blender/intern/cycles/bvh/bvh_params.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

220 lines
5.4 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_PARAMS_H__
#define __BVH_PARAMS_H__
#include "util_boundbox.h"
#include "kernel_types.h"
CCL_NAMESPACE_BEGIN
/* BVH Parameters */
class BVHParams
{
public:
/* spatial split area threshold */
bool use_spatial_split;
float spatial_split_alpha;
/* Unaligned nodes creation threshold */
float unaligned_split_threshold;
/* SAH costs */
float sah_node_cost;
float sah_primitive_cost;
/* number of primitives in leaf */
int min_leaf_size;
int max_triangle_leaf_size;
int max_curve_leaf_size;
/* object or mesh level bvh */
bool top_level;
/* QBVH */
bool use_qbvh;
/* Mask of primitives to be included into the BVH. */
int primitive_mask;
/* Use unaligned bounding boxes.
* Only used for curves BVH.
*/
bool use_unaligned_nodes;
/* fixed parameters */
enum {
MAX_DEPTH = 64,
MAX_SPATIAL_DEPTH = 48,
NUM_SPATIAL_BINS = 32
};
BVHParams()
{
use_spatial_split = true;
spatial_split_alpha = 1e-5f;
unaligned_split_threshold = 0.7f;
/* todo: see if splitting up primitive cost to be separate for triangles
* and curves can help. so far in tests it doesn't help, but why? */
sah_node_cost = 1.0f;
sah_primitive_cost = 1.0f;
min_leaf_size = 1;
max_triangle_leaf_size = 8;
max_curve_leaf_size = 2;
top_level = false;
use_qbvh = false;
use_unaligned_nodes = false;
primitive_mask = PRIMITIVE_ALL;
}
/* SAH costs */
__forceinline float cost(int num_nodes, int num_primitives) const
{ return node_cost(num_nodes) + primitive_cost(num_primitives); }
__forceinline float primitive_cost(int n) const
{ return n*sah_primitive_cost; }
__forceinline float node_cost(int n) const
{ return n*sah_node_cost; }
__forceinline bool small_enough_for_leaf(int size, int level)
{ return (size <= min_leaf_size || level >= MAX_DEPTH); }
};
/* BVH Reference
*
* Reference to a primitive. Primitive index and object are sneakily packed
* into BoundBox to reduce memory usage and align nicely */
class BVHReference
{
public:
__forceinline BVHReference() {}
__forceinline BVHReference(const BoundBox& bounds_, int prim_index_, int prim_object_, int prim_type)
: rbounds(bounds_)
{
rbounds.min.w = __int_as_float(prim_index_);
rbounds.max.w = __int_as_float(prim_object_);
type = prim_type;
}
__forceinline const BoundBox& bounds() const { return rbounds; }
__forceinline int prim_index() const { return __float_as_int(rbounds.min.w); }
__forceinline int prim_object() const { return __float_as_int(rbounds.max.w); }
__forceinline int prim_type() const { return type; }
BVHReference& operator=(const BVHReference &arg) {
if(&arg != this) {
memcpy(this, &arg, sizeof(BVHReference));
}
return *this;
}
protected:
BoundBox rbounds;
uint type;
};
/* BVH Range
*
* Build range used during construction, to indicate the bounds and place in
* the reference array of a subset of primitives Again uses trickery to pack
* integers into BoundBox for alignment purposes. */
class BVHRange
{
public:
__forceinline BVHRange()
{
rbounds.min.w = __int_as_float(0);
rbounds.max.w = __int_as_float(0);
}
__forceinline BVHRange(const BoundBox& bounds_, int start_, int size_)
: rbounds(bounds_)
{
rbounds.min.w = __int_as_float(start_);
rbounds.max.w = __int_as_float(size_);
}
__forceinline BVHRange(const BoundBox& bounds_, const BoundBox& cbounds_, int start_, int size_)
: rbounds(bounds_), cbounds(cbounds_)
{
rbounds.min.w = __int_as_float(start_);
rbounds.max.w = __int_as_float(size_);
}
__forceinline void set_start(int start_) { rbounds.min.w = __int_as_float(start_); }
__forceinline const BoundBox& bounds() const { return rbounds; }
__forceinline const BoundBox& cent_bounds() const { return cbounds; }
__forceinline int start() const { return __float_as_int(rbounds.min.w); }
__forceinline int size() const { return __float_as_int(rbounds.max.w); }
__forceinline int end() const { return start() + size(); }
protected:
BoundBox rbounds;
BoundBox cbounds;
};
/* BVH Spatial Bin */
struct BVHSpatialBin
{
BoundBox bounds;
int enter;
int exit;
__forceinline BVHSpatialBin()
{
}
};
/* BVH Spatial Storage
*
* The idea of this storage is have thread-specific storage for the spatial
* splitters. We can pre-allocate this storage in advance and avoid heavy memory
* operations during split process.
*/
struct BVHSpatialStorage {
/* Accumulated bounds when sweeping from right to left. */
vector<BoundBox> right_bounds;
/* Bins used for histogram when selecting best split plane. */
BVHSpatialBin bins[3][BVHParams::NUM_SPATIAL_BINS];
/* Temporary storage for the new references. Used by spatial split to store
* new references in before they're getting inserted into actual array,
*/
vector<BVHReference> new_references;
};
CCL_NAMESPACE_END
#endif /* __BVH_PARAMS_H__ */