/* SPDX-FileCopyrightText: 2020-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #include "scene/volume.h" #include "scene/attribute.h" #include "scene/background.h" #include "scene/image_vdb.h" #include "scene/integrator.h" #include "scene/light.h" #include "scene/object.h" #include "scene/scene.h" #ifdef WITH_OPENVDB # include # include # include #endif #include "util/hash.h" #include "util/log.h" #include "util/nanovdb.h" #include "util/path.h" #include "util/progress.h" #include "util/texture.h" #include "util/types.h" #include "bvh/octree.h" #include CCL_NAMESPACE_BEGIN NODE_DEFINE(Volume) { NodeType *type = NodeType::add("volume", create, NodeType::NONE, Mesh::get_node_type()); SOCKET_FLOAT(step_size, "Step Size", 0.0f); SOCKET_BOOLEAN(object_space, "Object Space", false); SOCKET_FLOAT(velocity_scale, "Velocity Scale", 1.0f); return type; } Volume::Volume() : Mesh(get_node_type(), Geometry::VOLUME) { step_size = 0.0f; object_space = false; } void Volume::clear(bool preserve_shaders) { Mesh::clear(preserve_shaders, true); } struct QuadData { int v0, v1, v2, v3; float3 normal; }; enum { QUAD_X_MIN = 0, QUAD_X_MAX = 1, QUAD_Y_MIN = 2, QUAD_Y_MAX = 3, QUAD_Z_MIN = 4, QUAD_Z_MAX = 5, }; #if defined(WITH_OPENVDB) && defined(WITH_NANOVDB) const int quads_indices[6][4] = { /* QUAD_X_MIN */ {4, 0, 3, 7}, /* QUAD_X_MAX */ {1, 5, 6, 2}, /* QUAD_Y_MIN */ {4, 5, 1, 0}, /* QUAD_Y_MAX */ {3, 2, 6, 7}, /* QUAD_Z_MIN */ {0, 1, 2, 3}, /* QUAD_Z_MAX */ {5, 4, 7, 6}, }; const float3 quads_normals[6] = { /* QUAD_X_MIN */ make_float3(-1.0f, 0.0f, 0.0f), /* QUAD_X_MAX */ make_float3(1.0f, 0.0f, 0.0f), /* QUAD_Y_MIN */ make_float3(0.0f, -1.0f, 0.0f), /* QUAD_Y_MAX */ make_float3(0.0f, 1.0f, 0.0f), /* QUAD_Z_MIN */ make_float3(0.0f, 0.0f, -1.0f), /* QUAD_Z_MAX */ make_float3(0.0f, 0.0f, 1.0f), }; static int add_vertex(const int3 v, vector &vertices, const int3 res, unordered_map &used_verts) { const size_t vert_key = v.x + v.y * size_t(res.x + 1) + v.z * size_t(res.x + 1) * size_t(res.y + 1); const unordered_map::iterator it = used_verts.find(vert_key); if (it != used_verts.end()) { return it->second; } const int vertex_offset = vertices.size(); used_verts[vert_key] = vertex_offset; vertices.push_back(v); return vertex_offset; } static void create_quad(const int3 corners[8], vector &vertices, vector &quads, const int3 res, unordered_map &used_verts, const int face_index) { QuadData quad; quad.v0 = add_vertex(corners[quads_indices[face_index][0]], vertices, res, used_verts); quad.v1 = add_vertex(corners[quads_indices[face_index][1]], vertices, res, used_verts); quad.v2 = add_vertex(corners[quads_indices[face_index][2]], vertices, res, used_verts); quad.v3 = add_vertex(corners[quads_indices[face_index][3]], vertices, res, used_verts); quad.normal = quads_normals[face_index]; quads.push_back(quad); } /* Create a mesh from a volume. * * The way the algorithm works is as follows: * * - The topologies of input OpenVDB grids are merged into a temporary grid. * - Voxels of the temporary grid are dilated to account for the padding necessary for volume * sampling. * - A bounding box of the temporary grid is created. */ class VolumeMeshBuilder { public: /* use a MaskGrid to store the topology to save memory */ openvdb::MaskGrid::Ptr topology_grid; openvdb::CoordBBox bbox; bool first_grid; VolumeMeshBuilder(); void add_grid(const nanovdb::GridHandle<> &grid); void add_padding(const int pad_size); void create_mesh(vector &vertices, vector &indices, const float face_overlap_avoidance, const bool ray_marching); void generate_vertices_and_quads(vector &vertices_is, vector &quads, const bool ray_marching); void convert_object_space(const vector &vertices, vector &out_vertices, const float face_overlap_avoidance); void convert_quads_to_tris(const vector &quads, vector &tris); bool empty_grid() const; }; VolumeMeshBuilder::VolumeMeshBuilder() { first_grid = true; } void VolumeMeshBuilder::add_grid(const nanovdb::GridHandle<> &nanogrid) { /* set the transform of our grid from the first one */ openvdb::MaskGrid::Ptr grid = nanovdb_to_openvdb_mask(nanogrid); if (first_grid) { topology_grid = grid; first_grid = false; return; } /* If the transforms do not match, we need to resample one of the grids so that * its index space registers with that of the other, here we resample our mask * grid so memory usage is kept low */ if (topology_grid->transform() != grid->transform()) { const openvdb::MaskGrid::Ptr temp_grid = topology_grid->copyWithNewTree(); temp_grid->setTransform(grid->transform().copy()); openvdb::tools::resampleToMatch(*topology_grid, *temp_grid); topology_grid = temp_grid; topology_grid->setTransform(grid->transform().copy()); } topology_grid->topologyUnion(*grid); } void VolumeMeshBuilder::add_padding(const int pad_size) { openvdb::tools::dilateActiveValues( topology_grid->tree(), pad_size, openvdb::tools::NN_FACE, openvdb::tools::IGNORE_TILES); } void VolumeMeshBuilder::create_mesh(vector &vertices, vector &indices, const float face_overlap_avoidance, const bool ray_marching) { /* We create vertices in index space (is), and only convert them to object * space when done. */ vector vertices_is; vector quads; generate_vertices_and_quads(vertices_is, quads, ray_marching); convert_object_space(vertices_is, vertices, face_overlap_avoidance); convert_quads_to_tris(quads, indices); } static bool is_non_empty_leaf(const openvdb::MaskGrid::TreeType &tree, const openvdb::Coord coord) { const auto *leaf_node = tree.probeLeaf(coord); return (leaf_node && !leaf_node->isEmpty()); } void VolumeMeshBuilder::generate_vertices_and_quads(vector &vertices_is, vector &quads, const bool ray_marching) { if (ray_marching) { /* Make sure we only have leaf nodes in the tree, as tiles are not handled by this algorithm */ topology_grid->tree().voxelizeActiveTiles(); const openvdb::MaskGrid::TreeType &tree = topology_grid->tree(); tree.evalLeafBoundingBox(bbox); const int3 resolution = make_int3(bbox.dim().x(), bbox.dim().y(), bbox.dim().z()); unordered_map used_verts; for (auto iter = tree.cbeginLeaf(); iter; ++iter) { if (iter->isEmpty()) { continue; } openvdb::CoordBBox leaf_bbox = iter->getNodeBoundingBox(); /* +1 to convert from exclusive to include bounds. */ leaf_bbox.max() = leaf_bbox.max().offsetBy(1); int3 min = make_int3(leaf_bbox.min().x(), leaf_bbox.min().y(), leaf_bbox.min().z()); int3 max = make_int3(leaf_bbox.max().x(), leaf_bbox.max().y(), leaf_bbox.max().z()); int3 corners[8] = { make_int3(min[0], min[1], min[2]), make_int3(max[0], min[1], min[2]), make_int3(max[0], max[1], min[2]), make_int3(min[0], max[1], min[2]), make_int3(min[0], min[1], max[2]), make_int3(max[0], min[1], max[2]), make_int3(max[0], max[1], max[2]), make_int3(min[0], max[1], max[2]), }; /* Only create a quad if on the border between an active and an inactive leaf. * * We verify that a leaf exists by probing a coordinate that is at its center, * to do so we compute the center of the current leaf and offset this coordinate * by the size of a leaf in each direction. */ static const int LEAF_DIM = openvdb::MaskGrid::TreeType::LeafNodeType::DIM; auto center = leaf_bbox.min() + openvdb::Coord(LEAF_DIM / 2); if (!is_non_empty_leaf(tree, openvdb::Coord(center.x() - LEAF_DIM, center.y(), center.z()))) { create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MIN); } if (!is_non_empty_leaf(tree, openvdb::Coord(center.x() + LEAF_DIM, center.y(), center.z()))) { create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MAX); } if (!is_non_empty_leaf(tree, openvdb::Coord(center.x(), center.y() - LEAF_DIM, center.z()))) { create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MIN); } if (!is_non_empty_leaf(tree, openvdb::Coord(center.x(), center.y() + LEAF_DIM, center.z()))) { create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MAX); } if (!is_non_empty_leaf(tree, openvdb::Coord(center.x(), center.y(), center.z() - LEAF_DIM))) { create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MIN); } if (!is_non_empty_leaf(tree, openvdb::Coord(center.x(), center.y(), center.z() + LEAF_DIM))) { create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MAX); } } return; } bbox = topology_grid->evalActiveVoxelBoundingBox(); const int3 resolution = make_int3(bbox.dim().x(), bbox.dim().y(), bbox.dim().z()); /* +1 