blender/intern/cycles/kernel/geom/geom_bvh.h
Sergey Sharybin 03f28553ff Cycles: Implement QBVH tree traversal
This commit implements traversal for QBVH tree, which is based on the old loop
code for traversal itself and Embree for node intersection.

This commit also does some changes to the loop inspired by Embree:

- Visibility flags are only checked for primitives.

  Doing visibility check for every node cost quite reasonable amount of time
  and in most cases those checks are true-positive.

  Other idea here would be to do visibility checks for leaf nodes only, but
  this would need to be investigated further.

- For minimum hair width we extend all the nodes' bounding boxes.

  Again doing curve visibility check is quite costly for each of the nodes and
  those checks returns truth for most of the hierarchy anyway.

There are number of possible optimization still, but current state is good
enough in terms it makes rendering faster a little bit after recent watertight
commit.

Currently QBVH is only implemented for CPU with SSE2 support at least. All
other devices would need to be supported later (if that'd make sense from
performance point of view).

The code is enabled for compilation in kernel. but blender wouldn't use it
still.
2014-12-25 02:50:49 +05:00

389 lines
11 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
#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
/* 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_NAMESPACE_END