blender/intern/cycles/kernel/geom/geom_triangle_intersect.h

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/*
* Copyright 2014, 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.
*/
/* Triangle/Ray intersections .
*
* For BVH ray intersection we use a precomputed triangle storage to accelerate
* intersection at the cost of more memory usage.
*/
CCL_NAMESPACE_BEGIN
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/* Workaround stupidness of CUDA/OpenCL which doesn't allow to access indexed
* component of float3 value.
*/
#ifndef __KERNEL_CPU__
# define IDX(vec, idx) \
((idx == 0) ? ((vec).x) : ( (idx == 1) ? ((vec).y) : ((vec).z) ))
#else
# define IDX(vec, idx) ((vec)[idx])
#endif
/* Ray-Triangle intersection for BVH traversal
*
* Sven Woop
* Watertight Ray/Triangle Intersection
*
* http://jcgt.org/published/0002/01/05/paper.pdf
*/
/* Precalculated data for the ray->tri intersection. */
typedef struct IsectPrecalc {
/* Maximal dimension kz, and orthogonal dimensions. */
int kx, ky, kz;
/* Shear constants. */
float Sx, Sy, Sz;
} IsectPrecalc;
/* Workaround for CUDA toolkit 6.5.16. */
#ifdef __KERNEL_CPU__
ccl_device_inline
#else
ccl_device_noinline
#endif
void triangle_intersect_precalc(float3 dir,
IsectPrecalc *isect_precalc)
{
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/* Calculate dimension where the ray direction is maximal. */
int kz = util_max_axis(make_float3(fabsf(dir.x),
fabsf(dir.y),
fabsf(dir.z)));
int kx = kz + 1; if(kx == 3) kx = 0;
int ky = kx + 1; if(ky == 3) ky = 0;
/* Swap kx and ky dimensions to preserve winding direction of triangles. */
if(IDX(dir, kz) < 0.0f) {
util_swap(&kx, &ky);
}
/* Calculate the shear constants. */
float inf_dir_z = 1.0f / IDX(dir, kz);
isect_precalc->Sx = IDX(dir, kx) * inf_dir_z;
isect_precalc->Sy = IDX(dir, ky) * inf_dir_z;
isect_precalc->Sz = inf_dir_z;
/* Store the dimensions. */
isect_precalc->kx = kx;
isect_precalc->ky = ky;
isect_precalc->kz = kz;
}
/* TODO(sergey): Make it general utility function. */
ccl_device_inline float xor_signmast(float x, int y)
{
return __int_as_float(__float_as_int(x) ^ y);
}
ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
const IsectPrecalc *isect_precalc,
Intersection *isect,
float3 P,
float3 dir,
uint visibility,
int object,
int triAddr)
{
const int kx = isect_precalc->kx;
const int ky = isect_precalc->ky;
const int kz = isect_precalc->kz;
const float Sx = isect_precalc->Sx;
const float Sy = isect_precalc->Sy;
const float Sz = isect_precalc->Sz;
/* Calculate vertices relative to ray origin. */
float3 tri[3];
tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0));
tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1));
tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2));
const float3 A = tri[0] - P;
const float3 B = tri[1] - P;
const float3 C = tri[2] - P;
const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
/* Perform shear and scale of vertices. */
const float Ax = A_kx - Sx * A_kz;
const float Ay = A_ky - Sy * A_kz;
const float Bx = B_kx - Sx * B_kz;
const float By = B_ky - Sy * B_kz;
const float Cx = C_kx - Sx * C_kz;
const float Cy = C_ky - Sy * C_kz;
/* Calculate scaled barycentric coordinates. */
float U = Cx * By - Cy * Bx;
int sign_mask = (__float_as_int(U) & 0x80000000);
float V = Ax * Cy - Ay * Cx;
if(sign_mask != (__float_as_int(V) & 0x80000000)) {
return false;
}
float W = Bx * Ay - By * Ax;
if(sign_mask != (__float_as_int(W) & 0x80000000)) {
return false;
}
/* Calculate determinant. */
float det = U + V + W;
if(UNLIKELY(det == 0.0f)) {
return false;
}
/* Calculate scaled zcoordinates of vertices and use them to calculate
* the hit distance.
*/
const float Az = Sz * A_kz;
const float Bz = Sz * B_kz;
const float Cz = Sz * C_kz;
const float T = U * Az + V * Bz + W * Cz;
if ((xor_signmast(T, sign_mask) < 0.0f) ||
(xor_signmast(T, sign_mask) > isect->t * xor_signmast(det, sign_mask)))
{
return false;
}
#ifdef __VISIBILITY_FLAG__
/* visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags */
if(kernel_tex_fetch(__prim_visibility, triAddr) & visibility)
#endif
{
/* Normalize U, V, W, and T. */
const float inv_det = 1.0f / det;
isect->prim = triAddr;
isect->object = object;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = U * inv_det;
isect->v = V * inv_det;
isect->t = T * inv_det;
return true;
}
return false;
}
/* Special ray intersection routines for subsurface scattering. In that case we
* only want to intersect with primitives in the same object, and if case of
* multiple hits we pick a single random primitive as the intersection point.
