blender/intern/cycles/kernel/geom/geom_bvh.h
Thomas Dinges b3def11f5b Cycles: Record all possible volume intersections for SSS and camera checks
This replaces sequential ray moving followed with scene intersection with
single BVH traversal, which gives us all possible intersections.

Only implemented for CPU, due to qsort and a bigger memory usage on GPU
which we rather avoid. GPU still uses the regular bvh volume intersection code, while CPU now uses the new code.

This improves render performance for scenes with:
a) Camera inside volume mesh
b) SSS mesh intersecting a volume mesh/domain

In simple volume files (not much geometry) performance is roughly the same
(slightly faster). In files with a lot of geometry, the performance
increase is larger. bmps.blend with a volume shader and camera inside the
mesh, it renders ~10% faster here.

Patch by Sergey and myself.

Differential Revision: https://developer.blender.org/D1264
2015-04-29 23:31:06 +02:00

465 lines
14 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.
*/
/* BVH
*
* Bounding volume hierarchy for ray tracing. We compile different variations
* of the same BVH traversal function for faster rendering when some types of
* primitives are not needed, using #includes to work around the lack of
* C++ templates in OpenCL.
*
* Originally based on "Understanding the Efficiency of Ray Traversal on GPUs",
* the code has been extended and modified to support more primitives and work
* with CPU/CUDA/OpenCL. */
CCL_NAMESPACE_BEGIN
/* Don't inline intersect functions on GPU, this is faster */
#ifdef __KERNEL_GPU__
#define ccl_device_intersect ccl_device_noinline
#else
#define ccl_device_intersect ccl_device_inline
#endif
/* BVH intersection function variations */
#define BVH_INSTANCING 1
#define BVH_MOTION 2
#define BVH_HAIR 4
#define BVH_HAIR_MINIMUM_WIDTH 8
#define BVH_NAME_JOIN(x,y) x ## _ ## y
#define BVH_NAME_EVAL(x,y) BVH_NAME_JOIN(x,y)
#define BVH_FUNCTION_FULL_NAME(prefix) BVH_NAME_EVAL(prefix, BVH_FUNCTION_NAME)
#define BVH_FEATURE(f) (((BVH_FUNCTION_FEATURES) & (f)) != 0)
/* Common QBVH functions. */
#ifdef __QBVH__
#include "geom_qbvh.h"
#endif
/* Regular BVH traversal */
#define BVH_FUNCTION_NAME bvh_intersect
#define BVH_FUNCTION_FEATURES 0
#include "geom_bvh_traversal.h"
#if defined(__INSTANCING__)
#define BVH_FUNCTION_NAME bvh_intersect_instancing
#define BVH_FUNCTION_FEATURES BVH_INSTANCING
#include "geom_bvh_traversal.h"
#endif
#if defined(__HAIR__)
#define BVH_FUNCTION_NAME bvh_intersect_hair
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
#include "geom_bvh_traversal.h"
#endif
#if defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
#include "geom_bvh_traversal.h"
#endif
#if defined(__HAIR__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_hair_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
#include "geom_bvh_traversal.h"
#endif
/* Subsurface scattering BVH traversal */
#if defined(__SUBSURFACE__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface
#define BVH_FUNCTION_FEATURES 0
#include "geom_bvh_subsurface.h"
#endif
#if defined(__SUBSURFACE__) && defined(__INSTANCING__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_instancing
#define BVH_FUNCTION_FEATURES BVH_INSTANCING
#include "geom_bvh_subsurface.h"
#endif
#if defined(__SUBSURFACE__) && defined(__HAIR__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
#include "geom_bvh_subsurface.h"
#endif
#if defined(__SUBSURFACE__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
#include "geom_bvh_subsurface.h"
#endif
#if defined(__SUBSURFACE__) && defined(__HAIR__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_MOTION
#include "geom_bvh_subsurface.h"
#endif
/* Record all BVH intersection for shadows */
#if defined(__SHADOW_RECORD_ALL__)
#define BVH_FUNCTION_NAME bvh_intersect_shadow_all
#define BVH_FUNCTION_FEATURES 0
#include "geom_bvh_shadow.h"
#endif
#if defined(__SHADOW_RECORD_ALL__) && defined(__INSTANCING__)
#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_instancing
