390 lines
11 KiB
C
390 lines
11 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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CCL_NAMESPACE_BEGIN
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/*
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* "Persistent while-while kernel" used in:
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*
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* "Understanding the Efficiency of Ray Traversal on GPUs",
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* Timo Aila and Samuli Laine,
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* Proc. High-Performance Graphics 2009
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*/
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/* bottom-most stack entry, indicating the end of traversal */
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#define ENTRYPOINT_SENTINEL 0x76543210
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/* 64 object BVH + 64 mesh BVH + 64 object node splitting */
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#define BVH_STACK_SIZE 192
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#define BVH_NODE_SIZE 4
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#define TRI_NODE_SIZE 3
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/* silly workaround for float extended precision that happens when compiling
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* without sse support on x86, it results in different results for float ops
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* that you would otherwise expect to compare correctly */
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#if !defined(__i386__) || defined(__SSE__)
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#define NO_EXTENDED_PRECISION
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#else
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#define NO_EXTENDED_PRECISION volatile
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#endif
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__device_inline float3 bvh_inverse_direction(float3 dir)
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{
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/* avoid divide by zero (ooeps = exp2f(-80.0f)) */
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float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f;
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float3 idir;
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idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x));
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idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y));
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idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
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return idir;
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}
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__device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
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{
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Transform tfm = object_fetch_transform(kg, object, ray->time, OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, ray->P);
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float3 dir = transform_direction(&tfm, ray->D);
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float len;
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dir = normalize_len(dir, &len);
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*idir = bvh_inverse_direction(dir);
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if(*t != FLT_MAX)
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*t *= len;
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}
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__device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
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{
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if(*t != FLT_MAX) {
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Transform tfm = object_fetch_transform(kg, object, ray->time, OBJECT_TRANSFORM);
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*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
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}
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*P = ray->P;
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*idir = bvh_inverse_direction(ray->D);
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}
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/* intersect two bounding boxes */
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__device_inline void bvh_node_intersect(KernelGlobals *kg,
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bool *traverseChild0, bool *traverseChild1,
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bool *closestChild1, int *nodeAddr0, int *nodeAddr1,
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float3 P, float3 idir, float t, uint visibility, int nodeAddr)
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{
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/* fetch node data */
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float4 n0xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0);
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float4 n1xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1);
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float4 nz = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2);
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
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/* intersect ray against child nodes */
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float3 ood = P * idir;
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float c0lox = n0xy.x * idir.x - ood.x;
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float c0hix = n0xy.y * idir.x - ood.x;
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float c0loy = n0xy.z * idir.y - ood.y;
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float c0hiy = n0xy.w * idir.y - ood.y;
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float c0loz = nz.x * idir.z - ood.z;
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float c0hiz = nz.y * idir.z - ood.z;
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NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
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NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
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float c1loz = nz.z * idir.z - ood.z;
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float c1hiz = nz.w * idir.z - ood.z;
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float c1lox = n1xy.x * idir.x - ood.x;
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float c1hix = n1xy.y * idir.x - ood.x;
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float c1loy = n1xy.z * idir.y - ood.y;
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float c1hiy = n1xy.w * idir.y - ood.y;
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NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
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NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
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/* decide which nodes to traverse next */
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#ifdef __VISIBILITY_FLAG__
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/* this visibility test gives a 5% performance hit, how to solve? */
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*traverseChild0 = (c0max >= c0min) && (__float_as_int(cnodes.z) & visibility);
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*traverseChild1 = (c1max >= c1min) && (__float_as_int(cnodes.w) & visibility);
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#else
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*traverseChild0 = (c0max >= c0min);
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*traverseChild1 = (c1max >= c1min);
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#endif
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*nodeAddr0 = __float_as_int(cnodes.x);
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*nodeAddr1 = __float_as_int(cnodes.y);
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*closestChild1 = (c1min < c0min);
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}
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/* Sven Woop's algorithm */
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__device_inline void bvh_triangle_intersect(KernelGlobals *kg, Intersection *isect,
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float3 P, float3 idir, uint visibility, int object, int triAddr)
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{
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/* compute and check intersection t-value */
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float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
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float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
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float3 dir = 1.0f/idir;
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float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
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float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
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float t = Oz * invDz;
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if(t > 0.0f && t < isect->t) {
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/* compute and check barycentric u */
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float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
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float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
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float u = Ox + t*Dx;
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if(u >= 0.0f) {
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/* compute and check barycentric v */
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float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
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float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
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float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
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float v = Oy + t*Dy;
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if(v >= 0.0f && u + v <= 1.0f) {
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#ifdef __VISIBILITY_FLAG__
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/* visibility flag test. we do it here under the assumption
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* that most triangles are culled by node flags */
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if(kernel_tex_fetch(__prim_visibility, triAddr) & visibility)
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#endif
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{
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/* record intersection */
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isect->prim = triAddr;
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isect->object = object;
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isect->u = u;
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isect->v = v;
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isect->t = t;
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}
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}
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}
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}
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}
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__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
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{
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/* traversal stack in CUDA thread-local memory */
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int traversalStack[BVH_STACK_SIZE];
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traversalStack[0] = ENTRYPOINT_SENTINEL;
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/* traversal variables in registers */
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int stackPtr = 0;
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int nodeAddr = kernel_data.bvh.root;
