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test/intern/cycles/util/transform.cpp

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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "util/transform.h"
#include "util/projection.h"
#include "util/boundbox.h"
#include "util/math.h"
CCL_NAMESPACE_BEGIN
/* Transform Inverse */
static bool projection_matrix4_inverse(float R[][4], float M[][4])
{
/* SPDX-License-Identifier: BSD-3-Clause
* Adapted from code:
* Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
* Digital Ltd. LLC. All rights reserved. */
/* forward elimination */
for (int i = 0; i < 4; i++) {
int pivot = i;
float pivotsize = M[i][i];
if (pivotsize < 0)
pivotsize = -pivotsize;
for (int j = i + 1; j < 4; j++) {
float tmp = M[j][i];
if (tmp < 0)
tmp = -tmp;
if (tmp > pivotsize) {
pivot = j;
pivotsize = tmp;
}
}
if (UNLIKELY(pivotsize == 0.0f))
return false;
if (pivot != i) {
for (int j = 0; j < 4; j++) {
float tmp;
tmp = M[i][j];
M[i][j] = M[pivot][j];
M[pivot][j] = tmp;
tmp = R[i][j];
R[i][j] = R[pivot][j];
R[pivot][j] = tmp;
}
}
for (int j = i + 1; j < 4; j++) {
float f = M[j][i] / M[i][i];
for (int k = 0; k < 4; k++) {
M[j][k] -= f * M[i][k];
R[j][k] -= f * R[i][k];
}
}
}
/* backward substitution */
for (int i = 3; i >= 0; --i) {
float f;
if (UNLIKELY((f = M[i][i]) == 0.0f))
return false;
for (int j = 0; j < 4; j++) {
M[i][j] /= f;
R[i][j] /= f;
}
for (int j = 0; j < i; j++) {
f = M[j][i];
for (int k = 0; k < 4; k++) {
M[j][k] -= f * M[i][k];
R[j][k] -= f * R[i][k];
}
}
}
return true;
}
ProjectionTransform projection_inverse(const ProjectionTransform &tfm)
{
ProjectionTransform tfmR = projection_identity();
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-28 08:53:59 +00:00
float M[4][4], R[4][4];
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-28 08:53:59 +00:00
memcpy(R, &tfmR, sizeof(R));
memcpy(M, &tfm, sizeof(M));
if (UNLIKELY(!projection_matrix4_inverse(R, M))) {
return projection_identity();
}
memcpy(&tfmR.x[0], R, sizeof(R));
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-28 08:53:59 +00:00
return tfmR;
}
Transform transform_transposed_inverse(const Transform &tfm)
{
ProjectionTransform iprojection(transform_inverse(tfm));
return projection_to_transform(projection_transpose(iprojection));
}
/* Motion Transform */
float4 transform_to_quat(const Transform &tfm)
{
double trace = (double)(tfm[0][0] + tfm[1][1] + tfm[2][2]);
float4 qt;
if (trace > 0.0) {
double s = sqrt(trace + 1.0);
qt.w = (float)(s / 2.0);
s = 0.5 / s;
qt.x = (float)((double)(tfm[2][1] - tfm[1][2]) * s);
qt.y = (float)((double)(tfm[0][2] - tfm[2][0]) * s);
qt.z = (float)((double)(tfm[1][0] - tfm[0][1]) * s);
}
else {
int i = 0;
if (tfm[1][1] > tfm[i][i])
i = 1;
if (tfm[2][2] > tfm[i][i])
i = 2;
int j = (i + 1) % 3;
int k = (j + 1) % 3;
double s = sqrt((double)(tfm[i][i] - (tfm[j][j] + tfm[k][k])) + 1.0);
double q[3];
q[i] = s * 0.5;
if (s != 0.0)
s = 0.5 / s;
double w = (double)(tfm[k][j] - tfm[j][k]) * s;
q[j] = (double)(tfm[j][i] + tfm[i][j]) * s;
q[k] = (double)(tfm[k][i] + tfm[i][k]) * s;
qt.x = (float)q[0];
qt.y = (float)q[1];
qt.z = (float)q[2];
qt.w = (float)w;
}
return qt;
}
static void transform_decompose(DecomposedTransform *decomp, const Transform *tfm)
{
/* extract translation */
