Cycles: Switch to reformulated Pluecker ray/triangle intersection

The intention of this commit it to address issues mentioned in the
reports T43865,T50164 and T50452.

The code is based on Embree code with some extra vectorization
to speed up single ray to single triangle intersection.

Unfortunately, such a fix is not coming for free. There is some
slowdown for AVX2 processors, mainly due to different vectorization
code, which caused different number of instructions to be executed
and different instructions-per-cycle counters. But on another hand
this commit makes pre-AVX2 platforms such as AVX and SSE4.1 a bit
faster. The prerformance goes as following:

              2.78c AVX2   2.78c AVX   Patch AVX2         Patch AVX
BMW            05:21.09     06:05.34    05:32.97 (+3.5%)   05:34.97 (-8.5%)
Classroom      16:55.36     18:24.51    17:10.41 (+1.4%)   17:15.87 (-6.3%)
Fishy Cat      08:08.49     08:36.26    08:09.19 (+0.2%)   08:12.25 (-4.7%
Koro           11:22.54     11:45.24    11:13.25 (-1.5%)   11:43.81 (-0.3%)
Barcelone      14:18.32     16:09.46    14:15.20 (-0.4%)   14:25.15 (-10.8%)

On GPU the performance is about 1.5-2% slower in my tests on GTX1080
but afraid we can't do much as a part of this chaneg here and
consider it a price to pay for more proper intersection check.

Made in collaboration with Maxym Dmytrychenko, big thanks to him!

Reviewers: brecht, juicyfruit, lukasstockner97, dingto

Differential Revision: https://developer.blender.org/D1574
This commit is contained in:
Sergey Sharybin 2017-03-27 17:06:37 +02:00
parent 69aa6577b3
commit 6ea54fe9ff
Notes: blender-bot 2023-02-14 07:22:19 +01:00
Referenced by issue #50164, Cycles renders artifacts on CPU but not on GPU
13 changed files with 120 additions and 299 deletions

View File

@ -101,9 +101,6 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif /* __KERNEL_SSE2__ */
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* traversal loop */
do {
do {
@ -209,9 +206,9 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
switch(p_type) {
case PRIMITIVE_TRIANGLE: {
hit = triangle_intersect(kg,
&isect_precalc,
isect_array,
P,
dir,
PATH_RAY_SHADOW,
object,
prim_addr);
@ -220,9 +217,9 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
hit = motion_triangle_intersect(kg,
&isect_precalc,
isect_array,
P,
dir,
ray->time,
PATH_RAY_SHADOW,
object,
@ -325,7 +322,6 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
isect_t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect_t);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
num_hits_in_instance = 0;
isect_array->t = isect_t;
@ -365,8 +361,6 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
# endif
ray_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;
@ -378,7 +372,6 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
# else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
}
isect_t = tmax;

View File

@ -109,9 +109,6 @@ void BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* traversal loop */
do {
do {
@ -197,9 +194,9 @@ void BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
for(; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
triangle_intersect_subsurface(kg,
&isect_precalc,
ss_isect,
P,
dir,
object,
prim_addr,
isect_t,
@ -214,9 +211,9 @@ void BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
for(; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
motion_triangle_intersect_subsurface(kg,
&isect_precalc,
ss_isect,
P,
dir,
ray->time,
object,
prim_addr,

View File

@ -104,9 +104,6 @@ ccl_device_noinline bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* traversal loop */
do {
do {
@ -238,9 +235,9 @@ ccl_device_noinline bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
BVH_DEBUG_NEXT_INTERSECTION();
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
if(triangle_intersect(kg,
&isect_precalc,
isect,
P,
dir,
visibility,
object,
prim_addr))
@ -267,9 +264,9 @@ ccl_device_noinline bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
BVH_DEBUG_NEXT_INTERSECTION();
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
if(motion_triangle_intersect(kg,
&isect_precalc,
isect,
P,
dir,
ray->time,
visibility,
object,
@ -358,7 +355,6 @@ ccl_device_noinline bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
# else
isect->t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect->t);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
# if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
@ -395,7 +391,6 @@ ccl_device_noinline bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
# else
isect->t = bvh_instance_pop(kg, object, ray, &P, &dir, &idir, isect->t);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
# if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);