#define BVH_FUNCTION_FEATURES BVH_INSTANCING
#include "geom_bvh_shadow.h"
#endif
#if defined(__SHADOW_RECORD_ALL__) && defined(__HAIR__)
#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
#include "geom_bvh_shadow.h"
#endif
#if defined(__SHADOW_RECORD_ALL__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
#include "geom_bvh_shadow.h"
#endif
#if defined(__SHADOW_RECORD_ALL__) && defined(__HAIR__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_MOTION
#include "geom_bvh_shadow.h"
#endif
/* Camera inside Volume BVH intersection */
#if defined(__VOLUME__)
#define BVH_FUNCTION_NAME bvh_intersect_volume
#define BVH_FUNCTION_FEATURES 0
#include "geom_bvh_volume.h"
#endif
#if defined(__VOLUME__) && defined(__INSTANCING__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_instancing
#define BVH_FUNCTION_FEATURES BVH_INSTANCING
#include "geom_bvh_volume.h"
#endif
#if defined(__VOLUME__) && defined(__HAIR__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_hair
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
#include "geom_bvh_volume.h"
#endif
#if defined(__VOLUME__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
#include "geom_bvh_volume.h"
#endif
#if defined(__VOLUME__) && defined(__HAIR__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_hair_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
#include "geom_bvh_volume.h"
#endif
/* Record all BVH intersection for volumes */
#if defined(__VOLUME_RECORD_ALL__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_all
#define BVH_FUNCTION_FEATURES 0
#include "geom_bvh_volume_all.h"
#endif
#if defined(__VOLUME_RECORD_ALL__) && defined(__INSTANCING__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_all_instancing
#define BVH_FUNCTION_FEATURES BVH_INSTANCING
#include "geom_bvh_volume_all.h"
#endif
#if defined(__VOLUME_RECORD_ALL__) && defined(__HAIR__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_all_hair
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
#include "geom_bvh_volume_all.h"
#endif
#if defined(__VOLUME_RECORD_ALL__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_all_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
#include "geom_bvh_volume_all.h"
#endif
#if defined(__VOLUME_RECORD_ALL__) && defined(__HAIR__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_volume_all_hair_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
#include "geom_bvh_volume_all.h"
#endif
#undef BVH_FEATURE
#undef BVH_NAME_JOIN
#undef BVH_NAME_EVAL
#undef BVH_FUNCTION_FULL_NAME
ccl_device_intersect bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect,
uint *lcg_state, float difl, float extmax)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_hair_motion(kg, ray, isect, visibility, lcg_state, difl, extmax);
#endif /* __HAIR__ */
return bvh_intersect_motion(kg, ray, isect, visibility);
}
#endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_hair(kg, ray, isect, visibility, lcg_state, difl, extmax);
#endif /* __HAIR__ */
#ifdef __KERNEL_CPU__
#ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_instancing(kg, ray, isect, visibility);
#endif /* __INSTANCING__ */
return bvh_intersect(kg, ray, isect, visibility);
#else /* __KERNEL_CPU__ */
#ifdef __INSTANCING__
return bvh_intersect_instancing(kg, ray, isect, visibility);
#else
return bvh_intersect(kg, ray, isect, visibility);
#endif /* __INSTANCING__ */
#endif /* __KERNEL_CPU__ */
}
#ifdef __SUBSURFACE__
ccl_device_intersect uint scene_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, uint *lcg_state, int max_hits)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_subsurface_hair_motion(kg, ray, isect, subsurface_object, lcg_state, max_hits);
#endif /* __HAIR__ */
return bvh_intersect_subsurface_motion(kg, ray, isect, subsurface_object, lcg_state, max_hits);
}
#endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_subsurface_hair(kg, ray, isect, subsurface_object, lcg_state, max_hits);
#endif /* __HAIR__ */
#ifdef __KERNEL_CPU__
#ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, lcg_state, max_hits);
