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
This commit is contained in:
Thomas Dinges 2015-04-29 23:21:05 +02:00
parent e9dcb068c7
commit b3def11f5b
7 changed files with 1043 additions and 14 deletions

@ -119,6 +119,7 @@ set(SRC_GEOM_HEADERS
geom/geom_bvh_subsurface.h
geom/geom_bvh_traversal.h
geom/geom_bvh_volume.h
geom/geom_bvh_volume_all.h
geom/geom_curve.h
geom/geom_motion_curve.h
geom/geom_motion_triangle.h
@ -129,6 +130,7 @@ set(SRC_GEOM_HEADERS
geom/geom_qbvh_subsurface.h
geom/geom_qbvh_traversal.h
geom/geom_qbvh_volume.h
geom/geom_qbvh_volume_all.h
geom/geom_triangle.h
geom/geom_triangle_intersect.h
geom/geom_volume.h

@ -179,6 +179,38 @@ CCL_NAMESPACE_BEGIN
#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
@ -330,6 +362,37 @@ ccl_device_intersect bool scene_intersect_volume(KernelGlobals *kg,
}
#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.
*
@ -384,5 +447,18 @@ ccl_device_inline float3 ray_offset(float3 P, float3 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

@ -0,0 +1,454 @@
/*
* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
* and code copyright 2009-2012 Intel Corporation
*
* Modifications Copyright 2011-2014, 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.
*/
#ifdef __QBVH__
#include "geom_qbvh_volume_all.h"
#endif
/* This is a template BVH traversal function for volumes, where
* various features can be enabled/disabled. This way we can compile optimized
* versions for each case without new features slowing things down.
*
* BVH_INSTANCING: object instancing
* BVH_HAIR: hair curve rendering
* BVH_MOTION: motion blur rendering
*
*/
ccl_device uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
const uint 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 traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 dir = bvh_clamp_direction(ray->D);
float3 idir = bvh_inverse_direction(dir);
int object = OBJECT_NONE;
float isect_t = tmax;
const uint visibility = PATH_RAY_ALL_VISIBILITY;
#if BVH_FEATURE(BVH_MOTION)
Transform ob_tfm;
#endif
#if BVH_FEATURE(BVH_INSTANCING)
int num_hits_in_instance = 0;
#endif
uint num_hits = 0;
isect_array->t = tmax;
#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];
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
IsectPrecalc isect_precalc;
triangle_intersect_precalc(dir, &isect_precalc);
/* traversal loop */
do {
do {
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
bool traverseChild0, traverseChild1;
int nodeAddrChild1;
#if !defined(__KERNEL_SSE2__)
/* Intersect two child bounding boxes, non-SSE version */
float t = isect_array->t;
/* fetch node data */
float4 node0 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0);
float4 node1 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1);
float4 node2 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2);
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
/* intersect ray against child nodes */
NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
/* decide which nodes to traverse next */
traverseChild0 = (c0max >= c0min);
traverseChild1 = (c1max >= c1min);
#else // __KERNEL_SSE2__
/* Intersect two child bounding boxes, SSE3 version adapted from Embree */
/* fetch node data */
const ssef *bvh_nodes = (ssef*)kg->__bvh_nodes.data + nodeAddr*BVH_NODE_SIZE;
const float4 cnodes = ((float4*)bvh_nodes)[3];
/* intersect ray against child nodes */
const ssef tminmaxx = (shuffle_swap(bvh_nodes[0], shufflexyz[0]) - Psplat[0]) * idirsplat[0];
const ssef tminmaxy = (shuffle_swap(bvh_nodes[1], shufflexyz[1]) - Psplat[1]) * idirsplat[1];
const ssef tminmaxz = (shuffle_swap(bvh_nodes[2], shufflexyz[2]) - Psplat[2]) * idirsplat[2];
/* calculate { c0min, c1min, -c0max, -c1max} */
ssef minmax = max(max(tminmaxx, tminmaxy), max(tminmaxz, tsplat));
const ssef tminmax = minmax ^ pn;
const sseb lrhit = tminmax <= shuffle<2, 3, 0, 1>(tminmax);
/* decide which nodes to traverse next */
traverseChild0 = (movemask(lrhit) & 1);
traverseChild1 = (movemask(lrhit) & 2);
#endif // __KERNEL_SSE2__
nodeAddr = __float_as_int(cnodes.x);
nodeAddrChild1 = __float_as_int(cnodes.y);
if(traverseChild0 && traverseChild1) {
/* both children were intersected, push the farther one */
#if !defined(__KERNEL_SSE2__)
bool closestChild1 = (c1min < c0min);
#else
bool closestChild1 = tminmax[1] < tminmax[0];
#endif
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
kernel_assert(stackPtr < BVH_STACK_SIZE);
traversalStack[stackPtr] = nodeAddrChild1;
}
else {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
else if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
}
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-nodeAddr-1)*BVH_NODE_LEAF_SIZE);
int primAddr = __float_as_int(leaf.x);
#if BVH_FEATURE(BVH_INSTANCING)
if(primAddr >= 0) {
#endif
const int primAddr2 = __float_as_int(leaf.y);
const uint type = __float_as_int(leaf.w);
bool hit;
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* primitive intersection */
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
/* intersect ray against primitive */
