subgrid_intersector_pluecker.h 14 KB

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  1. // Copyright 2009-2021 Intel Corporation
  2. // SPDX-License-Identifier: Apache-2.0
  3. #pragma once
  4. #include "subgrid.h"
  5. #include "quad_intersector_moeller.h"
  6. #include "quad_intersector_pluecker.h"
  7. namespace embree
  8. {
  9. namespace isa
  10. {
  11. template<int M>
  12. __forceinline void interpolateUV(PlueckerHitM<M,UVIdentity<M>> &hit,const GridMesh::Grid &g, const SubGrid& subgrid, const vint<M> &stepX, const vint<M> &stepY)
  13. {
  14. /* correct U,V interpolation across the entire grid */
  15. const vint<M> sx((int)subgrid.x());
  16. const vint<M> sy((int)subgrid.y());
  17. const vint<M> sxM(sx + stepX);
  18. const vint<M> syM(sy + stepY);
  19. const float inv_resX = rcp((float)((int)g.resX-1));
  20. const float inv_resY = rcp((float)((int)g.resY-1));
  21. hit.U = (hit.U + vfloat<M>(sxM) * hit.UVW) * inv_resX;
  22. hit.V = (hit.V + vfloat<M>(syM) * hit.UVW) * inv_resY;
  23. }
  24. template<int M, bool filter>
  25. struct SubGridQuadMIntersector1Pluecker;
  26. template<int M, bool filter>
  27. struct SubGridQuadMIntersector1Pluecker
  28. {
  29. __forceinline SubGridQuadMIntersector1Pluecker() {}
  30. __forceinline SubGridQuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {}
  31. __forceinline void intersect(RayHit& ray, RayQueryContext* context,
  32. const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
  33. const GridMesh::Grid &g, const SubGrid& subgrid) const
  34. {
  35. UVIdentity<M> mapUV;
  36. PlueckerHitM<M,UVIdentity<M>> hit(mapUV);
  37. PlueckerIntersector1<M> intersector(ray,nullptr);
  38. Intersect1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID());
  39. /* intersect first triangle */
  40. if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
  41. {
  42. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  43. epilog(hit.valid,hit);
  44. }
  45. /* intersect second triangle */
  46. if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
  47. {
  48. hit.U = hit.UVW - hit.U;
  49. hit.V = hit.UVW - hit.V;
  50. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  51. epilog(hit.valid,hit);
  52. }
  53. }
  54. __forceinline bool occluded(Ray& ray, RayQueryContext* context,
  55. const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
  56. const GridMesh::Grid &g, const SubGrid& subgrid) const
  57. {
  58. UVIdentity<M> mapUV;
  59. PlueckerHitM<M,UVIdentity<M>> hit(mapUV);
  60. PlueckerIntersector1<M> intersector(ray,nullptr);
  61. Occluded1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID());
  62. /* intersect first triangle */
  63. if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
  64. {
  65. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  66. if (epilog(hit.valid,hit))
  67. return true;
  68. }
  69. /* intersect second triangle */
  70. if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
  71. {
  72. hit.U = hit.UVW - hit.U;
  73. hit.V = hit.UVW - hit.V;
  74. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  75. if (epilog(hit.valid,hit))
  76. return true;
  77. }
  78. return false;
  79. }
  80. };
  81. #if defined (__AVX__)
  82. /*! Intersects 4 quads with 1 ray using AVX */
  83. template<bool filter>
  84. struct SubGridQuadMIntersector1Pluecker<4,filter>
  85. {
  86. __forceinline SubGridQuadMIntersector1Pluecker() {}
  87. __forceinline SubGridQuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {}
  88. template<typename Epilog>
  89. __forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid& subgrid, const Epilog& epilog) const
  90. {
  91. const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z));
  92. #if !defined(EMBREE_BACKFACE_CULLING)
  93. const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z));
  94. const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z));
  95. #else
  96. const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z));
  97. const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z));
  98. #endif
  99. UVIdentity<8> mapUV;
  100. PlueckerHitM<8,UVIdentity<8>> hit(mapUV);
  101. PlueckerIntersector1<8> intersector(ray,nullptr);
  102. const vbool8 flags(0,0,0,0,1,1,1,1);
  103. if (unlikely(intersector.intersect(ray,vtx0,vtx1,vtx2,mapUV,hit)))
  104. {
  105. /* correct U,V interpolation across the entire grid */