View File

@ -97,9 +97,6 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* traversal loop */
do {
do {
@ -194,9 +191,9 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
continue;
}
triangle_intersect(kg,
&isect_precalc,
isect,
P,
dir,
visibility,
object,
prim_addr);
@ -215,9 +212,9 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
continue;
}
motion_triangle_intersect(kg,
&isect_precalc,
isect,
P,
dir,
ray->time,
visibility,
object,
@ -243,8 +240,6 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
isect->t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect->t);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
# if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);
@ -286,8 +281,6 @@ bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
isect->t = bvh_instance_pop(kg, object, ray, &P, &dir, &idir, isect->t);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
# if defined(__KERNEL_SSE2__)
Psplat[0] = ssef(P.x);
Psplat[1] = ssef(P.y);

View File

@ -101,9 +101,6 @@ uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
#endif /* __KERNEL_SSE2__ */
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* traversal loop */
do {
do {
@ -199,9 +196,9 @@ uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
continue;
}
hit = triangle_intersect(kg,
&isect_precalc,
isect_array,
P,
dir,
visibility,
object,
prim_addr);
@ -243,9 +240,9 @@ uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
continue;
}
hit = motion_triangle_intersect(kg,
&isect_precalc,
isect_array,
P,
dir,
ray->time,
visibility,
object,
@ -294,7 +291,6 @@ uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
isect_t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect_t);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
num_hits_in_instance = 0;
isect_array->t = isect_t;
@ -340,7 +336,6 @@ uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
# else
bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
# endif
ray_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;
@ -352,7 +347,6 @@ uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
# else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
}
isect_t = tmax;

View File

@ -97,9 +97,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
&near_x, &near_y, &near_z,
&far_x, &far_y, &far_z);
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
@ -290,9 +287,9 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
switch(p_type) {
case PRIMITIVE_TRIANGLE: {
hit = triangle_intersect(kg,
&isect_precalc,
isect_array,
P,
dir,
PATH_RAY_SHADOW,
object,
prim_addr);
@ -301,9 +298,9 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
hit = motion_triangle_intersect(kg,
&isect_precalc,
isect_array,
P,
dir,
ray->time,
PATH_RAY_SHADOW,
object,
@ -425,8 +422,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
++stack_ptr;
kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
traversal_stack[stack_ptr].addr = ENTRYPOINT_SENTINEL;
@ -482,8 +477,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
object = OBJECT_NONE;
node_addr = traversal_stack[stack_ptr].addr;
--stack_ptr;

View File

@ -105,9 +105,6 @@ ccl_device void BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
&near_x, &near_y, &near_z,
&far_x, &far_y, &far_z);
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
@ -253,9 +250,9 @@ ccl_device void BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
for(; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
triangle_intersect_subsurface(kg,
&isect_precalc,
ss_isect,
P,
dir,
object,
prim_addr,
isect_t,
@ -270,9 +267,9 @@ ccl_device void BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
for(; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
motion_triangle_intersect_subsurface(kg,
&isect_precalc,
ss_isect,
P,
dir,
ray->time,
object,
prim_addr,

View File

@ -106,9 +106,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
&near_x, &near_y, &near_z,
&far_x, &far_y, &far_z);
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
@ -333,9 +330,9 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
BVH_DEBUG_NEXT_INTERSECTION();
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
if(triangle_intersect(kg,
&isect_precalc,
isect,
P,
dir,
visibility,
object,
prim_addr)) {
@ -354,9 +351,9 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
BVH_DEBUG_NEXT_INTERSECTION();
kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
if(motion_triangle_intersect(kg,
&isect_precalc,
isect,
P,
dir,
ray->time,
visibility,
object,
@ -447,8 +444,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
++stack_ptr;
kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
traversal_stack[stack_ptr].addr = ENTRYPOINT_SENTINEL;
@ -489,8 +484,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
object = OBJECT_NONE;
node_addr = traversal_stack[stack_ptr].addr;
node_dist = traversal_stack[stack_ptr].dist;

