2014-12-15 15:21:41 +00:00
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/*
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2014-12-15 16:18:01 +00:00
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* Copyright 2014, Blender Foundation.
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2014-12-15 15:21:41 +00:00
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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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2015-04-01 16:08:12 +00:00
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/* Triangle/Ray intersections.
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2014-12-15 15:21:41 +00:00
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*
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2014-12-15 16:18:01 +00:00
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* For BVH ray intersection we use a precomputed triangle storage to accelerate
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* intersection at the cost of more memory usage.
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*/
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2014-12-15 15:21:41 +00:00
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CCL_NAMESPACE_BEGIN
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2014-12-15 16:18:01 +00:00
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ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
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Intersection *isect,
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float3 P,
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2017-03-27 15:06:37 +00:00
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float3 dir,
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2014-12-15 16:18:01 +00:00
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uint visibility,
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int object,
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2016-12-12 11:10:37 +00:00
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int prim_addr)
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2014-12-15 15:21:41 +00:00
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{
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2016-12-12 11:10:37 +00:00
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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2017-03-27 15:06:37 +00:00
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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2017-03-23 16:15:54 +00:00
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const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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2016-10-12 11:46:25 +00:00
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#else
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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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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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2016-10-12 11:46:25 +00:00
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#endif
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2017-03-23 12:30:18 +00:00
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float t, u, v;
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2017-03-27 15:06:37 +00:00
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if(ray_triangle_intersect(P,
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dir,
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isect->t,
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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2017-03-23 16:15:54 +00:00
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ssef_verts,
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#else
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float4_to_float3(tri_a),
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float4_to_float3(tri_b),
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float4_to_float3(tri_c),
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#endif
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2017-03-23 12:30:18 +00:00
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&u, &v, &t))
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2015-03-12 12:51:01 +00:00
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{
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2014-12-15 15:21:41 +00:00
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#ifdef __VISIBILITY_FLAG__
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2017-03-23 12:30:18 +00:00
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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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*/
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if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
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2014-12-15 15:21:41 +00:00
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#endif
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2017-03-23 12:30:18 +00:00
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{
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isect->prim = prim_addr;
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isect->object = object;
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isect->type = PRIMITIVE_TRIANGLE;
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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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return true;
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2015-08-24 19:21:30 +00:00
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}
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2014-12-15 15:21:41 +00:00
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}
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return false;
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}
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2017-10-30 19:25:08 +00:00
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/* Special ray intersection routines for local intersection. In that case we
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2014-12-15 15:21:41 +00:00
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* only want to intersect with primitives in the same object, and if case of
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2014-12-15 16:18:01 +00:00
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* multiple hits we pick a single random primitive as the intersection point.
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*/
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2014-12-15 15:21:41 +00:00
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2017-10-30 19:25:08 +00:00
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#ifdef __BVH_LOCAL__
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ccl_device_inline void triangle_intersect_local(
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2014-12-15 16:18:01 +00:00
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KernelGlobals *kg,
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2017-10-30 19:25:08 +00:00
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LocalIntersection *local_isect,
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2014-12-15 16:18:01 +00:00
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float3 P,
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2017-03-27 15:06:37 +00:00
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float3 dir,
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2014-12-15 16:18:01 +00:00
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int object,
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2017-10-30 19:25:08 +00:00
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int local_object,
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2016-12-12 11:10:37 +00:00
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int prim_addr,
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2014-12-15 16:18:01 +00:00
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float tmax,
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uint *lcg_state,
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int max_hits)
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2014-12-15 15:21:41 +00:00
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{
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2017-10-30 19:25:08 +00:00
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/* Only intersect with matching object, for instanced objects we
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* already know we are only intersecting the right object. */
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if(object == OBJECT_NONE) {
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if(kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
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return;
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}
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}
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2016-12-12 11:10:37 +00:00
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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2017-03-27 15:06:37 +00:00
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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2017-03-23 16:15:54 +00:00
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const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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2016-10-24 14:56:41 +00:00
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#else
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2017-03-23 16:15:54 +00:00
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const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
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tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
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tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
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2016-10-24 14:56:41 +00:00
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#endif
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2017-03-23 14:17:26 +00:00
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float t, u, v;
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2017-03-27 15:06:37 +00:00
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if(!ray_triangle_intersect(P,
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dir,
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tmax,
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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2017-03-23 16:15:54 +00:00
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ssef_verts,
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#else
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2017-03-27 15:06:37 +00:00
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tri_a, tri_b, tri_c,
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2017-03-23 16:15:54 +00:00
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#endif
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2017-03-23 14:17:26 +00:00
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&u, &v, &t))
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2014-12-15 16:18:01 +00:00
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{
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return;
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}
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2017-10-30 19:25:08 +00:00
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for(int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
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if(local_isect->hits[i].t == t) {
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2016-07-15 12:55:37 +00:00
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return;
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}
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}
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2017-10-30 19:25:08 +00:00
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local_isect->num_hits++;
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2014-12-15 16:18:01 +00:00
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int hit;
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2017-10-30 19:25:08 +00:00
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if(local_isect->num_hits <= max_hits) {
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hit = local_isect->num_hits - 1;
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2014-12-15 15:21:41 +00:00
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}
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2014-12-15 16:18:01 +00:00
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else {
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/* reservoir sampling: if we are at the maximum number of
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* hits, randomly replace element or skip it */
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2017-10-30 19:25:08 +00:00
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hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
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2014-12-15 16:18:01 +00:00
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if(hit >= max_hits)
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return;
