blender/intern/cycles/bvh/split.h
Brecht Van Lommel 35b1e9fc3a Cycles: pointcloud rendering
This add support for rendering of the point cloud object in Blender, as a native
geometry type in Cycles that is more memory and time efficient than instancing
sphere meshes. This can be useful for rendering sand, water splashes, particles,
motion graphics, etc.

Points are currently always rendered as spheres, with backface culling. More
shapes are likely to be added later, but this is the most important one and can
be customized with shaders.

For CPU rendering the Embree primitive is used, for GPU there is our own
intersection code. Motion blur is suppored. Volumes inside points are not
currently supported.

Implemented with help from:
* Kévin Dietrich: Alembic procedural integration
* Patrick Mourse: OptiX integration
* Josh Whelchel: update for cycles-x changes

Ref T92573

Differential Revision: https://developer.blender.org/D9887
2021-12-16 20:54:04 +01:00

255 lines
7.9 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;
class Hair;
class Mesh;
class PointCloud;
struct Transform;
/* Object Split */
class BVHObjectSplit {
public:
float sah;
int dim;
int num_left;
BoundBox left_bounds;
BoundBox right_bounds;
BVHObjectSplit()
{
}
BVHObjectSplit(BVHBuild *builder,
BVHSpatialStorage *storage,
const BVHRange &range,
vector<BVHReference> &references,
float nodeSAH,
const BVHUnaligned *unaligned_heuristic = NULL,
const Transform *aligned_space = NULL);
void split(BVHRange &left, BVHRange &right, const BVHRange &range);
protected:
BVHSpatialStorage *storage_;
vector<BVHReference> *references_;
const BVHUnaligned *unaligned_heuristic_;
const Transform *aligned_space_;
__forceinline BoundBox get_prim_bounds(const BVHReference &prim) const
{
if (aligned_space_ == NULL) {
return prim.bounds();
}
else {
return unaligned_heuristic_->compute_aligned_prim_boundbox(prim, *aligned_space_);
}
}
};
/* Spatial Split */
class BVHSpatialSplit {
public:
float sah;
int dim;
float pos;
BVHSpatialSplit() : sah(FLT_MAX), dim(0), pos(0.0f), storage_(NULL), references_(NULL)
{
}
BVHSpatialSplit(const BVHBuild &builder,
BVHSpatialStorage *storage,
const BVHRange &range,
vector<BVHReference> &references,
float nodeSAH,
const BVHUnaligned *unaligned_heuristic = NULL,
const Transform *aligned_space = NULL);
void split(BVHBuild *builder, BVHRange &left, BVHRange &right, const BVHRange &range);
void split_reference(const BVHBuild &builder,
BVHReference &left,
BVHReference &right,
const BVHReference &ref,
int dim,
float pos);
protected:
BVHSpatialStorage *storage_;
vector<BVHReference> *references_;
const BVHUnaligned *unaligned_heuristic_;
const Transform *aligned_space_;
/* Lower-level functions which calculates boundaries of left and right nodes
* needed for spatial split.
*
* Operates directly with primitive specified by its index, reused by higher
* level splitting functions.
*/
void split_triangle_primitive(const Mesh *mesh,
const Transform *tfm,
int prim_index,
int dim,
float pos,
BoundBox &left_bounds,
BoundBox &right_bounds);
void split_curve_primitive(const Hair *hair,
const Transform *tfm,
int prim_index,
int segment_index,
int dim,
float pos,
BoundBox &left_bounds,
BoundBox &right_bounds);
void split_point_primitive(const PointCloud *pointcloud,
const Transform *tfm,
int prim_index,
int dim,
float pos,
BoundBox &left_bounds,
BoundBox &right_bounds);
/* Lower-level functions which calculates boundaries of left and right nodes
* needed for spatial split.
*
* Operates with BVHReference, internally uses lower level API functions.
*/
void split_triangle_reference(const BVHReference &ref,
const Mesh *mesh,
int dim,
float pos,
BoundBox &left_bounds,
BoundBox &right_bounds);
void split_curve_reference(const BVHReference &ref,
const Hair *hair,
int dim,
float pos,
BoundBox &left_bounds,
BoundBox &right_bounds);
void split_point_reference(const BVHReference &ref,
const PointCloud *pointcloud,
int dim,
float pos,
BoundBox &left_bounds,
BoundBox &right_bounds);
void split_object_reference(
const Object *object, int dim, float pos, BoundBox &left_bounds, BoundBox &right_bounds);
__forceinline BoundBox get_prim_bounds(const BVHReference &prim) const
{
if (aligned_space_ == NULL) {
return prim.bounds();
}
else {
return unaligned_heuristic_->compute_aligned_prim_boundbox(prim, *aligned_space_);
}
}
__forceinline float3 get_unaligned_point(const float3 &point) const
{
if (aligned_space_ == NULL) {
return point;
}
else {
return transform_point(aligned_space_, point);
}
}
};
/* Mixed Object-Spatial Split */
class BVHMixedSplit {
public:
BVHObjectSplit object;
BVHSpatialSplit spatial;
float leafSAH;
float nodeSAH;
float minSAH;
bool no_split;
BoundBox bounds;
BVHMixedSplit()
{
}
__forceinline BVHMixedSplit(BVHBuild *builder,
BVHSpatialStorage *storage,
const BVHRange &range,
vector<BVHReference> &references,
int level,
const BVHUnaligned *unaligned_heuristic = NULL,
const Transform *aligned_space = NULL)
{
if (aligned_space == NULL) {
bounds = range.bounds();
}
else {
bounds = unaligned_heuristic->compute_aligned_boundbox(
range, &references.at(0), *aligned_space);
}
/* find split candidates. */
float area = bounds.safe_area();
leafSAH = area * builder->params.primitive_cost(range.size());
nodeSAH = area * builder->params.node_cost(2);
object = BVHObjectSplit(
builder, storage, range, references, nodeSAH, unaligned_heuristic, aligned_space);
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, storage, range, references, nodeSAH, unaligned_heuristic, aligned_space);
}
}
/* 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, references));
}
__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(left, right, range);
}
};
CCL_NAMESPACE_END
#endif /* __BVH_SPLIT_H__ */