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- // ======================================================================== //
- // Copyright 2009-2017 Intel Corporation //
- // //
- // 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. //
- // ======================================================================== //
- #pragma once
- #include "triangle.h"
- #include "trianglev.h"
- #include "trianglev_mb.h"
- #include "intersector_epilog.h"
- /*! Modified Pluecker ray/triangle intersector. The test first shifts
- * the ray origin into the origin of the coordinate system and then
- * uses Pluecker coordinates for the intersection. Due to the shift,
- * the Pluecker coordinate calculation simplifies and the tests get
- * numerically stable. The edge equations are watertight along the
- * edge for neighboring triangles. */
- namespace embree
- {
- namespace isa
- {
- template<int M, typename UVMapper>
- struct PlueckerHitM
- {
- __forceinline PlueckerHitM(const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& T, const vfloat<M>& den, const Vec3<vfloat<M>>& Ng, const UVMapper& mapUV)
- : U(U), V(V), T(T), den(den), mapUV(mapUV), vNg(Ng) {}
-
- __forceinline void finalize()
- {
- const vfloat<M> rcpDen = rcp(den);
- vt = T * rcpDen;
- vu = U * rcpDen;
- vv = V * rcpDen;
- mapUV(vu,vv);
- }
-
- __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); }
- __forceinline float t (const size_t i) const { return vt[i]; }
- __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); }
-
- private:
- const vfloat<M> U;
- const vfloat<M> V;
- const vfloat<M> T;
- const vfloat<M> den;
- const UVMapper& mapUV;
-
- public:
- vfloat<M> vu;
- vfloat<M> vv;
- vfloat<M> vt;
- Vec3<vfloat<M>> vNg;
- };
- template<int M>
- struct PlueckerIntersector1
- {
- __forceinline PlueckerIntersector1() {}
- __forceinline PlueckerIntersector1(const Ray& ray, const void* ptr) {}
-
- template<typename UVMapper, typename Epilog>
- __forceinline bool intersect(Ray& ray,
- const Vec3<vfloat<M>>& tri_v0,
- const Vec3<vfloat<M>>& tri_v1,
- const Vec3<vfloat<M>>& tri_v2,
- const UVMapper& mapUV,
- const Epilog& epilog) const
- {
- /* calculate vertices relative to ray origin */
- typedef Vec3<vfloat<M>> Vec3vfM;
- const Vec3vfM O = Vec3vfM(ray.org);
- const Vec3vfM D = Vec3vfM(ray.dir);
- const Vec3vfM v0 = tri_v0-O;
- const Vec3vfM v1 = tri_v1-O;
- const Vec3vfM v2 = tri_v2-O;
-
- /* calculate triangle edges */
- const Vec3vfM e0 = v2-v0;
- const Vec3vfM e1 = v0-v1;
- const Vec3vfM e2 = v1-v2;
-
- /* perform edge tests */
- const vfloat<M> U = dot(cross(v2+v0,e0),D);
- const vfloat<M> V = dot(cross(v0+v1,e1),D);
- const vfloat<M> W = dot(cross(v1+v2,e2),D);
- #if defined(EMBREE_BACKFACE_CULLING)
- const vfloat<M> maxUVW = max(U,V,W);
- vbool<M> valid = maxUVW <= 0.0f;
- #else
- const vfloat<M> minUVW = min(U,V,W);
- const vfloat<M> maxUVW = max(U,V,W);
- vbool<M> valid = (minUVW >= 0.0f) | (maxUVW <= 0.0f);
- #endif
- if (unlikely(none(valid))) return false;
-
- /* calculate geometry normal and denominator */
- const Vec3vfM Ng = stable_triangle_normal(e2,e1,e0);
- const vfloat<M> den = twice(dot(Ng,D));
- const vfloat<M> absDen = abs(den);
- const vfloat<M> sgnDen = signmsk(den);
-
- /* perform depth test */
- const vfloat<M> T = twice(dot(v0,Ng));
- valid &= ((T^sgnDen) >= absDen*vfloat<M>(ray.tnear));
- valid &=(absDen*vfloat<M>(ray.tfar) >= (T^sgnDen));
- if (unlikely(none(valid))) return false;
-
- /* avoid division by 0 */
- valid &= den != vfloat<M>(zero);
- if (unlikely(none(valid))) return false;
-
- /* update hit information */
- PlueckerHitM<M,UVMapper> hit(U,V,T,den,Ng,mapUV);
- return epilog(valid,hit);
- }
- };
- template<int K, typename UVMapper>
- struct PlueckerHitK
- {
- __forceinline PlueckerHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& T, const vfloat<K>& den, const Vec3<vfloat<K>>& Ng, const UVMapper& mapUV)
- : U(U), V(V), T(T), den(den), Ng(Ng), mapUV(mapUV) {}
-
- __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3<vfloat<K>>> operator() () const
- {
- const vfloat<K> rcpDen = rcp(den);
- const vfloat<K> t = T * rcpDen;
- vfloat<K> u = U * rcpDen;
- vfloat<K> v = V * rcpDen;
- mapUV(u,v);