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}
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/* record intersection */
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2017-10-30 19:25:08 +00:00
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Intersection *isect = &local_isect->hits[hit];
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2016-12-12 11:10:37 +00:00
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isect->prim = prim_addr;
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2014-12-15 16:18:01 +00:00
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isect->object = object;
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isect->type = PRIMITIVE_TRIANGLE;
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2017-03-23 14:17:26 +00:00
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isect->u = u;
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isect->v = v;
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2016-07-15 12:55:37 +00:00
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isect->t = t;
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2015-11-22 10:00:29 +00:00
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/* Record geometric normal. */
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2017-03-27 15:06:37 +00:00
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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2017-03-23 16:15:54 +00:00
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const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
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tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
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tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
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2017-03-23 14:17:26 +00:00
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#endif
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2017-10-30 19:25:08 +00:00
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local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
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2014-12-15 15:21:41 +00:00
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}
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2017-10-30 19:25:08 +00:00
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#endif /* __BVH_LOCAL__ */
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2014-12-15 15:21:41 +00:00
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/* Refine triangle intersection to more precise hit point. For rays that travel
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* far the precision is often not so good, this reintersects the primitive from
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* a closer distance. */
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2014-12-15 16:18:01 +00:00
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/* Reintersections uses the paper:
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*
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* Tomas Moeller
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* Fast, minimum storage ray/triangle intersection
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* http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
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*/
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ccl_device_inline float3 triangle_refine(KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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2014-12-15 15:21:41 +00:00
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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 != OBJECT_NONE) {
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2015-02-10 14:07:55 +00:00
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if(UNLIKELY(t == 0.0f)) {
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return P;
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}
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2016-02-12 17:33:43 +00:00
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# ifdef __OBJECT_MOTION__
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2017-02-16 11:24:13 +00:00
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Transform tfm = sd->ob_itfm;
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2016-02-12 17:33:43 +00:00
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# else
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2014-12-15 15:21:41 +00:00
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Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
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2016-02-12 17:33:43 +00:00
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# endif
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2014-12-15 15:21:41 +00:00
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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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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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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim);
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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2015-04-08 13:44:31 +00:00
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float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
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float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
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float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);
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2014-12-15 16:18:01 +00:00
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float3 qvec = cross(tvec, edge1);
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float3 pvec = cross(D, edge2);
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2016-07-25 14:02:25 +00:00
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float det = dot(edge1, pvec);
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if(det != 0.0f) {
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/* If determinant is zero it means ray lies in the plane of
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* the triangle. It is possible in theory due to watertight
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2016-07-31 07:41:05 +00:00
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* nature of triangle intersection. For such cases we simply
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2016-07-25 14:02:25 +00:00
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* don't refine intersection hoping it'll go all fine.
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*/
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float rt = dot(edge2, qvec) / det;
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P = P + D*rt;
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}
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2014-12-15 15:21:41 +00:00
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if(isect->object != OBJECT_NONE) {
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2016-02-12 17:33:43 +00:00
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# ifdef __OBJECT_MOTION__
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2017-02-16 11:24:13 +00:00
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Transform tfm = sd->ob_tfm;
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2016-02-12 17:33:43 +00:00
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# else
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2014-12-15 15:21:41 +00:00
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Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
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2016-02-12 17:33:43 +00:00
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# endif
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2014-12-15 15:21:41 +00:00
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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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2014-12-15 16:18:01 +00:00
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/* Same as above, except that isect->t is assumed to be in object space for
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* instancing.
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*/
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2017-10-30 19:25:08 +00:00
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ccl_device_inline float3 triangle_refine_local(KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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2014-12-15 15:21:41 +00:00
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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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if(isect->object != OBJECT_NONE) {
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#ifdef __OBJECT_MOTION__
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2017-02-16 11:24:13 +00:00
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Transform tfm = sd->ob_itfm;
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2014-12-15 15:21:41 +00:00
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#else
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2014-12-15 16:18:01 +00:00
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Transform tfm = object_fetch_transform(kg,
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isect->object,
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OBJECT_INVERSE_TRANSFORM);
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2014-12-15 15:21:41 +00:00
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#endif
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P = transform_point(&tfm, P);
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D = transform_direction(&tfm, D);
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D = normalize(D);
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}
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P = P + D*t;
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2015-12-01 22:14:54 +00:00
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#ifdef __INTERSECTION_REFINE__
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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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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim);
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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2015-04-08 13:44:31 +00:00
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float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
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float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
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float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);
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2014-12-15 16:18:01 +00:00
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float3 qvec = cross(tvec, edge1);
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float3 pvec = cross(D, edge2);
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2016-07-25 14:02:25 +00:00
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float det = dot(edge1, pvec);
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if(det != 0.0f) {
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/* If determinant is zero it means ray lies in the plane of
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* the triangle. It is possible in theory due to watertight
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* nature of triangle intersection. For such cases we simply
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* don't refine intersection hoping it'll go all fine.
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*/
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float rt = dot(edge2, qvec) / det;
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P = P + D*rt;
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}
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2015-12-01 22:14:54 +00:00
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#endif /* __INTERSECTION_REFINE__ */
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2014-12-15 15:21:41 +00:00
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if(isect->object != OBJECT_NONE) {
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#ifdef __OBJECT_MOTION__
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2017-02-16 11:24:13 +00:00
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Transform tfm = sd->ob_tfm;
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2014-12-15 15:21:41 +00:00
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#else
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2014-12-15 16:18:01 +00:00
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Transform tfm = object_fetch_transform(kg,
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isect->object,
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OBJECT_TRANSFORM);
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2014-12-15 15:21:41 +00:00
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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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}
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CCL_NAMESPACE_END
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