  106. const vfloat8 U = select(flags,hit.UVW - hit.V,hit.U);
  107. const vfloat8 V = select(flags,hit.UVW - hit.U,hit.V);
  108. hit.U = U;
  109. hit.V = V;
  110. hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f));
  111. interpolateUV<8>(hit,g,subgrid,vint<8>(0,1,1,0,0,1,1,0),vint<8>(0,0,1,1,0,0,1,1));
  112. if (unlikely(epilog(hit.valid,hit)))
  113. return true;
  114. }
  115. return false;
  116. }
  117. __forceinline bool intersect(RayHit& ray, RayQueryContext* context,
  118. const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
  119. const GridMesh::Grid &g, const SubGrid& subgrid) const
  120. {
  121. return intersect(ray,v0,v1,v2,v3,g,subgrid,Intersect1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID()));
  122. }
  123. __forceinline bool occluded(Ray& ray, RayQueryContext* context,
  124. const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
  125. const GridMesh::Grid &g, const SubGrid& subgrid) const
  126. {
  127. return intersect(ray,v0,v1,v2,v3,g,subgrid,Occluded1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID()));
  128. }
  129. };
  130. #endif
  131. /* ----------------------------- */
  132. /* -- ray packet intersectors -- */
  133. /* ----------------------------- */
  134. template<int K>
  135. __forceinline void interpolateUV(const vbool<K>& valid, PlueckerHitK<K,UVIdentity<K>> &hit,const GridMesh::Grid &g, const SubGrid& subgrid, const unsigned int i)
  136. {
  137. /* correct U,V interpolation across the entire grid */
  138. const unsigned int sx = subgrid.x() + (unsigned int)(i % 2);
  139. const unsigned int sy = subgrid.y() + (unsigned int)(i >>1);
  140. const float inv_resX = rcp((float)(int)(g.resX-1));
  141. const float inv_resY = rcp((float)(int)(g.resY-1));
  142. hit.U = select(valid,(hit.U + vfloat<K>((float)sx) * hit.UVW) * inv_resX,hit.U);
  143. hit.V = select(valid,(hit.V + vfloat<K>((float)sy) * hit.UVW) * inv_resY,hit.V);
  144. }
  145. template<int M, int K, bool filter>
  146. struct SubGridQuadMIntersectorKPlueckerBase
  147. {
  148. __forceinline SubGridQuadMIntersectorKPlueckerBase(const vbool<K>& valid, const RayK<K>& ray) {}
  149. template<typename Epilog>
  150. __forceinline bool intersectK(const vbool<K>& valid,
  151. RayK<K>& ray,
  152. const Vec3vf<K>& v0,
  153. const Vec3vf<K>& v1,
  154. const Vec3vf<K>& v2,
  155. const Vec3vf<K>& v3,
  156. const GridMesh::Grid &g,
  157. const SubGrid &subgrid,
  158. const unsigned int i,
  159. const Epilog& epilog) const
  160. {
  161. UVIdentity<K> mapUV;
  162. PlueckerHitK<K,UVIdentity<K>> hit(mapUV);
  163. PlueckerIntersectorK<M,K> intersector;
  164. const vbool<K> valid0 = intersector.intersectK(valid,ray,v0,v1,v3,mapUV,hit);
  165. if (any(valid0))
  166. {
  167. interpolateUV(valid0,hit,g,subgrid,i);
  168. epilog(valid0,hit);
  169. }
  170. const vbool<K> valid1 = intersector.intersectK(valid,ray,v2,v3,v1,mapUV,hit);
  171. if (any(valid1))
  172. {
  173. hit.U = hit.UVW - hit.U;
  174. hit.V = hit.UVW - hit.V;
  175. interpolateUV(valid1,hit,g,subgrid,i);
  176. epilog(valid1,hit);
  177. }
  178. return any(valid0|valid1);
  179. }
  180. template<typename Epilog>
  181. __forceinline bool occludedK(const vbool<K>& valid,
  182. RayK<K>& ray,
  183. const Vec3vf<K>& v0,
  184. const Vec3vf<K>& v1,
  185. const Vec3vf<K>& v2,
  186. const Vec3vf<K>& v3,
  187. const GridMesh::Grid &g,
  188. const SubGrid &subgrid,
  189. const unsigned int i,
  190. const Epilog& epilog) const
  191. {
  192. UVIdentity<K> mapUV;
  193. PlueckerHitK<K,UVIdentity<K>> hit(mapUV);
  194. PlueckerIntersectorK<M,K> intersector;
  195. vbool<K> valid_final = valid;
  196. const vbool<K> valid0 = intersector.intersectK(valid,ray,v0,v1,v3,mapUV,hit);
  197. if (any(valid0))
  198. {
  199. interpolateUV(valid0,hit,g,subgrid,i);
  200. epilog(valid0,hit);
  201. valid_final &= !valid0;
  202. }
  203. if (none(valid_final)) return true;
  204. const vbool<K> valid1 = intersector.intersectK(valid,ray,v2,v3,v1,mapUV,hit);
  205. if (any(valid1))
  206. {
  207. hit.U = hit.UVW - hit.U;
  208. hit.V = hit.UVW - hit.V;
  209. interpolateUV(valid1,hit,g,subgrid,i);
  210. epilog(valid1,hit);
  211. valid_final &= !valid1;
  212. }
  213. return none(valid_final);
  214. }
  215. };
  216. template<int M, int K, bool filter>
  217. struct SubGridQuadMIntersectorKPluecker : public SubGridQuadMIntersectorKPlueckerBase<M,K,filter>
