blender/intern/cycles/bvh/bvh_node.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

166 lines
3.7 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_NODE_H__
#define __BVH_NODE_H__
#include "util_boundbox.h"
#include "util_debug.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
enum BVH_STAT {
BVH_STAT_NODE_COUNT,
BVH_STAT_INNER_COUNT,
BVH_STAT_LEAF_COUNT,
BVH_STAT_TRIANGLE_COUNT,
BVH_STAT_CHILDNODE_COUNT,
BVH_STAT_QNODE_COUNT,
BVH_STAT_ALIGNED_COUNT,
BVH_STAT_UNALIGNED_COUNT,
BVH_STAT_ALIGNED_INNER_COUNT,
BVH_STAT_UNALIGNED_INNER_COUNT,
BVH_STAT_ALIGNED_INNER_QNODE_COUNT,
BVH_STAT_UNALIGNED_INNER_QNODE_COUNT,
BVH_STAT_ALIGNED_LEAF_COUNT,
BVH_STAT_UNALIGNED_LEAF_COUNT,
};
class BVHParams;
class BVHNode
{
public:
BVHNode() : m_is_unaligned(false),
m_aligned_space(NULL)
{
}
virtual ~BVHNode()
{
delete m_aligned_space;
}
virtual bool is_leaf() const = 0;
virtual int num_children() const = 0;
virtual BVHNode *get_child(int i) const = 0;
virtual int num_triangles() const { return 0; }
virtual void print(int depth = 0) const = 0;
bool is_unaligned() const { return m_is_unaligned; }
inline void set_aligned_space(const Transform& aligned_space)
{
m_is_unaligned = true;
if (m_aligned_space == NULL) {
m_aligned_space = new Transform(aligned_space);
}
else {
*m_aligned_space = aligned_space;
}
}
inline Transform get_aligned_space() const
{
if(m_aligned_space == NULL) {
return transform_identity();
}
return *m_aligned_space;
}
BoundBox m_bounds;
uint m_visibility;
// Subtree functions
int getSubtreeSize(BVH_STAT stat=BVH_STAT_NODE_COUNT) const;
float computeSubtreeSAHCost(const BVHParams& p, float probability = 1.0f) const;
void deleteSubtree();
uint update_visibility();
bool m_is_unaligned;
// TODO(sergey): Can be stored as 3x3 matrix, but better to have some
// utilities and type defines in util_transform first.
Transform *m_aligned_space;
};
class InnerNode : public BVHNode
{
public:
InnerNode(const BoundBox& bounds,
BVHNode* child0,
BVHNode* child1)
{
m_bounds = bounds;
children[0] = child0;
children[1] = child1;
if(child0 && child1)
m_visibility = child0->m_visibility|child1->m_visibility;
else
m_visibility = 0; /* happens on build cancel */
}
explicit InnerNode(const BoundBox& bounds)
{
m_bounds = bounds;
m_visibility = 0;
children[0] = NULL;
children[1] = NULL;
}
bool is_leaf() const { return false; }
int num_children() const { return 2; }
BVHNode *get_child(int i) const{ assert(i>=0 && i<2); return children[i]; }
void print(int depth) const;
BVHNode *children[2];
};
class LeafNode : public BVHNode
{
public:
LeafNode(const BoundBox& bounds, uint visibility, int lo, int hi)
{
m_bounds = bounds;
m_visibility = visibility;
m_lo = lo;
m_hi = hi;
}
LeafNode(const LeafNode& s)
: BVHNode()
{
*this = s;
}
bool is_leaf() const { return true; }
int num_children() const { return 0; }
BVHNode *get_child(int) const { return NULL; }
int num_triangles() const { return m_hi - m_lo; }
void print(int depth) const;
int m_lo;
int m_hi;
};
CCL_NAMESPACE_END
#endif /* __BVH_NODE_H__ */