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* only primitives from volume object */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
hit = triangle_intersect(kg, &isect_precalc, isect_array, P, visibility, object, primAddr);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
num_hits++;
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
isect_array->t = isect_t;
if(num_hits == max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
#if BVH_FEATURE(BVH_MOTION)
float t_fac = len(transform_direction(&ob_tfm, 1.0f/idir));
#else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
float t_fac = len(transform_direction(&tfm, 1.0f/idir));
#endif
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
#endif /* BVH_FEATURE(BVH_INSTANCING) */
return num_hits;
}
}
}
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
/* intersect ray against primitive */
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* only primitives from volume object */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
hit = motion_triangle_intersect(kg, isect_array, P, dir, ray->time, visibility, object, primAddr);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
num_hits++;
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
isect_array->t = isect_t;
if(num_hits == max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = len(transform_direction(&ob_tfm, 1.0f/idir));
# else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
float t_fac = len(transform_direction(&tfm, 1.0f/idir));
#endif
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
#endif /* BVH_FEATURE(BVH_INSTANCING) */
return num_hits;
}
}
}
break;
}
#endif
#if BVH_FEATURE(BVH_HAIR)
case PRIMITIVE_CURVE:
case PRIMITIVE_MOTION_CURVE: {
/* intersect ray against primitive */
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* only primitives from volume object */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE)
hit = bvh_cardinal_curve_intersect(kg, isect_array, P, dir, visibility, object, primAddr, ray->time, type, NULL, 0, 0);
else
hit = bvh_curve_intersect(kg, isect_array, P, dir, visibility, object, primAddr, ray->time, type, NULL, 0, 0);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
num_hits++;
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
isect_array->t = isect_t;
if(num_hits == max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = len(transform_direction(&ob_tfm, 1.0f/idir));
# else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
float t_fac = len(transform_direction(&tfm, 1.0f/idir));
#endif
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
#endif /* BVH_FEATURE(BVH_INSTANCING) */
return num_hits;
}
}
}
break;
}
#endif
default: {
break;
}
}
}
#if BVH_FEATURE(BVH_INSTANCING)
else {
/* instance push */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
int object_flag = kernel_tex_fetch(__object_flag, object);
if(object_flag & SD_OBJECT_HAS_VOLUME) {
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm);
#else
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t);
#endif
triangle_intersect_precalc(dir, &isect_precalc);
num_hits_in_instance = 0;
isect_array->t = isect_t;
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
Psplat[2] = ssef(P.z);
tsplat = ssef(0.0f, 0.0f, -isect_t, -isect_t);
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
++stackPtr;
kernel_assert(stackPtr < BVH_STACK_SIZE);
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
else {
/* pop */
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
}
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#if BVH_FEATURE(BVH_INSTANCING)
if(stackPtr >= 0) {
kernel_assert(object != OBJECT_NONE);
if(num_hits_in_instance) {
float t_fac;
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_tfm);
#else
bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
#endif
triangle_intersect_precalc(dir, &isect_precalc);
/* Scale isect->t to adjust for instancing. */
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
}
else {
float ignore_t = FLT_MAX;
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &ignore_t, &ob_tfm);
#else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &ignore_t);
#endif
triangle_intersect_precalc(dir, &isect_precalc);
}
isect_t = tmax;
isect_array->t = isect_t;
#if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
Psplat[2] = ssef(P.z);
tsplat = ssef(0.0f, 0.0f, -isect_t, -isect_t);
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
#endif /* FEATURE(BVH_MOTION) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return num_hits;
}
ccl_device_inline uint BVH_FUNCTION_NAME(KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
const uint max_hits)
{
#ifdef __QBVH__
if(kernel_data.bvh.use_qbvh) {
return BVH_FUNCTION_FULL_NAME(QBVH)(kg,
ray,
isect_array,
max_hits);
}
else
#endif
{
kernel_assert(kernel_data.bvh.use_qbvh == false);
return BVH_FUNCTION_FULL_NAME(BVH)(kg,
ray,
isect_array,
max_hits);
}
}
#undef BVH_FUNCTION_NAME
#undef BVH_FUNCTION_FEATURES

@ -0,0 +1,446 @@
/*
* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
* and code copyright 2009-2012 Intel Corporation
*
* Modifications Copyright 2011-2014, 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.