View File

@ -91,9 +91,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
&near_x, &near_y, &near_z,
&far_x, &far_y, &far_z);
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
@ -266,7 +263,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
continue;
}
/* Intersect ray against primitive. */
triangle_intersect(kg, &isect_precalc, isect, P, visibility, object, prim_addr);
triangle_intersect(kg, isect, P, dir, visibility, object, prim_addr);
}
break;
}
@ -281,7 +278,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
continue;
}
/* Intersect ray against primitive. */
motion_triangle_intersect(kg, &isect_precalc, isect, P, ray->time, visibility, object, prim_addr);
motion_triangle_intersect(kg, isect, P, dir, ray->time, visibility, object, prim_addr);
}
break;
}
@ -316,8 +313,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
++stack_ptr;
kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
traversal_stack[stack_ptr].addr = ENTRYPOINT_SENTINEL;
@ -362,8 +357,6 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
object = OBJECT_NONE;
node_addr = traversal_stack[stack_ptr].addr;
--stack_ptr;

View File

@ -95,9 +95,6 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
&near_x, &near_y, &near_z,
&far_x, &far_y, &far_z);
TriangleIsectPrecalc isect_precalc;
ray_triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
@ -271,7 +268,7 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
continue;
}
/* Intersect ray against primitive. */
hit = triangle_intersect(kg, &isect_precalc, isect_array, P, visibility, object, prim_addr);
hit = triangle_intersect(kg, isect_array, P, dir, visibility, object, prim_addr);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
@ -309,7 +306,7 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
continue;
}
/* Intersect ray against primitive. */
hit = motion_triangle_intersect(kg, &isect_precalc, isect_array, P, ray->time, visibility, object, prim_addr);
hit = motion_triangle_intersect(kg, isect_array, P, dir, ray->time, visibility, object, prim_addr);
if(hit) {
/* Move on to next entry in intersections array. */
isect_array++;
@ -367,7 +364,6 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
num_hits_in_instance = 0;
isect_array->t = isect_t;
@ -432,8 +428,6 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
org4 = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
# endif
ray_triangle_intersect_precalc(dir, &isect_precalc);
object = OBJECT_NONE;
node_addr = traversal_stack[stack_ptr].addr;
--stack_ptr;

View File

@ -168,9 +168,9 @@ float3 motion_triangle_refine_subsurface(KernelGlobals *kg,
ccl_device_inline bool motion_triangle_intersect(
KernelGlobals *kg,
const TriangleIsectPrecalc *isect_precalc,
Intersection *isect,
float3 P,
float3 dir,
float time,
uint visibility,
int object,
@ -186,10 +186,10 @@ ccl_device_inline bool motion_triangle_intersect(
motion_triangle_vertices(kg, fobject, prim, time, verts);
/* Ray-triangle intersection, unoptimized. */
float t, u, v;
if(ray_triangle_intersect(isect_precalc,
P,
if(ray_triangle_intersect(P,
dir,
isect->t,
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
(ssef*)verts,
#else
verts[0], verts[1], verts[2],
@ -222,9 +222,9 @@ ccl_device_inline bool motion_triangle_intersect(
#ifdef __SUBSURFACE__
ccl_device_inline void motion_triangle_intersect_subsurface(
KernelGlobals *kg,
const TriangleIsectPrecalc *isect_precalc,
SubsurfaceIntersection *ss_isect,
float3 P,
float3 dir,
float time,
int object,
int prim_addr,
@ -242,10 +242,10 @@ ccl_device_inline void motion_triangle_intersect_subsurface(
motion_triangle_vertices(kg, fobject, prim, time, verts);
/* Ray-triangle intersection, unoptimized. */
float t, u, v;
if(ray_triangle_intersect(isect_precalc,
P,
if(ray_triangle_intersect(P,
dir,
tmax,
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
(ssef*)verts,
#else
verts[0], verts[1], verts[2],

