blender/intern/cycles/kernel/geom/geom_bvh_traversal.h
Sergey Sharybin 03f28553ff Cycles: Implement QBVH tree traversal
This commit implements traversal for QBVH tree, which is based on the old loop
code for traversal itself and Embree for node intersection.

This commit also does some changes to the loop inspired by Embree:

- Visibility flags are only checked for primitives.

  Doing visibility check for every node cost quite reasonable amount of time
  and in most cases those checks are true-positive.

  Other idea here would be to do visibility checks for leaf nodes only, but
  this would need to be investigated further.

- For minimum hair width we extend all the nodes' bounding boxes.

  Again doing curve visibility check is quite costly for each of the nodes and
  those checks returns truth for most of the hierarchy anyway.

There are number of possible optimization still, but current state is good
enough in terms it makes rendering faster a little bit after recent watertight
commit.

Currently QBVH is only implemented for CPU with SSE2 support at least. All
other devices would need to be supported later (if that'd make sense from
performance point of view).

The code is enabled for compilation in kernel. but blender wouldn't use it
still.
2014-12-25 02:50:49 +05:00

419 lines
13 KiB
C

/*
* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
* and code copyright 2009-2012 Intel Corporation
*
* Modifications Copyright 2011-2013, 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.
*/
#ifdef __QBVH__
#include "geom_qbvh_traversal.h"
#endif
/* This is a template BVH traversal function, where various features can be
* enabled/disabled. This way we can compile optimized versions for each case
* without new features slowing things down.
*
* BVH_INSTANCING: object instancing
* BVH_HAIR: hair curve rendering
* BVH_HAIR_MINIMUM_WIDTH: hair curve rendering with minimum width
* BVH_MOTION: motion blur rendering
*
*/
ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
const Ray *ray,
Intersection *isect,
const uint visibility
#if BVH_FEATURE(BVH_HAIR_MINIMUM_WIDTH)
, uint *lcg_state,
float difl,
float extmax
#endif
)
{
/* todo:
* - test if pushing distance on the stack helps (for non shadow rays)
* - separate version for shadow rays
* - likely and unlikely for if() statements
* - test restrict attribute for pointers
*/
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
float3 P = ray->P;
float3 dir = bvh_clamp_direction(ray->D);
float3 idir = bvh_inverse_direction(dir);
int object = OBJECT_NONE;
#if BVH_FEATURE(BVH_MOTION)
Transform ob_tfm;
#endif
isect->t = ray->t;
isect->u = 0.0f;
isect->v = 0.0f;
isect->prim = PRIM_NONE;
isect->object = OBJECT_NONE;
#if defined(__KERNEL_DEBUG__)
isect->num_traversal_steps = 0;
#endif
#if defined(__KERNEL_SSE2__)
const shuffle_swap_t shuf_identity = shuffle_swap_identity();
const shuffle_swap_t shuf_swap = shuffle_swap_swap();
const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000));
ssef Psplat[3], idirsplat[3];
shuffle_swap_t shufflexyz[3];
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
Psplat[2] = ssef(P.z);
ssef tsplat(0.0f, 0.0f, -isect->t, -isect->t);
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
IsectPrecalc isect_precalc;
triangle_intersect_precalc(dir, &isect_precalc);
/* traversal loop */
do {
do {
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
bool traverseChild0, traverseChild1;
int nodeAddrChild1;
#if !defined(__KERNEL_SSE2__)
/* Intersect two child bounding boxes, non-SSE version */
float t = isect->t;
/* fetch node data */
float4 node0 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0);
float4 node1 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1);
float4 node2 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2);
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
/* intersect ray against child nodes */
NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
#if BVH_FEATURE(BVH_HAIR_MINIMUM_WIDTH)
if(difl != 0.0f) {
float hdiff = 1.0f + difl;
float ldiff = 1.0f - difl;
if(__float_as_int(cnodes.z) & PATH_RAY_CURVE) {
c0min = max(ldiff * c0min, c0min - extmax);
c0max = min(hdiff * c0max, c0max + extmax);
}
if(__float_as_int(cnodes.w) & PATH_RAY_CURVE) {
c1min = max(ldiff * c1min, c1min - extmax);
c1max = min(hdiff * c1max, c1max + extmax);
}
}
#endif
/* decide which nodes to traverse next */
#ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
traverseChild0 = (c0max >= c0min) && (__float_as_uint(cnodes.z) & visibility);
traverseChild1 = (c1max >= c1min) && (__float_as_uint(cnodes.w) & visibility);
#else
traverseChild0 = (c0max >= c0min);
traverseChild1 = (c1max >= c1min);
#endif
#else // __KERNEL_SSE2__
/* Intersect two child bounding boxes, SSE3 version adapted from Embree */
/* fetch node data */
const ssef *bvh_nodes = (ssef*)kg->__bvh_nodes.data + nodeAddr*BVH_NODE_SIZE;
const float4 cnodes = ((float4*)bvh_nodes)[3];
