blender/intern/cycles/bvh/bvh_split.h
Brecht Van Lommel 6974b69c61 Cycles: optimization for hair BVH build, allow max 2 hair curves per leaf.
This gives me 14% reduction in render time for koro_final.blend.
2014-04-22 17:15:41 +02:00

111 lines
2.8 KiB
C++

/*
* 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.
*/
#ifndef __BVH_SPLIT_H__
#define __BVH_SPLIT_H__
#include "bvh_build.h"
#include "bvh_params.h"
CCL_NAMESPACE_BEGIN
class BVHBuild;
/* Object Split */
class BVHObjectSplit
{
public:
float sah;
int dim;
int num_left;
BoundBox left_bounds;
BoundBox right_bounds;
BVHObjectSplit() {}
BVHObjectSplit(BVHBuild *builder, const BVHRange& range, float nodeSAH);
void split(BVHBuild *builder, BVHRange& left, BVHRange& right, const BVHRange& range);
};
/* Spatial Split */
class BVHSpatialSplit
{
public:
float sah;
int dim;
float pos;
BVHSpatialSplit() : sah(FLT_MAX), dim(0), pos(0.0f) {}
BVHSpatialSplit(BVHBuild *builder, const BVHRange& range, float nodeSAH);
void split(BVHBuild *builder, BVHRange& left, BVHRange& right, const BVHRange& range);
void split_reference(BVHBuild *builder, BVHReference& left, BVHReference& right, const BVHReference& ref, int dim, float pos);
};
/* Mixed Object-Spatial Split */
class BVHMixedSplit
{
public:
BVHObjectSplit object;
BVHSpatialSplit spatial;
float leafSAH;
float nodeSAH;
float minSAH;
bool no_split;
__forceinline BVHMixedSplit(BVHBuild *builder, const BVHRange& range, int level)
{
/* find split candidates. */
float area = range.bounds().safe_area();
leafSAH = area * builder->params.primitive_cost(range.size());
nodeSAH = area * builder->params.node_cost(2);
object = BVHObjectSplit(builder, range, nodeSAH);
if(builder->params.use_spatial_split && level < BVHParams::MAX_SPATIAL_DEPTH) {
BoundBox overlap = object.left_bounds;
overlap.intersect(object.right_bounds);
if(overlap.safe_area() >= builder->spatial_min_overlap)
spatial = BVHSpatialSplit(builder, range, nodeSAH);
}
/* leaf SAH is the lowest => create leaf. */
minSAH = min(min(leafSAH, object.sah), spatial.sah);
no_split = (minSAH == leafSAH && builder->range_within_max_leaf_size(range));
}
__forceinline void split(BVHBuild *builder, BVHRange& left, BVHRange& right, const BVHRange& range)
{
if(builder->params.use_spatial_split && minSAH == spatial.sah)
spatial.split(builder, left, right, range);
if(!left.size() || !right.size())
object.split(builder, left, right, range);
}
};
CCL_NAMESPACE_END
#endif /* __BVH_SPLIT_H__ */