*/
/* This is a template BVH traversal function for volumes, where
* various features can be enabled/disabled. This way we can compile optimized
* versions for each case without new features slowing things down.
*
* BVH_INSTANCING: object instancing
* BVH_HAIR: hair curve rendering
* BVH_MOTION: motion blur rendering
*
*/
ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
const uint max_hits)
{
/* TODO(sergey):
* - Test if pushing distance on the stack helps.
* - Likely and unlikely for if() statements.
* - Test restrict attribute for pointers.
*/
/* Traversal stack in CUDA thread-local memory. */
QBVHStackItem traversalStack[BVH_QSTACK_SIZE];
traversalStack[0].addr = ENTRYPOINT_SENTINEL;
/* Traversal variables in registers. */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* Ray parameters in registers. */
const float tmax = ray->t;
float3 P = ray->P;
float3 dir = bvh_clamp_direction(ray->D);
float3 idir = bvh_inverse_direction(dir);
int object = OBJECT_NONE;
float isect_t = tmax;
const uint visibility = PATH_RAY_ALL_VISIBILITY;
#if BVH_FEATURE(BVH_MOTION)
Transform ob_tfm;
#endif
#ifndef __KERNEL_SSE41__
if(!isfinite(P.x)) {
return false;
}
#endif
#if BVH_FEATURE(BVH_INSTANCING)
int num_hits_in_instance = 0;
#endif
uint num_hits = 0;
isect_array->t = tmax;
ssef tnear(0.0f), tfar(isect_t);
sse3f idir4(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
float3 P_idir = P*idir;
sse3f P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
sse3f org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
/* Offsets to select the side that becomes the lower or upper bound. */
int near_x, near_y, near_z;
int far_x, far_y, far_z;
if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
IsectPrecalc isect_precalc;
triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
/* Traverse internal nodes. */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
ssef dist;
int traverseChild = qbvh_node_intersect(kg,
tnear,
tfar,
#ifdef __KERNEL_AVX2__
P_idir4,
#else
org,
#endif
idir4,
near_x, near_y, near_z,
far_x, far_y, far_z,
nodeAddr,
&dist);
if(traverseChild != 0) {
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_QNODE_SIZE+6);
/* One child is hit, continue with that child. */
int r = __bscf(traverseChild);
if(traverseChild == 0) {
nodeAddr = __float_as_int(cnodes[r]);
continue;
}
/* Two children are hit, push far child, and continue with
* closer child.
*/
int c0 = __float_as_int(cnodes[r]);
float d0 = ((float*)&dist)[r];
r = __bscf(traverseChild);
int c1 = __float_as_int(cnodes[r]);
float d1 = ((float*)&dist)[r];
if(traverseChild == 0) {
if(d1 < d0) {
nodeAddr = c1;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c0;
traversalStack[stackPtr].dist = d0;
continue;
}
else {
nodeAddr = c0;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c1;
traversalStack[stackPtr].dist = d1;
continue;
}
}
/* Here starts the slow path for 3 or 4 hit children. We push
* all nodes onto the stack to sort them there.
*/
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c1;
traversalStack[stackPtr].dist = d1;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c0;
traversalStack[stackPtr].dist = d0;
/* Three children are hit, push all onto stack and sort 3
* stack items, continue with closest child.
*/
r = __bscf(traverseChild);
int c2 = __float_as_int(cnodes[r]);
float d2 = ((float*)&dist)[r];
if(traverseChild == 0) {
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c2;
traversalStack[stackPtr].dist = d2;
qbvh_stack_sort(&traversalStack[stackPtr],
&traversalStack[stackPtr - 1],
&traversalStack[stackPtr - 2]);
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
continue;
}
/* Four children are hit, push all onto stack and sort 4
* stack items, continue with closest child.