View File

@ -22,25 +22,16 @@
CCL_NAMESPACE_BEGIN
/* Ray-Triangle intersection for BVH traversal
*
* Sven Woop
* Watertight Ray/Triangle Intersection
*
* http://jcgt.org/published/0002/01/05/paper.pdf
*/
ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
const TriangleIsectPrecalc *isect_precalc,
Intersection *isect,
float3 P,
float3 dir,
uint visibility,
int object,
int prim_addr)
{
const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
#else
const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
@ -48,9 +39,10 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
#endif
float t, u, v;
if(ray_triangle_intersect(isect_precalc,
P, isect->t,
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
if(ray_triangle_intersect(P,
dir,
isect->t,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
ssef_verts,
#else
float4_to_float3(tri_a),
@ -86,9 +78,9 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
#ifdef __SUBSURFACE__
ccl_device_inline void triangle_intersect_subsurface(
KernelGlobals *kg,
const TriangleIsectPrecalc *isect_precalc,
SubsurfaceIntersection *ss_isect,
float3 P,
float3 dir,
int object,
int prim_addr,
float tmax,
@ -96,8 +88,7 @@ ccl_device_inline void triangle_intersect_subsurface(
int max_hits)
{
const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
#else
const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
@ -105,14 +96,13 @@ ccl_device_inline void triangle_intersect_subsurface(
tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
#endif
float t, u, v;
if(!ray_triangle_intersect(isect_precalc,
P, tmax,
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
if(!ray_triangle_intersect(P,
dir,
tmax,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
ssef_verts,
#else
tri_a,
tri_b,
tri_c,
tri_a, tri_b, tri_c,
#endif
&u, &v, &t))
{
@ -150,15 +140,14 @@ ccl_device_inline void triangle_intersect_subsurface(
isect->t = t;
/* Record geometric normal. */
/* TODO(sergey): Check whether it's faster to re-use ssef verts. */
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
#endif
ss_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
}
#endif
#endif /* __SUBSURFACE__ */
/* Refine triangle intersection to more precise hit point. For rays that travel
* far the precision is often not so good, this reintersects the primitive from