  218. {
  219. __forceinline SubGridQuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray)
  220. : SubGridQuadMIntersectorKPlueckerBase<M,K,filter>(valid,ray) {}
  221. __forceinline void intersect1(RayHitK<K>& ray, size_t k, RayQueryContext* context,
  222. const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
  223. {
  224. UVIdentity<M> mapUV;
  225. PlueckerHitM<M,UVIdentity<M>> hit(mapUV);
  226. Intersect1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID());
  227. PlueckerIntersectorK<M,K> intersector;
  228. /* intersect first triangle */
  229. if (intersector.intersect(ray,k,v0,v1,v3,mapUV,hit))
  230. {
  231. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  232. epilog(hit.valid,hit);
  233. }
  234. /* intersect second triangle */
  235. if (intersector.intersect(ray,k,v2,v3,v1,mapUV,hit))
  236. {
  237. hit.U = hit.UVW - hit.U;
  238. hit.V = hit.UVW - hit.V;
  239. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  240. epilog(hit.valid,hit);
  241. }
  242. }
  243. __forceinline bool occluded1(RayK<K>& ray, size_t k, RayQueryContext* context,
  244. const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
  245. {
  246. UVIdentity<M> mapUV;
  247. PlueckerHitM<M,UVIdentity<M>> hit(mapUV);
  248. Occluded1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID());
  249. PlueckerIntersectorK<M,K> intersector;
  250. /* intersect first triangle */
  251. if (intersector.intersect(ray,k,v0,v1,v3,mapUV,hit))
  252. {
  253. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  254. if (epilog(hit.valid,hit)) return true;
  255. }
  256. /* intersect second triangle */
  257. if (intersector.intersect(ray,k,v2,v3,v1,mapUV,hit))
  258. {
  259. hit.U = hit.UVW - hit.U;
  260. hit.V = hit.UVW - hit.V;
  261. interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
  262. if (epilog(hit.valid,hit)) return true;
  263. }
  264. return false;
  265. }
  266. };
  267. #if defined (__AVX__)
  268. /*! Intersects 4 quads with 1 ray using AVX */
  269. template<int K, bool filter>
  270. struct SubGridQuadMIntersectorKPluecker<4,K,filter> : public SubGridQuadMIntersectorKPlueckerBase<4,K,filter>
  271. {
  272. __forceinline SubGridQuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray)
  273. : SubGridQuadMIntersectorKPlueckerBase<4,K,filter>(valid,ray) {}
  274. template<typename Epilog>
  275. __forceinline bool intersect1(RayK<K>& ray, size_t k,const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
  276. const GridMesh::Grid &g, const SubGrid &subgrid, const Epilog& epilog) const
  277. {
  278. const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z));
  279. #if !defined(EMBREE_BACKFACE_CULLING)
  280. const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z));
  281. const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z));
  282. #else
  283. const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z));
  284. const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z));
  285. #endif
  286. UVIdentity<8> mapUV;
  287. PlueckerHitM<8,UVIdentity<8>> hit(mapUV);
  288. PlueckerIntersectorK<8,K> intersector;
  289. const vbool8 flags(0,0,0,0,1,1,1,1);
  290. if (unlikely(intersector.intersect(ray,k,vtx0,vtx1,vtx2,mapUV,hit)))
  291. {
  292. /* correct U,V interpolation across the entire grid */
  293. const vfloat8 U = select(flags,hit.UVW - hit.V,hit.U);
  294. const vfloat8 V = select(flags,hit.UVW - hit.U,hit.V);
  295. hit.U = U;
  296. hit.V = V;
  297. hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f));
  298. interpolateUV<8>(hit,g,subgrid,vint<8>(0,1,1,0,0,1,1,0),vint<8>(0,0,1,1,0,0,1,1));
  299. if (unlikely(epilog(hit.valid,hit)))
  300. return true;
  301. }
  302. return false;
  303. }
  304. __forceinline bool intersect1(RayHitK<K>& ray, size_t k, RayQueryContext* context,
  305. const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
  306. {
  307. return intersect1(ray,k,v0,v1,v2,v3,g,subgrid,Intersect1KEpilogMU<8,K,filter>(ray,k,context,subgrid.geomID(),subgrid.primID()));
  308. }
  309. __forceinline bool occluded1(RayK<K>& ray, size_t k, RayQueryContext* context,
  310. const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
  311. {
  312. return intersect1(ray,k,v0,v1,v2,v3,g,subgrid,Occluded1KEpilogMU<8,K,filter>(ray,k,context,subgrid.geomID(),subgrid.primID()));
  313. }
  314. };
  315. #endif
  316. }
  317. }