*/
r = __bscf(traverseChild);
int c3 = __float_as_int(cnodes[r]);
float d3 = ((float*)&dist)[r];
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c3;
traversalStack[stackPtr].dist = d3;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c2;
traversalStack[stackPtr].dist = d2;
qbvh_stack_sort(&traversalStack[stackPtr],
&traversalStack[stackPtr - 1],
&traversalStack[stackPtr - 2],
&traversalStack[stackPtr - 3]);
}
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
/* If node is leaf, fetch triangle list. */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-nodeAddr-1)*BVH_QNODE_LEAF_SIZE);
int primAddr = __float_as_int(leaf.x);
#if BVH_FEATURE(BVH_INSTANCING)
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
const uint type = __float_as_int(leaf.w);
const uint p_type = type & PRIMITIVE_ALL;
bool hit;
/* Pop. */
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
/* Primitive intersection. */
switch(p_type) {
case PRIMITIVE_TRIANGLE: {
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* Only primitives from volume object. */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
/* Intersect ray against primitive. */
hit = triangle_intersect(kg, &isect_precalc, isect_array, P, visibility, object, primAddr);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
num_hits++;
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
isect_array->t = isect_t;
if(num_hits == max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
#if BVH_FEATURE(BVH_MOTION)
float t_fac = len(transform_direction(&ob_tfm, 1.0f/idir));
#else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
float t_fac = len(transform_direction(&tfm, 1.0f/idir));
#endif
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
#endif /* BVH_FEATURE(BVH_INSTANCING) */
return num_hits;
}
}
}
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* Only primitives from volume object. */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
/* Intersect ray against primitive. */
hit = motion_triangle_intersect(kg, isect_array, P, dir, ray->time, visibility, object, primAddr);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
num_hits++;
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
isect_array->t = isect_t;
if(num_hits == max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = len(transform_direction(&ob_tfm, 1.0f/idir));
# else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
float t_fac = len(transform_direction(&tfm, 1.0f/idir));
#endif
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
#endif /* BVH_FEATURE(BVH_INSTANCING) */
return num_hits;
}
}
}
break;
}
#endif
#if BVH_FEATURE(BVH_HAIR)
case PRIMITIVE_CURVE:
case PRIMITIVE_MOTION_CURVE: {
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* Only primitives from volume object. */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
int object_flag = kernel_tex_fetch(__object_flag, tri_object);
if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
continue;
}
/* Intersect ray against primitive. */
if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE)
hit = bvh_cardinal_curve_intersect(kg, isect_array, P, dir, visibility, object, primAddr, ray->time, type, NULL, 0, 0);
else
hit = bvh_curve_intersect(kg, isect_array, P, dir, visibility, object, primAddr, ray->time, type, NULL, 0, 0);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
num_hits++;
#if BVH_FEATURE(BVH_INSTANCING)
num_hits_in_instance++;
#endif
isect_array->t = isect_t;
if(num_hits == max_hits) {
#if BVH_FEATURE(BVH_INSTANCING)
# if BVH_FEATURE(BVH_MOTION)
float t_fac = len(transform_direction(&ob_tfm, 1.0f/idir));
# else
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
float t_fac = len(transform_direction(&tfm, 1.0f/idir));
#endif
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
#endif /* BVH_FEATURE(BVH_INSTANCING) */
return num_hits;
}
}
}
break;
}
#endif
}
}
#if BVH_FEATURE(BVH_INSTANCING)
else {
/* Instance push. */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
int object_flag = kernel_tex_fetch(__object_flag, object);
if(object_flag & SD_OBJECT_HAS_VOLUME) {
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm);
#else
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t);
#endif
if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
tfar = ssef(isect_t);
idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
P_idir = P*idir;
P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
triangle_intersect_precalc(dir, &isect_precalc);
num_hits_in_instance = 0;