#endif /* __INSTANCING__ */
return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, lcg_state, max_hits);
#else /* __KERNEL_CPU__ */
#ifdef __INSTANCING__
return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, lcg_state, max_hits);
#else
return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, lcg_state, max_hits);
#endif /* __INSTANCING__ */
#endif /* __KERNEL_CPU__ */
}
#endif
#ifdef __SHADOW_RECORD_ALL__
ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, const Ray *ray, Intersection *isect, uint max_hits, uint *num_hits)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_shadow_all_hair_motion(kg, ray, isect, max_hits, num_hits);
#endif /* __HAIR__ */
return bvh_intersect_shadow_all_motion(kg, ray, isect, max_hits, num_hits);
}
#endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_shadow_all_hair(kg, ray, isect, max_hits, num_hits);
#endif /* __HAIR__ */
#ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_shadow_all_instancing(kg, ray, isect, max_hits, num_hits);
#endif /* __INSTANCING__ */
return bvh_intersect_shadow_all(kg, ray, isect, max_hits, num_hits);
}
#endif
#ifdef __VOLUME__
ccl_device_intersect bool scene_intersect_volume(KernelGlobals *kg,
const Ray *ray,
Intersection *isect)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_volume_hair_motion(kg, ray, isect);
#endif /* __HAIR__ */
return bvh_intersect_volume_motion(kg, ray, isect);
}
#endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_volume_hair(kg, ray, isect);
#endif /* __HAIR__ */
#ifdef __KERNEL_CPU__
#ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_volume_instancing(kg, ray, isect);
#endif /* __INSTANCING__ */
return bvh_intersect_volume(kg, ray, isect);
#else /* __KERNEL_CPU__ */
#ifdef __INSTANCING__
return bvh_intersect_volume_instancing(kg, ray, isect);
#else
return bvh_intersect_volume(kg, ray, isect);
#endif /* __INSTANCING__ */
#endif /* __KERNEL_CPU__ */
}
#endif
#ifdef __VOLUME_RECORD_ALL__
ccl_device_intersect uint scene_intersect_volume_all(KernelGlobals *kg,
const Ray *ray,
Intersection *isect,
const uint max_hits)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_volume_all_hair_motion(kg, ray, isect, max_hits);
#endif /* __HAIR__ */
return bvh_intersect_volume_all_motion(kg, ray, isect, max_hits);
}
#endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_volume_all_hair(kg, ray, isect, max_hits);
#endif /* __HAIR__ */
#ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_volume_all_instancing(kg, ray, isect, max_hits);
#endif /* __INSTANCING__ */
return bvh_intersect_volume_all(kg, ray, isect, max_hits);
}
#endif
/* Ray offset to avoid self intersection.
*
* This function should be used to compute a modified ray start position for
* rays leaving from a surface. */
ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
{
#ifdef __INTERSECTION_REFINE__
const float epsilon_f = 1e-5f;
/* ideally this should match epsilon_f, but instancing and motion blur
* precision makes it problematic */
const float epsilon_test = 1.0f;
const int epsilon_i = 32;
float3 res;
/* x component */
if(fabsf(P.x) < epsilon_test) {
res.x = P.x + Ng.x*epsilon_f;
}
else {
uint ix = __float_as_uint(P.x);
ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
res.x = __uint_as_float(ix);
}
/* y component */
if(fabsf(P.y) < epsilon_test) {
res.y = P.y + Ng.y*epsilon_f;
}
else {
uint iy = __float_as_uint(P.y);
iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
res.y = __uint_as_float(iy);
}
/* z component */
if(fabsf(P.z) < epsilon_test) {
res.z = P.z + Ng.z*epsilon_f;
}
else {
uint iz = __float_as_uint(P.z);
iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
res.z = __uint_as_float(iz);
}
return res;
#else
const float epsilon_f = 1e-4f;
return P + epsilon_f*Ng;
#endif
}
ccl_device int intersections_compare(const void *a, const void *b)
{
const Intersection *isect_a = (const Intersection*)a;
const Intersection *isect_b = (const Intersection*)b;
if(isect_a->t < isect_b->t)
return -1;
else if(isect_a->t > isect_b->t)
return 1;
else
return 0;
}
CCL_NAMESPACE_END