blender/intern/cycles/bvh/bvh.h
Sergey Sharybin b03e66e75f Cycles: Implement unaligned nodes BVH builder
This is a special builder type which is allowed to orient nodes to
strands direction, hence minimizing their surface area in comparison
with axis-aligned nodes. Such nodes are much more efficient for hair
rendering.

Implementation of BVH builder is based on Embree, and generally idea
there is to calculate axis-aligned SAH and oriented SAH and if SAH
of oriented node is smaller than axis-aligned SAH we create unaligned
node.

We store both aligned and unaligned nodes in the same tree (which
seems to be different from what Embree is doing) so we don't have
any any extra calculations needed to set up hair ray for BVH
traversal, hence avoiding any possible negative effect of this new
BVH nodes type.

This new builder is currently not in use, still need to make BVH
traversal code aware of unaligned nodes.
2016-07-07 17:25:48 +02:00

187 lines
5.1 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_H__
#define __BVH_H__
#include "bvh_params.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BVHNode;
struct BVHStackEntry;
class BVHParams;
class BoundBox;
class LeafNode;
class Object;
class Progress;
#define BVH_NODE_SIZE 4
#define BVH_NODE_LEAF_SIZE 1
#define BVH_QNODE_SIZE 8
#define BVH_QNODE_LEAF_SIZE 1
#define BVH_ALIGN 4096
#define TRI_NODE_SIZE 3
#define BVH_UNALIGNED_NODE_SIZE 7
#define BVH_UNALIGNED_QNODE_SIZE 14
/* Packed BVH
*
* BVH stored as it will be used for traversal on the rendering device. */
struct PackedBVH {
/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
* and child, triangle or object indexes depending on the node type */
array<int4> nodes;
/* BVH leaf nodes storage. */
array<int4> leaf_nodes;
/* object index to BVH node index mapping for instances */
array<int> object_node;
/* Mapping from primitive index to index in triangle array. */
array<uint> prim_tri_index;
/* Continuous storage of triangle vertices. */
array<float4> prim_tri_verts;
/* primitive type - triangle or strand */
array<int> prim_type;
/* visibility visibilitys for primitives */
array<uint> prim_visibility;
/* mapping from BVH primitive index to true primitive index, as primitives
* may be duplicated due to spatial splits. -1 for instances. */
array<int> prim_index;
/* mapping from BVH primitive index, to the object id of that primitive. */
array<int> prim_object;
/* index of the root node. */
int root_index;
PackedBVH()
{
root_index = 0;
}
};
/* BVH */
class BVH
{
public:
PackedBVH pack;
BVHParams params;
vector<Object*> objects;
static BVH *create(const BVHParams& params, const vector<Object*>& objects);
virtual ~BVH() {}
void build(Progress& progress);
void refit(Progress& progress);
protected:
BVH(const BVHParams& params, const vector<Object*>& objects);
/* triangles and strands */
void pack_primitives();
void pack_triangle(int idx, float4 storage[3]);
/* merge instance BVH's */
void pack_instances(size_t nodes_size, size_t leaf_nodes_size);
/* for subclasses to implement */
virtual void pack_nodes(const BVHNode *root) = 0;
virtual void refit_nodes() = 0;
};
/* Regular BVH
*
* Typical BVH with each node having two children. */
class RegularBVH : public BVH {
protected:
/* constructor */
friend class BVH;
RegularBVH(const BVHParams& params, const vector<Object*>& objects);
/* pack */
void pack_nodes(const BVHNode *root);
void pack_leaf(const BVHStackEntry& e,
const LeafNode *leaf);
void pack_inner(const BVHStackEntry& e,
const BVHStackEntry& e0,
const BVHStackEntry& e1);
void pack_aligned_inner(const BVHStackEntry& e,
const BVHStackEntry& e0,
const BVHStackEntry& e1);
void pack_aligned_node(int idx,
const BoundBox& b0,
const BoundBox& b1,
int c0, int c1,
uint visibility0, uint visibility1);
void pack_unaligned_inner(const BVHStackEntry& e,
const BVHStackEntry& e0,
const BVHStackEntry& e1);
void pack_unaligned_node(int idx,
const Transform& aligned_space0,
const Transform& aligned_space1,
const BoundBox& b0,
const BoundBox& b1,
int c0, int c1,
uint visibility0, uint visibility1);
/* refit */
void refit_nodes();
void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
};
/* QBVH
*
* Quad BVH, with each node having four children, to use with SIMD instructions. */
class QBVH : public BVH {
protected:
/* constructor */
friend class BVH;
QBVH(const BVHParams& params, const vector<Object*>& objects);
/* pack */
void pack_nodes(const BVHNode *root);
void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf);
void pack_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num);
void pack_aligned_inner(const BVHStackEntry& e,
const BVHStackEntry *en,
int num);
void pack_unaligned_inner(const BVHStackEntry& e,
const BVHStackEntry *en,
int num);
/* refit */
void refit_nodes();
void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
};
CCL_NAMESPACE_END
#endif /* __BVH_H__ */