*/
#ifdef __SUBSURFACE__
ccl_device_inline void triangle_intersect_subsurface(
KernelGlobals *kg,
const IsectPrecalc *isect_precalc,
Intersection *isect_array,
float3 P,
float3 dir,
int object,
int triAddr,
float tmax,
uint *num_hits,
uint *lcg_state,
int max_hits)
{
const int kx = isect_precalc->kx;
const int ky = isect_precalc->ky;
const int kz = isect_precalc->kz;
const float Sx = isect_precalc->Sx;
const float Sy = isect_precalc->Sy;
const float Sz = isect_precalc->Sz;
/* Calculate vertices relative to ray origin. */
float3 tri[3];
int prim = kernel_tex_fetch(__prim_index, triAddr);
triangle_vertices(kg, prim, tri);
const float3 A = tri[0] - P;
const float3 B = tri[1] - P;
const float3 C = tri[2] - P;
const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
/* Perform shear and scale of vertices. */
const float Ax = A_kx - Sx * A_kz;
const float Ay = A_ky - Sy * A_kz;
const float Bx = B_kx - Sx * B_kz;
const float By = B_ky - Sy * B_kz;
const float Cx = C_kx - Sx * C_kz;
const float Cy = C_ky - Sy * C_kz;
/* Calculate scaled barycentric coordinates. */
float U = Cx * By - Cy * Bx;
int sign_mask = (__float_as_int(U) & 0x80000000);
float V = Ax * Cy - Ay * Cx;
if(sign_mask != (__float_as_int(V) & 0x80000000)) {
return;
}
float W = Bx * Ay - By * Ax;
if(sign_mask != (__float_as_int(W) & 0x80000000)) {
return;
}
/* Calculate determinant. */
float det = U + V + W;
if(UNLIKELY(det == 0.0f)) {
return;
}
/* Calculate scaled zcoordinates of vertices and use them to calculate
* the hit distance.
*/
const float Az = Sz * A_kz;
const float Bz = Sz * B_kz;
const float Cz = Sz * C_kz;
const float T = U * Az + V * Bz + W * Cz;
if ((xor_signmast(T, sign_mask) < 0.0f) ||
(xor_signmast(T, sign_mask) > tmax * xor_signmast(det, sign_mask)))
{
return;
}
/* Normalize U, V, W, and T. */
const float inv_det = 1.0f / det;
(*num_hits)++;
int hit;
if(*num_hits <= max_hits) {
hit = *num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
hit = lcg_step_uint(lcg_state) % *num_hits;
if(hit >= max_hits)
return;
}
/* record intersection */
Intersection *isect = &isect_array[hit];
isect->prim = triAddr;
isect->object = object;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = U * inv_det;
isect->v = V * inv_det;
isect->t = T * inv_det;
}
#endif
/* Refine triangle intersection to more precise hit point. For rays that travel
* far the precision is often not so good, this reintersects the primitive from
* a closer distance. */
/* Reintersections uses the paper:
*
* Tomas Moeller
* Fast, minimum storage ray/triangle intersection
* http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
*/
ccl_device_inline float3 triangle_refine(KernelGlobals *kg,
ShaderData *sd,
const Intersection *isect,
const Ray *ray)
{
float3 P = ray->P;
float3 D = ray->D;
float t = isect->t;
#ifdef __INTERSECTION_REFINE__
if(isect->object != OBJECT_NONE) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D*t);
D = normalize_len(D, &t);
}
P = P + D*t;
float3 tri[3];
tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0));
tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1));
tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+2));
float3 edge1 = tri[0] - tri[2];
float3 edge2 = tri[1] - tri[2];
float3 tvec = P - tri[2];
float3 qvec = cross(tvec, edge1);
float3 pvec = cross(D, edge2);
float rt = dot(edge2, qvec) / dot(edge1, pvec);
P = P + D*rt;
if(isect->object != OBJECT_NONE) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
}
return P;
#else
return P + D*t;
#endif
}
/* Same as above, except that isect->t is assumed to be in object space for
* instancing.
*/
ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg,
ShaderData *sd,
const Intersection *isect,
const Ray *ray)
{
float3 P = ray->P;
float3 D = ray->D;
float t = isect->t;
#ifdef __INTERSECTION_REFINE__
if(isect->object != OBJECT_NONE) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg,
isect->object,
OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D);
D = normalize(D);
}
P = P + D*t;
float3 tri[3];
int prim = kernel_tex_fetch(__prim_index, isect->prim);
triangle_vertices(kg, prim, tri);
float3 edge1 = tri[0] - tri[2];
float3 edge2 = tri[1] - tri[2];
float3 tvec = P - tri[2];
float3 qvec = cross(tvec, edge1);
float3 pvec = cross(D, edge2);
float rt = dot(edge2, qvec) / dot(edge1, pvec);
P = P + D*rt;
if(isect->object != OBJECT_NONE) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg,
isect->object,
OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
}
return P;
#else
return P + D*t;
#endif
}
#undef IDX
CCL_NAMESPACE_END