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/* ray parameters in registers */
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const float tmax = ray->t;
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float3 P = ray->P;
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float3 idir = bvh_inverse_direction(ray->D);
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int object = ~0;
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isect->t = tmax;
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isect->object = ~0;
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isect->prim = ~0;
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isect->u = 0.0f;
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isect->v = 0.0f;
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/* traversal loop */
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do {
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do
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{
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/* traverse internal nodes */
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while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
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{
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bool traverseChild0, traverseChild1, closestChild1;
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int nodeAddrChild1;
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bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
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&closestChild1, &nodeAddr, &nodeAddrChild1,
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P, idir, isect->t, visibility, nodeAddr);
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if(traverseChild0 != traverseChild1) {
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/* one child was intersected */
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if(traverseChild1) {
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nodeAddr = nodeAddrChild1;
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}
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}
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else {
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if(!traverseChild0) {
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/* neither child was intersected */
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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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}
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else {
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/* both children were intersected, push the farther one */
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if(closestChild1) {
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int tmp = nodeAddr;
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nodeAddr = nodeAddrChild1;
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nodeAddrChild1 = tmp;
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}
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++stackPtr;
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traversalStack[stackPtr] = nodeAddrChild1;
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}
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}
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}
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/* if node is leaf, fetch triangle list */
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if(nodeAddr < 0) {
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float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
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int primAddr = __float_as_int(leaf.x);
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#ifdef __INSTANCING__
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if(primAddr >= 0) {
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#endif
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int primAddr2 = __float_as_int(leaf.y);
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/* pop */
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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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/* triangle intersection */
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while(primAddr < primAddr2) {
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/* intersect ray against triangle */
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bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
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/* shadow ray early termination */
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if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
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return true;
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primAddr++;
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}
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#ifdef __INSTANCING__
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}
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else {
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/* instance push */
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object = kernel_tex_fetch(__prim_object, -primAddr-1);
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bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
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++stackPtr;
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traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
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nodeAddr = kernel_tex_fetch(__object_node, object);
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}
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#endif
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}
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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#ifdef __INSTANCING__
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if(stackPtr >= 0) {
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kernel_assert(object != ~0);
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/* instance pop */
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bvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
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object = ~0;
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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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}
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#endif
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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return (isect->prim != ~0);
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}
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__device_inline float3 ray_offset(float3 P, float3 Ng)
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{
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#ifdef __INTERSECTION_REFINE__
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const float epsilon_f = 1e-5f;
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const int epsilon_i = 32;
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float3 res;
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/* x component */
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if(fabsf(P.x) < epsilon_f) {
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res.x = P.x + Ng.x*epsilon_f;
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}
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else {
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uint ix = __float_as_uint(P.x);
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ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
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res.x = __uint_as_float(ix);
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}
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/* y component */
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if(fabsf(P.y) < epsilon_f) {
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res.y = P.y + Ng.y*epsilon_f;
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}
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else {
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uint iy = __float_as_uint(P.y);
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iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
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res.y = __uint_as_float(iy);
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}
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/* z component */
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if(fabsf(P.z) < epsilon_f) {
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res.z = P.z + Ng.z*epsilon_f;
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}
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else {
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uint iz = __float_as_uint(P.z);
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iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
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res.z = __uint_as_float(iz);
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}
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return res;
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#else
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const float epsilon_f = 1e-4f;
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return P + epsilon_f*Ng;
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#endif
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}
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__device_inline float3 bvh_triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
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{
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float3 P = ray->P;
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float3 D = ray->D;
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float t = isect->t;
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#ifdef __INTERSECTION_REFINE__
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if(isect->object != ~0) {
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#ifdef __MOTION__
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Transform tfm = sd->ob_itfm;
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#else
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Transform tfm = object_fetch_transform(kg, isect->object, ray->time, OBJECT_INVERSE_TRANSFORM);
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#endif
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P = transform_point(&tfm, P);
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D = transform_direction(&tfm, D*t);
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D = normalize_len(D, &t);
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}
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P = P + D*t;
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float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
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float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
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float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
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float rt = Oz * invDz;
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P = P + D*rt;
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if(isect->object != ~0) {
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#ifdef __MOTION__
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Transform tfm = sd->ob_tfm;
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#else
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Transform tfm = object_fetch_transform(kg, isect->object, ray->time, OBJECT_TRANSFORM);
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#endif
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P = transform_point(&tfm, P);
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}
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return P;
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#else
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return P + D*t;
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#endif
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}
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CCL_NAMESPACE_END
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