(other.time_to)
{
if (other.aligned_space != NULL) {
assert(other.is_unaligned);
aligned_space = new Transform();
*aligned_space = *other.aligned_space;
}
else {
assert(!other.is_unaligned);
}
}
};
class InnerNode : public BVHNode {
public:
static constexpr int kNumMaxChildren = 8;
InnerNode(const BoundBox &bounds, BVHNode *child0, BVHNode *child1)
: BVHNode(bounds), num_children_(2)
{
children[0] = child0;
children[1] = child1;
reset_unused_children();
if (child0 && child1) {
visibility = child0->visibility | child1->visibility;
}
else {
/* Happens on build cancel. */
visibility = 0;
}
}
InnerNode(const BoundBox &bounds, BVHNode **children, const int num_children)
: BVHNode(bounds), num_children_(num_children)
{
visibility = 0;
time_from = FLT_MAX;
time_to = -FLT_MAX;
for (int i = 0; i < num_children; ++i) {
assert(children[i] != NULL);
visibility |= children[i]->visibility;
this->children[i] = children[i];
time_from = min(time_from, children[i]->time_from);
time_to = max(time_to, children[i]->time_to);
}
reset_unused_children();
}
/* NOTE: This function is only used during binary BVH builder, and it's
* supposed to be configured to have 2 children which will be filled-in in a
* bit. But this is important to have children reset to NULL. */
explicit InnerNode(const BoundBox &bounds) : BVHNode(bounds), num_children_(0)
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-28 08:53:59 +00:00
{
reset_unused_children();
visibility = 0;
num_children_ = 2;
}
bool is_leaf() const
{
return false;
}
int num_children() const
{
return num_children_;
}
BVHNode *get_child(int i) const
{
assert(i >= 0 && i < num_children_);
return children[i];
}
void print(int depth) const;
int num_children_;
BVHNode *children[kNumMaxChildren];
protected:
void reset_unused_children()
{
for (int i = num_children_; i < kNumMaxChildren; ++i) {
children[i] = NULL;
}
}
};
class LeafNode : public BVHNode {
public:
LeafNode(const BoundBox &bounds, uint visibility, int lo, int hi)
: BVHNode(bounds), lo(lo), hi(hi)
{
this->bounds = bounds;
this->visibility = visibility;
}
LeafNode(const LeafNode &other) : BVHNode(other), lo(other.lo), hi(other.hi) {}
bool is_leaf() const
{
return true;
}
int num_children() const
{
return 0;
}
BVHNode *get_child(int) const
{
return NULL;
}
int num_triangles() const
{
return hi - lo;
}
void print(int depth) const;
int lo;
int hi;
};
CCL_NAMESPACE_END
#endif /* __BVH_NODE_H__ */