View File

@ -79,216 +79,106 @@ ccl_device bool ray_aligned_disk_intersect(
return true;
}
/* Optimized watertight ray-triangle intersection.
*
* Sven Woop
* Watertight Ray/Triangle Intersection
*
* http://jcgt.org/published/0002/01/05/paper.pdf
*/
/* Precalculated data for the ray->tri intersection. */
typedef struct TriangleIsectPrecalc {
/* Maximal dimension kz, and orthogonal dimensions. */
int kx, ky, kz;
/* Shear constants. */
float Sx, Sy, Sz;
} TriangleIsectPrecalc;
/* Workaround stupidness of CUDA/OpenCL which doesn't allow to access indexed
* component of float3 value.
*/
#ifdef __KERNEL_GPU__
# define IDX(vec, idx) \
((idx == 0) ? ((vec).x) : ( (idx == 1) ? ((vec).y) : ((vec).z) ))
#else
# define IDX(vec, idx) ((vec)[idx])
#endif
#if (defined(__KERNEL_OPENCL_APPLE__)) || \
(defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)))
ccl_device_noinline
#else
ccl_device_inline
#endif
void ray_triangle_intersect_precalc(float3 dir,
TriangleIsectPrecalc *isect_precalc)
{
/* Calculate dimension where the ray direction is maximal. */
#ifndef __KERNEL_SSE__
int kz = util_max_axis(make_float3(fabsf(dir.x),
fabsf(dir.y),
fabsf(dir.z)));
int kx = kz + 1; if(kx == 3) kx = 0;
int ky = kx + 1; if(ky == 3) ky = 0;
#else
int kx, ky, kz;
/* Avoiding mispredicted branch on direction. */
kz = util_max_axis(fabs(dir));
static const char inc_xaxis[] = {1, 2, 0, 55};
static const char inc_yaxis[] = {2, 0, 1, 55};
kx = inc_xaxis[kz];
ky = inc_yaxis[kz];
#endif
float dir_kz = IDX(dir, kz);
/* Swap kx and ky dimensions to preserve winding direction of triangles. */
if(dir_kz < 0.0f) {
int tmp = kx;
kx = ky;
ky = tmp;
}
/* Calculate the shear constants. */
float inv_dir_z = 1.0f / dir_kz;
isect_precalc->Sx = IDX(dir, kx) * inv_dir_z;
isect_precalc->Sy = IDX(dir, ky) * inv_dir_z;
isect_precalc->Sz = inv_dir_z;
/* Store the dimensions. */
isect_precalc->kx = kx;
isect_precalc->ky = ky;
isect_precalc->kz = kz;
}
ccl_device_forceinline bool ray_triangle_intersect(
const TriangleIsectPrecalc *isect_precalc,
float3 ray_P, float ray_t,
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
float3 ray_P, float3 ray_dir, float ray_t,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
const ssef *ssef_verts,
#else
const float3 tri_a, const float3 tri_b, const float3 tri_c,
#endif
float *isect_u, float *isect_v, float *isect_t)
{
const int kx = isect_precalc->kx;
const int ky = isect_precalc->ky;
const int kz = isect_precalc->kz;
const float Sx = isect_precalc->Sx;
const float Sy = isect_precalc->Sy;
const float Sz = isect_precalc->Sz;
#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
const avxf avxf_P(ray_P.m128, ray_P.m128);
const avxf tri_ab(_mm256_loadu_ps((float *)(ssef_verts)));
const avxf tri_bc(_mm256_loadu_ps((float *)(ssef_verts + 1)));
const avxf AB = tri_ab - avxf_P;
const avxf BC = tri_bc - avxf_P;
const __m256i permute_mask = _mm256_set_epi32(0x3, kz, ky, kx, 0x3, kz, ky, kx);
const avxf AB_k = shuffle(AB, permute_mask);
const avxf BC_k = shuffle(BC, permute_mask);
/* Akz, Akz, Bkz, Bkz, Bkz, Bkz, Ckz, Ckz */
const avxf ABBC_kz = shuffle<2>(AB_k, BC_k);
/* Akx, Aky, Bkx, Bky, Bkx,Bky, Ckx, Cky */
const avxf ABBC_kxy = shuffle<0,1,0,1>(AB_k, BC_k);
const avxf Sxy(Sy, Sx, Sy, Sx);
/* Ax, Ay, Bx, By, Bx, By, Cx, Cy */
const avxf ABBC_xy = nmadd(ABBC_kz, Sxy, ABBC_kxy);
float ABBC_kz_array[8];
_mm256_storeu_ps((float*)&ABBC_kz_array, ABBC_kz);
const float A_kz = ABBC_kz_array[0];
const float B_kz = ABBC_kz_array[2];
const float C_kz = ABBC_kz_array[6];
/* By, Bx, Cy, Cx, By, Bx, Ay, Ax */
const avxf BCBA_yx = permute<3,2,7,6,3,2,1,0>(ABBC_xy);
const avxf neg_mask(0,0,0,0,0x80000000, 0x80000000, 0x80000000, 0x80000000);
/* W U V
* (AxBy-AyBx) (BxCy-ByCx) XX XX (BxBy-ByBx) (CxAy-CyAx) XX XX
*/
const avxf WUxxxxVxx_neg = _mm256_hsub_ps(ABBC_xy * BCBA_yx, neg_mask /* Dont care */);
const avxf WUVWnegWUVW = permute<0,1,5,0,0,1,5,0>(WUxxxxVxx_neg) ^ neg_mask;
/* Calculate scaled barycentric coordinates. */
float WUVW_array[4];
_mm_storeu_ps((float*)&WUVW_array, _mm256_castps256_ps128 (WUVWnegWUVW));
const float W = WUVW_array[0];
const float U = WUVW_array[1];
const float V = WUVW_array[2];
