1ad04c7d65
This way we can stop traversing BVH node early on. Gives about 2-2.5x times render time improvement with 3 BVH steps. Hopefully this gives no measurable performance loss for scenes with single BVH step. Traversal is currently only implemented for QBVH, meaning old CPUs and GPU do not benefit from this change.
171 lines
3.8 KiB
C++
171 lines
3.8 KiB
C++
/*
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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_NODE_H__
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#define __BVH_NODE_H__
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#include "util_boundbox.h"
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#include "util_debug.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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enum BVH_STAT {
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BVH_STAT_NODE_COUNT,
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BVH_STAT_INNER_COUNT,
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BVH_STAT_LEAF_COUNT,
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BVH_STAT_TRIANGLE_COUNT,
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BVH_STAT_CHILDNODE_COUNT,
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BVH_STAT_QNODE_COUNT,
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BVH_STAT_ALIGNED_COUNT,
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BVH_STAT_UNALIGNED_COUNT,
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BVH_STAT_ALIGNED_INNER_COUNT,
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BVH_STAT_UNALIGNED_INNER_COUNT,
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BVH_STAT_ALIGNED_INNER_QNODE_COUNT,
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BVH_STAT_UNALIGNED_INNER_QNODE_COUNT,
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BVH_STAT_ALIGNED_LEAF_COUNT,
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BVH_STAT_UNALIGNED_LEAF_COUNT,
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};
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class BVHParams;
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class BVHNode
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{
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public:
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BVHNode() : m_is_unaligned(false),
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m_aligned_space(NULL),
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m_time_from(0.0f),
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m_time_to(1.0f)
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{
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}
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virtual ~BVHNode()
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{
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delete m_aligned_space;
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}
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virtual bool is_leaf() const = 0;
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virtual int num_children() const = 0;
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virtual BVHNode *get_child(int i) const = 0;
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virtual int num_triangles() const { return 0; }
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virtual void print(int depth = 0) const = 0;
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bool is_unaligned() const { return m_is_unaligned; }
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inline void set_aligned_space(const Transform& aligned_space)
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{
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m_is_unaligned = true;
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if(m_aligned_space == NULL) {
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m_aligned_space = new Transform(aligned_space);
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}
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else {
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*m_aligned_space = aligned_space;
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}
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}
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inline Transform get_aligned_space() const
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{
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if(m_aligned_space == NULL) {
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return transform_identity();
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}
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return *m_aligned_space;
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}
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BoundBox m_bounds;
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uint m_visibility;
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// Subtree functions
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int getSubtreeSize(BVH_STAT stat=BVH_STAT_NODE_COUNT) const;
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float computeSubtreeSAHCost(const BVHParams& p, float probability = 1.0f) const;
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void deleteSubtree();
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uint update_visibility();
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void update_time();
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bool m_is_unaligned;
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// TODO(sergey): Can be stored as 3x3 matrix, but better to have some
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// utilities and type defines in util_transform first.
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Transform *m_aligned_space;
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float m_time_from, m_time_to;
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};
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class InnerNode : public BVHNode
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{
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public:
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InnerNode(const BoundBox& bounds,
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BVHNode* child0,
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BVHNode* child1)
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{
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m_bounds = bounds;
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children[0] = child0;
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children[1] = child1;
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if(child0 && child1)
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m_visibility = child0->m_visibility|child1->m_visibility;
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else
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m_visibility = 0; /* happens on build cancel */
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}
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explicit InnerNode(const BoundBox& bounds)
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{
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m_bounds = bounds;
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m_visibility = 0;
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children[0] = NULL;
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children[1] = NULL;
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}
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bool is_leaf() const { return false; }
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int num_children() const { return 2; }
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BVHNode *get_child(int i) const{ assert(i>=0 && i<2); return children[i]; }
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void print(int depth) const;
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BVHNode *children[2];
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};
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class LeafNode : public BVHNode
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{
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public:
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LeafNode(const BoundBox& bounds, uint visibility, int lo, int hi)
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{
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m_bounds = bounds;
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m_visibility = visibility;
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m_lo = lo;
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m_hi = hi;
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}
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LeafNode(const LeafNode& s)
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: BVHNode()
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{
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*this = s;
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}
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bool is_leaf() const { return true; }
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int num_children() const { return 0; }
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BVHNode *get_child(int) const { return NULL; }
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int num_triangles() const { return m_hi - m_lo; }
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void print(int depth) const;
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int m_lo;
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int m_hi;
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_NODE_H__ */
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