isect_array->t = isect_t;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
else {
/* Pop. */
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
}
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#if BVH_FEATURE(BVH_INSTANCING)
if(stackPtr >= 0) {
kernel_assert(object != OBJECT_NONE);
/* Instance pop. */
if(num_hits_in_instance) {
float t_fac;
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_tfm);
#else
bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
#endif
triangle_intersect_precalc(dir, &isect_precalc);
/* Scale isect->t to adjust for instancing. */
for(int i = 0; i < num_hits_in_instance; i++) {
(isect_array-i-1)->t *= t_fac;
}
}
else {
float ignore_t = FLT_MAX;
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &ignore_t, &ob_tfm);
#else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &ignore_t);
#endif
triangle_intersect_precalc(dir, &isect_precalc);
}
if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
tfar = ssef(isect_t);
idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
P_idir = P*idir;
P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
triangle_intersect_precalc(dir, &isect_precalc);
isect_t = tmax;
isect_array->t = isect_t;
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return num_hits;
}

@ -39,19 +39,6 @@ CCL_NAMESPACE_BEGIN
* This is CPU only because of qsort, and malloc or high stack space usage to
* record all these intersections. */
ccl_device_noinline int shadow_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;
}
#define STACK_MAX_HITS 64
ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
@ -95,7 +82,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
PathState ps = *state;
#endif
qsort(hits, num_hits, sizeof(Intersection), shadow_intersections_compare);
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
for(int hit = 0; hit < num_hits; hit++, isect++) {
/* adjust intersection distance for moving ray forward */

@ -72,6 +72,7 @@ CCL_NAMESPACE_BEGIN
#define __VOLUME_DECOUPLED__
#define __VOLUME_SCATTER__
#define __SHADOW_RECORD_ALL__
#define __VOLUME_RECORD_ALL__
#endif
#ifdef __KERNEL_CUDA__

@ -993,6 +993,48 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
volume_ray.t = FLT_MAX;
int stack_index = 0, enclosed_index = 0;
#ifdef __VOLUME_RECORD_ALL__
Intersection hits[2*VOLUME_STACK_SIZE];
uint num_hits = scene_intersect_volume_all(kg,
&volume_ray,
hits,
2*VOLUME_STACK_SIZE);
if(num_hits > 0) {
int enclosed_volumes[VOLUME_STACK_SIZE];
Intersection *isect = hits;
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
for(uint hit = 0; hit < num_hits; ++hit, ++isect) {
ShaderData sd;
shader_setup_from_ray(kg, &sd, isect, &volume_ray, 0, 0);
if(sd.flag & SD_BACKFACING) {
/* If ray exited the volume and never entered to that volume
* it means that camera is inside such a volume.
*/
bool is_enclosed = false;
for(int i = 0; i < enclosed_index; ++i) {
if(enclosed_volumes[i] == sd.object) {
is_enclosed = true;
break;
}
}
if(is_enclosed == false) {
stack[stack_index].object = sd.object;
stack[stack_index].shader = sd.shader;
++stack_index;
}
}
else {
/* If ray from camera enters the volume, this volume shouldn't
* be added to the stack on exit.
*/
enclosed_volumes[enclosed_index++] = sd.object;
}
}
}
#else
int enclosed_volumes[VOLUME_STACK_SIZE];
int step = 0;
@ -1035,6 +1077,7 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg,
volume_ray.P = ray_offset(sd.P, -sd.Ng);
++step;
}
#endif
/* stack_index of 0 means quick checks outside of the kernel gave false
* positive, nothing to worry about, just we've wasted quite a few of
* ticks just to come into conclusion that camera is in the air.
@ -1105,6 +1148,25 @@ ccl_device void kernel_volume_stack_update_for_subsurface(KernelGlobals *kg,
kernel_assert(kernel_data.integrator.use_volumes);
Ray volume_ray = *ray;
#ifdef __VOLUME_RECORD_ALL__
Intersection hits[2*VOLUME_STACK_SIZE];
uint num_hits = scene_intersect_volume_all(kg,
&volume_ray,
hits,
2*VOLUME_STACK_SIZE);
if(num_hits > 0) {
Intersection *isect = hits;
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
for(uint hit = 0; hit < num_hits; ++hit, ++isect) {
ShaderData sd;
shader_setup_from_ray(kg, &sd, isect, &volume_ray, 0, 0);
kernel_volume_stack_enter_exit(kg, &sd, stack);
}
}
#else
Intersection isect;
int step = 0;
while(step < 2 * VOLUME_STACK_SIZE &&
@ -1119,6 +1181,7 @@ ccl_device void kernel_volume_stack_update_for_subsurface(KernelGlobals *kg,
volume_ray.t -= sd.ray_length;
++step;
}
#endif
}
#endif