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- // Copyright 2009-2021 Intel Corporation
- // SPDX-License-Identifier: Apache-2.0
- #pragma once
- #include "../common/ray.h"
- #include "../common/scene_points.h"
- #include "curve_intersector_precalculations.h"
- namespace embree
- {
- namespace isa
- {
- template<int M>
- struct DiscIntersectorHitM
- {
- __forceinline DiscIntersectorHitM() {}
- __forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng)
- : vu(u), vv(v), vt(t), vNg(Ng)
- {
- }
- __forceinline void finalize() {}
- __forceinline Vec2f uv(const size_t i) const {
- return Vec2f(vu[i], vv[i]);
- }
- __forceinline Vec2vf<M> uv() const {
- return Vec2vf<M>(vu, vv);
- }
- __forceinline float t(const size_t i) const {
- return vt[i];
- }
- __forceinline vfloat<M> t() const {
- return vt;
- }
- __forceinline Vec3fa Ng(const size_t i) const {
- return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
- }
- __forceinline Vec3vf<M> Ng() const {
- return vNg;
- }
- public:
- vfloat<M> vu;
- vfloat<M> vv;
- vfloat<M> vt;
- Vec3vf<M> vNg;
- };
- template<>
- struct DiscIntersectorHitM<1>
- {
- __forceinline DiscIntersectorHitM() {}
- __forceinline DiscIntersectorHitM(const float& u, const float& v, const float& t, const Vec3fa& Ng)
- : vu(u), vv(v), vt(t), vNg(Ng) {}
- __forceinline void finalize() {}
- __forceinline Vec2f uv() const {
- return Vec2f(vu, vv);
- }
- __forceinline float t() const {
- return vt;
- }
- __forceinline Vec3fa Ng() const {
- return vNg;
- }
- public:
- float vu;
- float vv;
- float vt;
- Vec3fa vNg;
- };
- template<int M>
- struct DiscIntersector1
- {
- typedef CurvePrecalculations1 Precalculations;
- template<typename Ray, typename Epilog>
- static __forceinline bool intersect(
- const vbool<M>& valid_i,
- Ray& ray,
- RayQueryContext* context,
- const Points* geom,
- const Precalculations& pre,
- const Vec4vf<M>& v0i,
- const Epilog& epilog)
- {
- vbool<M> valid = valid_i;
- const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
- const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
- const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
- const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
- const Vec3vf<M> center = v0.xyz();
- const vfloat<M> radius = v0.w;
- /* compute ray distance projC0 to hit point with ray oriented plane */
- const Vec3vf<M> c0 = center - ray_org;
- const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
- valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar));
- if (unlikely(none(valid)))
- return false;
- /* check if hit point lies inside disc */
- const Vec3vf<M> perp = c0 - projC0 * ray_dir;
- const vfloat<M> l2 = dot(perp, perp);
- const vfloat<M> r2 = radius * radius;
- valid &= (l2 <= r2);
- if (unlikely(none(valid)))
- return false;
- /* We reject hits where the ray origin lies inside the ray
- * oriented disc to avoid self intersections. */
- #if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
- const vfloat<M> m2 = dot(c0, c0);
- valid &= (m2 > r2);
- if (unlikely(none(valid)))
- return false;
- #endif
-
- DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
- return epilog(valid, hit);
- }
- template<typename Ray, typename Epilog>
- static __forceinline bool intersect(const vbool<M>& valid_i,
- Ray& ray,
- RayQueryContext* context,
- const Points* geom,
- const Precalculations& pre,
- const Vec4vf<M>& v0i,
- const Vec3vf<M>& normal,
- const Epilog& epilog)
- {
- vbool<M> valid = valid_i;
- const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
- const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
- const Vec3vf<M> center = v0.xyz();
- const vfloat<M> radius = v0.w;
- vfloat<M> divisor = dot(Vec3vf<M>((Vec3fa)ray.dir), normal);
- const vbool<M> parallel = divisor == vfloat<M>(0.f);
- valid &= !parallel;
- divisor = select(parallel, 1.f, divisor); // prevent divide by zero
- vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor;
- valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar));
- if (unlikely(none(valid)))
- return false;
- Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t;
- vfloat<M> dist2 = dot(intersection - center, intersection - center);
- valid &= dist2 < radius * radius;
- if (unlikely(none(valid)))
- return false;
- DiscIntersectorHitM<M> hit(zero, zero, t, normal);
- return epilog(valid, hit);
- }
- };
- template<int M, int K>
- struct DiscIntersectorK
- {
- typedef CurvePrecalculationsK<K> Precalculations;
- template<typename Epilog>
- static __forceinline bool intersect(const vbool<M>& valid_i,
- RayK<K>& ray,
- size_t k,
- RayQueryContext* context,
- const Points* geom,
- const Precalculations& pre,
- const Vec4vf<M>& v0i,
- const Epilog& epilog)
- {
- vbool<M> valid = valid_i;
- const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
- const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
- const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
- const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
- const Vec3vf<M> center = v0.xyz();
- const vfloat<M> radius = v0.w;
- /* compute ray distance projC0 to hit point with ray oriented plane */
- const Vec3vf<M> c0 = center - ray_org;
- const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
- valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k]));
- if (unlikely(none(valid)))
- return false;
- /* check if hit point lies inside disc */
- const Vec3vf<M> perp = c0 - projC0 * ray_dir;
- const vfloat<M> l2 = dot(perp, perp);
- const vfloat<M> r2 = radius * radius;
- valid &= (l2 <= r2);
- if (unlikely(none(valid)))
- return false;
- /* We reject hits where the ray origin lies inside the ray
- * oriented disc to avoid self intersections. */
- #if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
- const vfloat<M> m2 = dot(c0, c0);
- valid &= (m2 > r2);
- if (unlikely(none(valid)))
- return false;
- #endif
- DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
- return epilog(valid, hit);
- }
- template<typename Epilog>
- static __forceinline bool intersect(const vbool<M>& valid_i,
- RayK<K>& ray,
- size_t k,
- RayQueryContext* context,
- const Points* geom,
- const Precalculations& pre,
- const Vec4vf<M>& v0i,
- const Vec3vf<M>& normal,
- const Epilog& epilog)
- {
- vbool<M> valid = valid_i;
- const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
- const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
- const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
- const Vec3vf<M> center = v0.xyz();
- const vfloat<M> radius = v0.w;
-
- vfloat<M> divisor = dot(Vec3vf<M>(ray_dir), normal);
- const vbool<M> parallel = divisor == vfloat<M>(0.f);
- valid &= !parallel;
- divisor = select(parallel, 1.f, divisor); // prevent divide by zero
- vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor;
- valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k]));
- if (unlikely(none(valid)))
- return false;
- Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t;
- vfloat<M> dist2 = dot(intersection - center, intersection - center);
- valid &= dist2 < radius * radius;
- if (unlikely(none(valid)))
- return false;
- DiscIntersectorHitM<M> hit(zero, zero, t, normal);
- return epilog(valid, hit);
- }
- };
- } // namespace isa
- } // namespace embree
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