/* intersect ray against child nodes */
const ssef tminmaxx = (shuffle_swap(bvh_nodes[0], shufflexyz[0]) - Psplat[0]) * idirsplat[0];
const ssef tminmaxy = (shuffle_swap(bvh_nodes[1], shufflexyz[1]) - Psplat[1]) * idirsplat[1];
const ssef tminmaxz = (shuffle_swap(bvh_nodes[2], shufflexyz[2]) - Psplat[2]) * idirsplat[2];
/* calculate { c0min, c1min, -c0max, -c1max} */
ssef minmax = max(max(tminmaxx, tminmaxy), max(tminmaxz, tsplat));
const ssef tminmax = minmax ^ pn;
#if BVH_FEATURE(BVH_HAIR_MINIMUM_WIDTH)
if(difl != 0.0f) {
float4 *tminmaxview = (float4*)&tminmax;
float &c0min = tminmaxview->x, &c1min = tminmaxview->y;
float &c0max = tminmaxview->z, &c1max = tminmaxview->w;
float hdiff = 1.0f + difl;
float ldiff = 1.0f - difl;
if(__float_as_int(cnodes.z) & PATH_RAY_CURVE) {
c0min = max(ldiff * c0min, c0min - extmax);
c0max = min(hdiff * c0max, c0max + extmax);
}
if(__float_as_int(cnodes.w) & PATH_RAY_CURVE) {
c1min = max(ldiff * c1min, c1min - extmax);
c1max = min(hdiff * c1max, c1max + extmax);
}
}
#endif
const sseb lrhit = tminmax <= shuffle<2, 3, 0, 1>(tminmax);
/* decide which nodes to traverse next */
#ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
traverseChild0 = (movemask(lrhit) & 1) && (__float_as_uint(cnodes.z) & visibility);
traverseChild1 = (movemask(lrhit) & 2) && (__float_as_uint(cnodes.w) & visibility);
#else
traverseChild0 = (movemask(lrhit) & 1);
traverseChild1 = (movemask(lrhit) & 2);
#endif
#endif // __KERNEL_SSE2__
nodeAddr = __float_as_int(cnodes.x);
nodeAddrChild1 = __float_as_int(cnodes.y);
if(traverseChild0 && traverseChild1) {
/* both children were intersected, push the farther one */
#if !defined(__KERNEL_SSE2__)
bool closestChild1 = (c1min < c0min);
#else
bool closestChild1 = tminmax[1] < tminmax[0];
#endif
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild1;
}
else {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
else if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
}
#if defined(__KERNEL_DEBUG__)
isect->num_traversal_steps++;
#endif
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+3);
int primAddr = __float_as_int(leaf.x);
#if BVH_FEATURE(BVH_INSTANCING)
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* primitive intersection */
while(primAddr < primAddr2) {
bool hit;
uint type = kernel_tex_fetch(__prim_type, primAddr);
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
hit = triangle_intersect(kg, &isect_precalc, isect, P, dir, visibility, object, primAddr);
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
hit = motion_triangle_intersect(kg, isect, P, dir, ray->time, visibility, object, primAddr);
break;
}
#endif
#if BVH_FEATURE(BVH_HAIR)
case PRIMITIVE_CURVE:
case PRIMITIVE_MOTION_CURVE: {
if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE)
hit = bvh_cardinal_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type, lcg_state, difl, extmax);
else
hit = bvh_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type, lcg_state, difl, extmax);
break;
}
#endif
default: {
hit = false;
break;
}
}
#if defined(__KERNEL_DEBUG__)
isect->num_traversal_steps++;
#endif
/* shadow ray early termination */
#if defined(__KERNEL_SSE2__)
if(hit) {
if(visibility == PATH_RAY_SHADOW_OPAQUE)
return true;
tsplat = ssef(0.0f, 0.0f, -isect->t, -isect->t);
}
#else
if(hit && visibility == PATH_RAY_SHADOW_OPAQUE)
return true;
#endif
primAddr++;
}
}
#if BVH_FEATURE(BVH_INSTANCING)
else {
/* instance push */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_tfm);
#else
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect->t);
#endif
triangle_intersect_precalc(dir, &isect_precalc);
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
Psplat[2] = ssef(P.z);
tsplat = ssef(0.0f, 0.0f, -isect->t, -isect->t);
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#if BVH_FEATURE(BVH_INSTANCING)
if(stackPtr >= 0) {
kernel_assert(object != OBJECT_NONE);
/* instance pop */
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_tfm);
#else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect->t);
#endif
triangle_intersect_precalc(dir, &isect_precalc);
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
Psplat[2] = ssef(P.z);
tsplat = ssef(0.0f, 0.0f, -isect->t, -isect->t);
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return (isect->prim != PRIM_NONE);
}
ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals *kg,
const Ray *ray,
Intersection *isect,
const uint visibility
#if BVH_FEATURE(BVH_HAIR_MINIMUM_WIDTH)
, uint *lcg_state,
float difl,
float extmax
#endif
)
{
#ifdef __QBVH__
if(kernel_data.bvh.use_qbvh) {
return BVH_FUNCTION_FULL_NAME(QBVH)(kg,
ray,
isect,
visibility
#if BVH_FEATURE(BVH_HAIR_MINIMUM_WIDTH)
, lcg_state,
difl,
extmax
#endif
);
}
else
#endif
{
return BVH_FUNCTION_FULL_NAME(BVH)(kg,
ray,
isect,
visibility
#if BVH_FEATURE(BVH_HAIR_MINIMUM_WIDTH)
, lcg_state,
difl,
extmax
#endif
);
}
}
#undef BVH_FUNCTION_NAME
#undef BVH_FUNCTION_FEATURES