- return std::make_tuple(u,v,t,Ng);
- }
-
- private:
- const vfloat<K> U;
- const vfloat<K> V;
- const vfloat<K> T;
- const vfloat<K> den;
- const Vec3<vfloat<K>> Ng;
- const UVMapper& mapUV;
- };
-
- template<int M, int K>
- struct PlueckerIntersectorK
- {
- __forceinline PlueckerIntersectorK(const vbool<K>& valid, const RayK<K>& ray) {}
-
- /*! Intersects K rays with one of M triangles. */
- template<typename UVMapper, typename Epilog>
- __forceinline vbool<K> intersectK(const vbool<K>& valid0,
- RayK<K>& ray,
- const Vec3<vfloat<K>>& tri_v0,
- const Vec3<vfloat<K>>& tri_v1,
- const Vec3<vfloat<K>>& tri_v2,
- const UVMapper& mapUV,
- const Epilog& epilog) const
- {
- /* calculate vertices relative to ray origin */
- typedef Vec3<vfloat<K>> Vec3vfK;
- vbool<K> valid = valid0;
- const Vec3vfK O = ray.org;
- const Vec3vfK D = ray.dir;
- const Vec3vfK v0 = tri_v0-O;
- const Vec3vfK v1 = tri_v1-O;
- const Vec3vfK v2 = tri_v2-O;
-
- /* calculate triangle edges */
- const Vec3vfK e0 = v2-v0;
- const Vec3vfK e1 = v0-v1;
- const Vec3vfK e2 = v1-v2;
-
- /* perform edge tests */
- const vfloat<K> U = dot(Vec3vfK(cross(v2+v0,e0)),D);
- const vfloat<K> V = dot(Vec3vfK(cross(v0+v1,e1)),D);
- const vfloat<K> W = dot(Vec3vfK(cross(v1+v2,e2)),D);
- #if defined(EMBREE_BACKFACE_CULLING)
- const vfloat<K> maxUVW = max(U,V,W);
- valid &= maxUVW <= 0.0f;
- #else
- const vfloat<K> minUVW = min(U,V,W);
- const vfloat<K> maxUVW = max(U,V,W);
- valid &= (minUVW >= 0.0f) | (maxUVW <= 0.0f);
- #endif
- if (unlikely(none(valid))) return false;
-
- /* calculate geometry normal and denominator */
- const Vec3vfK Ng = stable_triangle_normal(e2,e1,e0);
- const vfloat<K> den = twice(dot(Vec3vfK(Ng),D));
- const vfloat<K> absDen = abs(den);
- const vfloat<K> sgnDen = signmsk(den);
- /* perform depth test */
- const vfloat<K> T = twice(dot(v0,Vec3vfK(Ng)));
- valid &= ((T^sgnDen) >= absDen*ray.tnear);
- valid &= (absDen*ray.tfar >= (T^sgnDen));
- if (unlikely(none(valid))) return false;
-
- /* avoid division by 0 */
- valid &= den != vfloat<K>(zero);
- if (unlikely(none(valid))) return false;
-
- /* calculate hit information */
- PlueckerHitK<K,UVMapper> hit(U,V,T,den,Ng,mapUV);
- return epilog(valid,hit);
- }
-
- /*! Intersect k'th ray from ray packet of size K with M triangles. */
- template<typename UVMapper, typename Epilog>
- __forceinline bool intersect(RayK<K>& ray, size_t k,
- const Vec3<vfloat<M>>& tri_v0,
- const Vec3<vfloat<M>>& tri_v1,
- const Vec3<vfloat<M>>& tri_v2,
- const UVMapper& mapUV,
- const Epilog& epilog) const
- {
- /* calculate vertices relative to ray origin */
- typedef Vec3<vfloat<M>> Vec3vfM;
- const Vec3vfM O = broadcast<vfloat<M>>(ray.org,k);
- const Vec3vfM D = broadcast<vfloat<M>>(ray.dir,k);
- const Vec3vfM v0 = tri_v0-O;
- const Vec3vfM v1 = tri_v1-O;
- const Vec3vfM v2 = tri_v2-O;
-
- /* calculate triangle edges */
- const Vec3vfM e0 = v2-v0;
- const Vec3vfM e1 = v0-v1;
- const Vec3vfM e2 = v1-v2;
-
- /* perform edge tests */
- const vfloat<M> U = dot(cross(v2+v0,e0),D);
- const vfloat<M> V = dot(cross(v0+v1,e1),D);
- const vfloat<M> W = dot(cross(v1+v2,e2),D);
- #if defined(EMBREE_BACKFACE_CULLING)
- const vfloat<M> maxUVW = max(U,V,W);
- vbool<M> valid = maxUVW <= 0.0f;
- #else
- const vfloat<M> minUVW = min(U,V,W);
- const vfloat<M> maxUVW = max(U,V,W);
- vbool<M> valid = (minUVW >= 0.0f) | (maxUVW <= 0.0f);
- #endif
- if (unlikely(none(valid))) return false;
-
- /* calculate geometry normal and denominator */
- const Vec3vfM Ng = stable_triangle_normal(e2,e1,e0);
- const vfloat<M> den = twice(dot(Ng,D));
- const vfloat<M> absDen = abs(den);
- const vfloat<M> sgnDen = signmsk(den);
- /* perform depth test */
- const vfloat<M> T = twice(dot(v0,Ng));
- valid &= ((T^sgnDen) >= absDen*vfloat<M>(ray.tnear[k]));
- valid &= (absDen*vfloat<M>(ray.tfar[k]) >= (T^sgnDen));
- if (unlikely(none(valid))) return false;
-
- /* avoid division by 0 */
- valid &= den != vfloat<M>(zero);
- if (unlikely(none(valid))) return false;
-
- /* calculate hit information */
- PlueckerHitM<M,UVMapper> hit(U,V,T,den,Ng,mapUV);
- return epilog(valid,hit);
- }
- };
- }
- }
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