Blender V2.61 - r43446

kernel_qbvh.h

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00001 /*
00002  * Adapted from code Copyright 2009-2010 NVIDIA Corporation
00003  * Modifications Copyright 2011, Blender Foundation.
00004  *
00005  * Licensed under the Apache License, Version 2.0 (the "License");
00006  * you may not use this file except in compliance with the License.
00007  * You may obtain a copy of the License at
00008  *
00009  * http://www.apache.org/licenses/LICENSE-2.0
00010  *
00011  * Unless required by applicable law or agreed to in writing, software
00012  * distributed under the License is distributed on an "AS IS" BASIS,
00013  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
00014  * See the License for the specific language governing permissions and
00015  * limitations under the License.
00016  */
00017 
00018 CCL_NAMESPACE_BEGIN
00019 
00020 /*
00021  * "Persistent while-while kernel" used in:
00022  *
00023  * "Understanding the Efficiency of Ray Traversal on GPUs",
00024  * Timo Aila and Samuli Laine,
00025  * Proc. High-Performance Graphics 2009
00026  */
00027 
00028 /* bottom-most stack entry, indicating the end of traversal */
00029 
00030 #define ENTRYPOINT_SENTINEL 0x76543210
00031 /* 64 object BVH + 64 mesh BVH + 64 object node splitting */
00032 #define QBVH_STACK_SIZE 192
00033 #define QBVH_NODE_SIZE 8
00034 #define TRI_NODE_SIZE 3
00035 
00036 __device_inline float3 qbvh_inverse_direction(float3 dir)
00037 {
00038     // Avoid divide by zero (ooeps = exp2f(-80.0f))
00039     float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f;
00040     float3 idir;
00041 
00042     idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x));
00043     idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y));
00044     idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
00045 
00046     return idir;
00047 }
00048 
00049 __device_inline void qbvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
00050 {
00051     Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
00052 
00053     *P = transform(&tfm, ray->P);
00054 
00055     float3 dir = transform_direction(&tfm, ray->D);
00056 
00057     float len;
00058     dir = normalize_len(dir, &len);
00059 
00060     *idir = qbvh_inverse_direction(dir);
00061 
00062     if(*t != FLT_MAX)
00063         *t *= len;
00064 }
00065 
00066 __device_inline void qbvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
00067 {
00068     Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
00069 
00070     if(*t != FLT_MAX)
00071         *t *= len(transform_direction(&tfm, 1.0f/(*idir)));
00072 
00073     *P = ray->P;
00074     *idir = qbvh_inverse_direction(ray->D);
00075 }
00076 
00077 #ifdef __KERNEL_CPU__
00078 
00079 __device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild,
00080     int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr)
00081 {
00082     /* X axis */
00083     const __m128 bminx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0);
00084     const __m128 t0x = _mm_mul_ps(_mm_sub_ps(bminx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
00085     const __m128 bmaxx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1);
00086     const __m128 t1x = _mm_mul_ps(_mm_sub_ps(bmaxx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
00087 
00088     __m128 tmin = _mm_max_ps(_mm_min_ps(t0x, t1x), _mm_setzero_ps());
00089     __m128 tmax = _mm_min_ps(_mm_max_ps(t0x, t1x), _mm_set_ps1(t));
00090 
00091     /* Y axis */
00092     const __m128 bminy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2);
00093     const __m128 t0y = _mm_mul_ps(_mm_sub_ps(bminy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
00094     const __m128 bmaxy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3);
00095     const __m128 t1y = _mm_mul_ps(_mm_sub_ps(bmaxy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
00096 
00097     tmin = _mm_max_ps(_mm_min_ps(t0y, t1y), tmin);
00098     tmax = _mm_min_ps(_mm_max_ps(t0y, t1y), tmax);
00099 
00100     /* Z axis */
00101     const __m128 bminz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4);
00102     const __m128 t0z = _mm_mul_ps(_mm_sub_ps(bminz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
00103     const __m128 bmaxz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5);
00104     const __m128 t1z = _mm_mul_ps(_mm_sub_ps(bmaxz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
00105 
00106     tmin = _mm_max_ps(_mm_min_ps(t0z, t1z), tmin);
00107     tmax = _mm_min_ps(_mm_max_ps(t0z, t1z), tmax);
00108 
00109     /* compare and get mask */
00110     *traverseChild = _mm_movemask_ps(_mm_cmple_ps(tmin, tmax));
00111 
00112     /* get node addresses */
00113     float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6);
00114 
00115     nodeAddrChild[0] = __float_as_int(cnodes.x);
00116     nodeAddrChild[1] = __float_as_int(cnodes.y);
00117     nodeAddrChild[2] = __float_as_int(cnodes.z);
00118     nodeAddrChild[3] = __float_as_int(cnodes.w);
00119 }
00120 
00121 #else
00122 
00123 __device_inline bool qbvh_bb_intersect(float3 bmin, float3 bmax, float3 P, float3 idir, float t)
00124 {
00125     float t0x = (bmin.x - P.x)*idir.x;
00126     float t1x = (bmax.x - P.x)*idir.x;
00127     float t0y = (bmin.y - P.y)*idir.y;
00128     float t1y = (bmax.y - P.y)*idir.y;