decomp->y = make_float4(tfm->x.w, tfm->y.w, tfm->z.w, 0.0f);
/* extract rotation */
Transform M = *tfm;
M.x.w = 0.0f;
M.y.w = 0.0f;
M.z.w = 0.0f;
#if 0
Transform R = M;
float norm;
int iteration = 0;
do {
Transform Rnext;
Transform Rit = transform_transposed_inverse(R);
for (int i = 0; i < 3; i++)
for (int j = 0; j < 4; j++)
Rnext[i][j] = 0.5f * (R[i][j] + Rit[i][j]);
norm = 0.0f;
for (int i = 0; i < 3; i++) {
norm = max(norm,
fabsf(R[i][0] - Rnext[i][0]) + fabsf(R[i][1] - Rnext[i][1]) +
fabsf(R[i][2] - Rnext[i][2]));
}
R = Rnext;
iteration++;
} while (iteration < 100 && norm > 1e-4f);
if (transform_negative_scale(R))
R = R * transform_scale(-1.0f, -1.0f, -1.0f);
decomp->x = transform_to_quat(R);
/* extract scale and pack it */
Transform scale = transform_inverse(R) * M;
decomp->y.w = scale.x.x;
decomp->z = make_float4(scale.x.y, scale.x.z, scale.y.x, scale.y.y);
decomp->w = make_float4(scale.y.z, scale.z.x, scale.z.y, scale.z.z);
#else
float3 colx = transform_get_column(&M, 0);
float3 coly = transform_get_column(&M, 1);
float3 colz = transform_get_column(&M, 2);
/* extract scale and shear first */
float3 scale, shear;
scale.x = len(colx);
colx = safe_divide(colx, scale.x);
shear.z = dot(colx, coly);
coly -= shear.z * colx;
scale.y = len(coly);
coly = safe_divide(coly, scale.y);
shear.y = dot(colx, colz);
colz -= shear.y * colx;
shear.x = dot(coly, colz);
colz -= shear.x * coly;
scale.z = len(colz);
colz = safe_divide(colz, scale.z);
transform_set_column(&M, 0, colx);
transform_set_column(&M, 1, coly);
transform_set_column(&M, 2, colz);
if (transform_negative_scale(M)) {
scale *= -1.0f;
M = M * transform_scale(-1.0f, -1.0f, -1.0f);
}
decomp->x = transform_to_quat(M);
decomp->y.w = scale.x;
decomp->z = make_float4(shear.z, shear.y, 0.0f, scale.y);
decomp->w = make_float4(shear.x, 0.0f, 0.0f, scale.z);
#endif
}
void transform_motion_decompose(DecomposedTransform *decomp, const Transform *motion, size_t size)
{
/* Decompose and correct rotation. */
for (size_t i = 0; i < size; i++) {
transform_decompose(decomp + i, motion + i);
if (i > 0) {
/* Ensure rotation around shortest angle, negated quaternions are the same
* but this means we don't have to do the check in quat_interpolate */
if (dot(decomp[i - 1].x, decomp[i].x) < 0.0f)
decomp[i].x = -decomp[i].x;
}
}
/* Copy rotation to decomposed transform where scale is degenerate. This avoids weird object
* rotation interpolation when the scale goes to 0 for a time step.
*
* Note that this is very simple and naive implementation, which only deals with degenerated
* scale happening only on one frame. It is possible to improve it further by interpolating
2020-08-05 11:49:31 +10:00
* rotation into s degenerated range using rotation from time-steps from adjacent non-degenerated
* time steps. */
for (size_t i = 0; i < size; i++) {
const float3 scale = make_float3(decomp[i].y.w, decomp[i].z.w, decomp[i].w.w);
if (!is_zero(scale)) {
continue;
}
if (i > 0) {
decomp[i].x = decomp[i - 1].x;
}
else if (i < size - 1) {
decomp[i].x = decomp[i + 1].x;
}
}
}
Transform transform_from_viewplane(BoundBox2D &viewplane)
{
return transform_scale(1.0f / (viewplane.right - viewplane.left),
1.0f / (viewplane.top - viewplane.bottom),
1.0f) *
transform_translate(-viewplane.left, -viewplane.bottom, 0.0f);
}
CCL_NAMESPACE_END