const int WUVW_mask = 0x7 & _mm256_movemask_ps(WUVWnegWUVW);
const int WUVW_zero = 0x7 & _mm256_movemask_ps(_mm256_cmp_ps(WUVWnegWUVW,
_mm256_setzero_ps(), 0));
if(!((WUVW_mask == 7) || (WUVW_mask == 0)) && ((WUVW_mask | WUVW_zero) != 7)) {
return false;
}
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
typedef ssef float3;
const float3 tri_a(ssef_verts[0]);
const float3 tri_b(ssef_verts[1]);
const float3 tri_c(ssef_verts[2]);
const float3 P(ray_P);
const float3 dir(ray_dir);
#else
# define dot3(a, b) dot(a, b)
const float3 P = ray_P;
const float3 dir = ray_dir;
#endif
/* Calculate vertices relative to ray origin. */
const float3 A = make_float3(tri_a.x - ray_P.x, tri_a.y - ray_P.y, tri_a.z - ray_P.z);
const float3 B = make_float3(tri_b.x - ray_P.x, tri_b.y - ray_P.y, tri_b.z - ray_P.z);
const float3 C = make_float3(tri_c.x - ray_P.x, tri_c.y - ray_P.y, tri_c.z - ray_P.z);
const float3 v0 = tri_c - P;
const float3 v1 = tri_a - P;
const float3 v2 = tri_b - P;
const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
/* Calculate triangle edges. */
const float3 e0 = v2 - v0;
const float3 e1 = v0 - v1;
const float3 e2 = v1 - v2;
/* Perform shear and scale of vertices. */
const float Ax = A_kx - Sx * A_kz;
const float Ay = A_ky - Sy * A_kz;
const float Bx = B_kx - Sx * B_kz;
const float By = B_ky - Sy * B_kz;
const float Cx = C_kx - Sx * C_kz;
const float Cy = C_ky - Sy * C_kz;
/* Perform edge tests. */
#ifdef __KERNEL_SSE2__
const float3 crossU = cross(v2 + v0, e0);
const float3 crossV = cross(v0 + v1, e1);
const float3 crossW = cross(v1 + v2, e2);
# ifndef __KERNEL_SSE__
const ssef crossX(crossU.x, crossV.x, crossW.x, crossW.x);
const ssef crossY(crossU.y, crossV.y, crossW.y, crossW.y);
const ssef crossZ(crossU.z, crossV.z, crossW.z, crossW.z);
# else
ssef crossX(crossU);
ssef crossY(crossV);
ssef crossZ(crossW);
ssef zero = _mm_setzero_ps();
_MM_TRANSPOSE4_PS(crossX, crossY, crossZ, zero);
# endif
const ssef dirX(ray_dir.x);
const ssef dirY(ray_dir.y);
const ssef dirZ(ray_dir.z);
/*const*/ ssef UVWW = crossX*dirX + crossY*dirY + crossZ*dirZ;
const float minUVW = reduce_min(UVWW);
const float maxUVW = reduce_max(UVWW);
#else /* __KERNEL_SSE2__ */
const float U = dot(cross(v2 + v0, e0), ray_dir);
const float V = dot(cross(v0 + v1, e1), ray_dir);
const float W = dot(cross(v1 + v2, e2), ray_dir);
const float minUVW = min(U, min(V, W));
const float maxUVW = max(U, max(V, W));
#endif /* __KERNEL_SSE2__ */
/* Calculate scaled barycentric coordinates. */
float U = Cx * By - Cy * Bx;
float V = Ax * Cy - Ay * Cx;
float W = Bx * Ay - By * Ax;
if((U < 0.0f || V < 0.0f || W < 0.0f) &&
(U > 0.0f || V > 0.0f || W > 0.0f))
{
return false;
}
#endif
/* Calculate determinant. */
float det = U + V + W;
if(UNLIKELY(det == 0.0f)) {
if(minUVW < 0.0f && maxUVW > 0.0f) {
return false;
}
/* Calculate scaled z-coordinates of vertices and use them to calculate
* the hit distance.
*/
const float T = (U * A_kz + V * B_kz + W * C_kz) * Sz;
const int sign_det = (__float_as_int(det) & 0x80000000);
const float sign_T = xor_signmask(T, sign_det);
/* Calculate geometry normal and denominator. */
const float3 Ng1 = cross(e1, e0);
//const Vec3vfM Ng1 = stable_triangle_normal(e2,e1,e0);
const float3 Ng = Ng1 + Ng1;
const float den = dot3(Ng, dir);
/* Avoid division by 0. */
if(UNLIKELY(den == 0.0f)) {
return false;
}
/* Perform depth test. */
const float T = dot3(v0, Ng);
const int sign_den = (__float_as_int(den) & 0x80000000);
const float sign_T = xor_signmask(T, sign_den);
if((sign_T < 0.0f) ||
(sign_T > ray_t * xor_signmask(det, sign_det)))
(sign_T > ray_t * xor_signmask(den, sign_den)))
{
return false;
}
/* Workaround precision error on CUDA. */
#ifdef __KERNEL_CUDA__
if(A == B && B == C) {
return false;
}
const float inv_den = 1.0f / den;
#ifdef __KERNEL_SSE2__
UVWW *= inv_den;
_mm_store_ss(isect_u, UVWW);
_mm_store_ss(isect_v, shuffle<1,1,3,3>(UVWW));
#else
*isect_u = U * inv_den;
*isect_v = V * inv_den;
#endif
const float inv_det = 1.0f / det;
*isect_u = U * inv_det;
*isect_v = V * inv_det;
*isect_t = T * inv_det;
*isect_t = T * inv_den;
return true;
}
#undef IDX
#undef dot3
}
ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D,
float ray_mint, float ray_maxt,