00129     float t0z = (bmin.z - P.z)*idir.z;
00130     float t1z = (bmax.z - P.z)*idir.z;
00131 
00132     float minx = min(t0x, t1x);
00133     float maxx = max(t0x, t1x);
00134     float miny = min(t0y, t1y);
00135     float maxy = max(t0y, t1y);
00136     float minz = min(t0z, t1z);
00137     float maxz = max(t0z, t1z);
00138 
00139     float tmin = max4(0.0f, minx, miny, minz);
00140     float tmax = min4(t, maxx, maxy, maxz);
00141 
00142     return (tmin <= tmax);
00143 }
00144 
00145 /* intersect four bounding boxes */
00146 __device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild,
00147     int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr)
00148 {
00149     /* fetch node data */
00150     float4 minx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0);
00151     float4 miny = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2);
00152     float4 minz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4);
00153     float4 maxx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1);
00154     float4 maxy = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3);
00155     float4 maxz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5);
00156 
00157     /* intersect bounding boxes */
00158     bool traverseChild0 = qbvh_bb_intersect(make_float3(minx.x, miny.x, minz.x), make_float3(maxx.x, maxy.x, maxz.x), P, idir, t);
00159     bool traverseChild1 = qbvh_bb_intersect(make_float3(minx.y, miny.y, minz.y), make_float3(maxx.y, maxy.y, maxz.y), P, idir, t);
00160     bool traverseChild2 = qbvh_bb_intersect(make_float3(minx.z, miny.z, minz.z), make_float3(maxx.z, maxy.z, maxz.z), P, idir, t);
00161     bool traverseChild3 = qbvh_bb_intersect(make_float3(minx.w, miny.w, minz.w), make_float3(maxx.w, maxy.w, maxz.w), P, idir, t);
00162 
00163     *traverseChild = 0;
00164     if(traverseChild0) *traverseChild |= 1;
00165     if(traverseChild1) *traverseChild |= 2;
00166     if(traverseChild2) *traverseChild |= 4;
00167     if(traverseChild3) *traverseChild |= 8;
00168 
00169     /* get node addresses */
00170     float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6);
00171 
00172     nodeAddrChild[0] = __float_as_int(cnodes.x);
00173     nodeAddrChild[1] = __float_as_int(cnodes.y);
00174     nodeAddrChild[2] = __float_as_int(cnodes.z);
00175     nodeAddrChild[3] = __float_as_int(cnodes.w);
00176 }
00177 
00178 #endif
00179 
00180 /* Sven Woop's algorithm */
00181 __device_inline void qbvh_triangle_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 idir, int object, int triAddr)
00182 {
00183     /* compute and check intersection t-value */
00184     float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
00185     float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
00186     float3 dir = 1.0f/idir;
00187 
00188     float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
00189     float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
00190     float t = Oz * invDz;
00191 
00192     if(t > 0.0f && t < isect->t) {
00193         /* compute and check barycentric u */
00194         float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
00195         float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
00196         float u = Ox + t*Dx;
00197 
00198         if(u >= 0.0f) {
00199             /* compute and check barycentric v */
00200             float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
00201             float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
00202             float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
00203             float v = Oy + t*Dy;
00204 
00205             if(v >= 0.0f && u + v <= 1.0f) {
00206                 /* record intersection */
00207                 isect->prim = triAddr;
00208                 isect->object = object;
00209                 isect->u = u;
00210                 isect->v = v;
00211                 isect->t = t;
00212             }
00213         }
00214     }
00215 }
00216 
00217 __device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const bool isshadowray, Intersection *isect)
00218 {
00219     /* traversal stack in CUDA thread-local memory */
00220     int traversalStack[QBVH_STACK_SIZE];
00221     traversalStack[0] = ENTRYPOINT_SENTINEL;
00222 
00223     /* traversal variables in registers */
00224     int stackPtr = 0;
00225     int nodeAddr = kernel_data.bvh.root;
00226 
00227     /* ray parameters in registers */
00228     const float tmax = ray->t;
00229     float3 P = ray->P;
00230     float3 idir = qbvh_inverse_direction(ray->D);
00231     int object = ~0;
00232 
00233     isect->t = tmax;
00234     isect->object = ~0;
00235     isect->prim = ~0;
00236     isect->u = 0.0f;
00237     isect->v = 0.0f;
00238 
00239     /* traversal loop */
00240     do {
00241         do
00242         {
00243             /* traverse internal nodes */
00244             while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
00245             {
00246                 int traverseChild, nodeAddrChild[4];
00247 
00248                 qbvh_node_intersect(kg, &traverseChild, nodeAddrChild,
00249                     P, idir, isect->t, nodeAddr);
00250 
00251                 if(traverseChild & 1) {
00252                     ++stackPtr;
00253                     traversalStack[stackPtr] = nodeAddrChild[0];
