blender/intern/cycles/kernel/bvh/bvh_subsurface.h

268 lines
8.5 KiB
C
Raw Normal View History

/*
* 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 "kernel/bvh/qbvh_subsurface.h"
#endif
#if BVH_FEATURE(BVH_HAIR)
# define NODE_INTERSECT bvh_node_intersect
#else
# define NODE_INTERSECT bvh_aligned_node_intersect
#endif
/* This is a template BVH traversal function for subsurface scattering, where
* various features can be enabled/disabled. This way we can compile optimized
* versions for each case without new features slowing things down.
*
* BVH_MOTION: motion blur rendering
*
*/
#ifndef __KERNEL_GPU__
ccl_device
#else
ccl_device_inline
#endif
void BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
const Ray *ray,
SubsurfaceIntersection *ss_isect,
int subsurface_object,
uint *lcg_state,
int max_hits)
{
/* 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 traversal_stack[BVH_STACK_SIZE];
traversal_stack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stack_ptr = 0;
int node_addr = kernel_tex_fetch(__object_node, subsurface_object);
/* 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;
Cycles: shadow function optimization for transparent shadows (CPU only). Old algorithm: Raytrace from one transparent surface to the next step by step. To minimize overhead in cases where we don't need transparent shadows, we first trace a regular shadow ray. We check if the hit primitive was potentially transparent, and only in that case start marching. this gives extra ray cast for the cases were we do want transparency. New algorithm: We trace a single ray. If it hits any opaque surface, or more than a given number of transparent surfaces is hit, then we consider the geometry to be entirely blocked. If not, all transparent surfaces will be recorded and we will shade them one by one to determine how much light is blocked. This all happens in one scene intersection function. Recording all hits works well in some cases but may be slower in others. If we have many semi-transparent hairs, one intersection may be faster because you'd be reinteresecting the same hairs a lot with each step otherwise. If however there is mostly binary transparency then we may be recording many unnecessary intersections when one of the first surfaces blocks all light. We found that this helps quite nicely in some scenes, on koro.blend this can give a 50% reduction in render time, on the pabellon barcelona scene and a forest scene with transparent leaves it was 30%. Some other files rendered maybe 1% or 2% slower, but this seems a reasonable tradeoff. Differential Revision: https://developer.blender.org/D473
2014-04-19 15:02:30 +00:00
float isect_t = ray->t;
ss_isect->num_hits = 0;
const int object_flag = kernel_tex_fetch(__object_flag, subsurface_object);
if(!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
#if BVH_FEATURE(BVH_MOTION)
Transform ob_itfm;
isect_t = bvh_instance_motion_push(kg,
subsurface_object,
ray,
&P,
&dir,
&idir,
isect_t,
&ob_itfm);
#else
isect_t = bvh_instance_push(kg, subsurface_object, ray, &P, &dir, &idir, isect_t);
#endif
object = subsurface_object;
}
#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];
# if BVH_FEATURE(BVH_HAIR)
ssef tnear(0.0f), tfar(isect_t);
# endif
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
/* traversal loop */
do {
do {
/* traverse internal nodes */
while(node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
int node_addr_child1, traverse_mask;
float dist[2];
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
#if !defined(__KERNEL_SSE2__)
traverse_mask = NODE_INTERSECT(kg,
P,
# if BVH_FEATURE(BVH_HAIR)
dir,
# endif
idir,
isect_t,
node_addr,
PATH_RAY_ALL_VISIBILITY,
dist);
#else // __KERNEL_SSE2__
traverse_mask = NODE_INTERSECT(kg,
P,
dir,
# if BVH_FEATURE(BVH_HAIR)
tnear,
tfar,
# endif
tsplat,
Psplat,
idirsplat,
shufflexyz,
node_addr,
PATH_RAY_ALL_VISIBILITY,
dist);
#endif // __KERNEL_SSE2__
node_addr = __float_as_int(cnodes.z);
node_addr_child1 = __float_as_int(cnodes.w);
if(traverse_mask == 3) {
/* Both children were intersected, push the farther one. */
bool is_closest_child1 = (dist[1] < dist[0]);
if(is_closest_child1) {
int tmp = node_addr;
node_addr = node_addr_child1;
node_addr_child1 = tmp;
}
++stack_ptr;
kernel_assert(stack_ptr < BVH_STACK_SIZE);
traversal_stack[stack_ptr] = node_addr_child1;
}
else {
/* One child was intersected. */
if(traverse_mask == 2) {
node_addr = node_addr_child1;
}
else if(traverse_mask == 0) {
/* Neither child was intersected. */
node_addr = traversal_stack[stack_ptr];
--stack_ptr;
}
}
}
/* if node is leaf, fetch triangle list */
if(node_addr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-node_addr-1));
int prim_addr = __float_as_int(leaf.x);
const int prim_addr2 = __float_as_int(leaf.y);
const uint type = __float_as_int(leaf.w);
/* pop */
node_addr = traversal_stack[stack_ptr];
--stack_ptr;
/* primitive intersection */
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
/* intersect ray against primitive */
for(; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
triangle_intersect_subsurface(kg,
ss_isect,
P,
dir,
object,
prim_addr,
isect_t,
lcg_state,
max_hits);
}
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
/* intersect ray against primitive */
for(; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
motion_triangle_intersect_subsurface(kg,
ss_isect,
P,
dir,
ray->time,
object,
prim_addr,
isect_t,
lcg_state,
max_hits);
}
break;
}
#endif
default: {
break;
}
}
}
} while(node_addr != ENTRYPOINT_SENTINEL);
} while(node_addr != ENTRYPOINT_SENTINEL);
}
ccl_device_inline void BVH_FUNCTION_NAME(KernelGlobals *kg,
const Ray *ray,
SubsurfaceIntersection *ss_isect,
int subsurface_object,
uint *lcg_state,
int max_hits)
{
#ifdef __QBVH__
if(kernel_data.bvh.use_qbvh) {
return BVH_FUNCTION_FULL_NAME(QBVH)(kg,
ray,
ss_isect,
subsurface_object,
lcg_state,
max_hits);
}
else
#endif
{
kernel_assert(kernel_data.bvh.use_qbvh == false);
return BVH_FUNCTION_FULL_NAME(BVH)(kg,
ray,
ss_isect,
subsurface_object,
lcg_state,
max_hits);
}
}
#undef BVH_FUNCTION_NAME
#undef BVH_FUNCTION_FEATURES
#undef NODE_INTERSECT