00254                 }
00255 
00256                 if(traverseChild & 2) {
00257                     ++stackPtr;
00258                     traversalStack[stackPtr] = nodeAddrChild[1];
00259                 }
00260                 if(traverseChild & 4) {
00261                     ++stackPtr;
00262                     traversalStack[stackPtr] = nodeAddrChild[2];
00263                 }
00264 
00265                 if(traverseChild & 8) {
00266                     ++stackPtr;
00267                     traversalStack[stackPtr] = nodeAddrChild[3];
00268                 }
00269 
00270                 nodeAddr = traversalStack[stackPtr];
00271                 --stackPtr;
00272             }
00273 
00274             /* if node is leaf, fetch triangle list */
00275             if(nodeAddr < 0) {
00276                 float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*QBVH_NODE_SIZE+(QBVH_NODE_SIZE-2));
00277                 int primAddr = __float_as_int(leaf.x);
00278 
00279 #ifdef __INSTANCING__
00280                 if(primAddr >= 0) {
00281 #endif
00282                     int primAddr2 = __float_as_int(leaf.y);
00283 
00284                     /* pop */
00285                     nodeAddr = traversalStack[stackPtr];
00286                     --stackPtr;
00287 
00288                     /* triangle intersection */
00289                     while(primAddr < primAddr2) {
00290                         /* intersect ray against triangle */
00291                         qbvh_triangle_intersect(kg, isect, P, idir, object, primAddr);
00292 
00293                         /* shadow ray early termination */
00294                         if(isshadowray && isect->prim != ~0)
00295                             return true;
00296 
00297                         primAddr++;
00298                     }
00299 #ifdef __INSTANCING__
00300                 }
00301                 else {
00302                     /* instance push */
00303                     object = kernel_tex_fetch(__prim_object, -primAddr-1);
00304 
00305                     qbvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
00306 
00307                     ++stackPtr;
00308                     traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
00309 
00310                     nodeAddr = kernel_tex_fetch(__object_node, object);
00311                 }
00312 #endif
00313             }
00314         } while(nodeAddr != ENTRYPOINT_SENTINEL);
00315 
00316 #ifdef __INSTANCING__
00317         if(stackPtr >= 0) {
00318             kernel_assert(object != ~0);
00319 
00320             /* instance pop */
00321             qbvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
00322             object = ~0;
00323             nodeAddr = traversalStack[stackPtr];
00324             --stackPtr;
00325         }
00326 #endif
00327     } while(nodeAddr != ENTRYPOINT_SENTINEL);
00328 
00329     return (isect->prim != ~0);
00330 }
00331 
00332 __device_inline float3 ray_offset(float3 P, float3 Ng)
00333 {
00334 #ifdef __INTERSECTION_REFINE__
00335     const float epsilon_f = 1e-5f;
00336     const int epsilon_i = 32;
00337 
00338     float3 res;
00339 
00340     /* x component */
00341     if(fabsf(P.x) < epsilon_f) {
00342         res.x = P.x + Ng.x*epsilon_f;
00343     }
00344     else {
00345         uint ix = __float_as_uint(P.x);
00346         ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
00347         res.x = __uint_as_float(ix);
00348     }
00349 
00350     /* y component */
00351     if(fabsf(P.y) < epsilon_f) {
00352         res.y = P.y + Ng.y*epsilon_f;
00353     }
00354     else {
00355         uint iy = __float_as_uint(P.y);
00356         iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
00357         res.y = __uint_as_float(iy);
00358     }
00359 
00360     /* z component */
00361     if(fabsf(P.z) < epsilon_f) {
00362         res.z = P.z + Ng.z*epsilon_f;
00363     }
00364     else {
00365         uint iz = __float_as_uint(P.z);
00366         iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
00367         res.z = __uint_as_float(iz);
00368     }
00369 
00370     return res;
00371 #else
00372     const float epsilon_f = 1e-4f;
00373     return P + epsilon_f*Ng;
00374 #endif
00375 }
00376 
00377 __device_inline float3 bvh_triangle_refine(KernelGlobals *kg, const Intersection *isect, const Ray *ray)
00378 {
00379     float3 P = ray->P;
00380     float3 D = ray->D;
00381     float t = isect->t;
00382 
00383 #ifdef __INTERSECTION_REFINE__
00384     if(isect->object != ~0) {
00385         Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
00386 
00387         P = transform(&tfm, P);
00388         D = transform_direction(&tfm, D*t);
00389         D = normalize_len(D, &t);
00390     }
00391 
00392     P = P + D*t;
00393 
00394     float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
00395     float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
00396     float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
00397     float rt = Oz * invDz;
00398 
00399     P = P + D*rt;
00400 
00401     if(isect->object != ~0) {
00402         Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
00403         P = transform(&tfm, P);
00404     }
00405 
00406     return P;
00407 #else
00408     return P + D*t;
00409 #endif
00410 }
00411 
00412 CCL_NAMESPACE_END
00413