to convert from exclusive to include bounds. */ bbox.max() = bbox.max().offsetBy(1); int3 min = make_int3(bbox.min().x(), bbox.min().y(), bbox.min().z()); int3 max = make_int3(bbox.max().x(), bbox.max().y(), bbox.max().z()); int3 corners[8] = { make_int3(min[0], min[1], min[2]), make_int3(max[0], min[1], min[2]), make_int3(max[0], max[1], min[2]), make_int3(min[0], max[1], min[2]), make_int3(min[0], min[1], max[2]), make_int3(max[0], min[1], max[2]), make_int3(max[0], max[1], max[2]), make_int3(min[0], max[1], max[2]), }; /* Create 6 quads of the bounding box. */ unordered_map used_verts; create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MIN); create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MAX); create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MIN); create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MAX); create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MIN); create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MAX); } void VolumeMeshBuilder::convert_object_space(const vector &vertices, vector &out_vertices, const float face_overlap_avoidance) { /* compute the offset for the face overlap avoidance */ openvdb::Coord dim = bbox.dim(); const float3 cell_size = make_float3(1.0f / dim.x(), 1.0f / dim.y(), 1.0f / dim.z()); const float3 point_offset = cell_size * face_overlap_avoidance; out_vertices.reserve(vertices.size()); for (size_t i = 0; i < vertices.size(); ++i) { openvdb::math::Vec3d p = topology_grid->indexToWorld( openvdb::math::Vec3d(vertices[i].x, vertices[i].y, vertices[i].z)); const float3 vertex = make_float3((float)p.x(), (float)p.y(), (float)p.z()); out_vertices.push_back(vertex + point_offset); } } void VolumeMeshBuilder::convert_quads_to_tris(const vector &quads, vector &tris) { int index_offset = 0; tris.resize(quads.size() * 6); for (size_t i = 0; i < quads.size(); ++i) { tris[index_offset++] = quads[i].v0; tris[index_offset++] = quads[i].v2; tris[index_offset++] = quads[i].v1; tris[index_offset++] = quads[i].v0; tris[index_offset++] = quads[i].v3; tris[index_offset++] = quads[i].v2; } } bool VolumeMeshBuilder::empty_grid() const { return !topology_grid || (!topology_grid->tree().hasActiveTiles() && topology_grid->tree().leafCount() == 0); } static int estimate_required_velocity_padding(const nanovdb::GridHandle<> &grid, const float velocity_scale) { const auto *typed_grid = grid.template grid(0); if (typed_grid == nullptr) { return 0; } const nanovdb::Vec3d voxel_size = typed_grid->voxelSize(); /* We should only have uniform grids, so x = y = z, but we never know. */ const double max_voxel_size = openvdb::math::Max(voxel_size[0], voxel_size[1], voxel_size[2]); if (max_voxel_size == 0.0) { return 0; } /* TODO: we may need to also find outliers and clamp them to avoid adding too much padding. */ const nanovdb::Vec3f mn = typed_grid->tree().root().minimum(); const nanovdb::Vec3f mx = typed_grid->tree().root().maximum(); float max_value = 0.0f; max_value = max(max_value, fabsf(mx[0])); max_value = max(max_value, fabsf(mx[1])); max_value = max(max_value, fabsf(mx[2])); max_value = max(max_value, fabsf(mn[0])); max_value = max(max_value, fabsf(mn[1])); max_value = max(max_value, fabsf(mn[2])); const double estimated_padding = max_value * static_cast(velocity_scale) / max_voxel_size; return static_cast(std::ceil(estimated_padding)); } #endif #ifdef WITH_OPENVDB static openvdb::FloatGrid::ConstPtr get_vdb_for_attribute(Volume *volume, AttributeStandard std) { Attribute *attr = volume->attributes.find(std); if (!attr) { return nullptr; } const ImageHandle &handle = attr->data_voxel(); VDBImageLoader *vdb_loader = handle.vdb_loader(); if (!vdb_loader) { return nullptr; } const openvdb::GridBase::ConstPtr grid = vdb_loader->get_grid(); if (!grid) { return nullptr; } if (!grid->isType()) { return nullptr; } return openvdb::gridConstPtrCast(grid); } class MergeScalarGrids { using ScalarTree = openvdb::FloatTree; openvdb::tree::ValueAccessor m_acc_x, m_acc_y, m_acc_z; public: MergeScalarGrids(const ScalarTree *x_tree, const ScalarTree *y_tree, const ScalarTree *z_tree) : m_acc_x(*x_tree), m_acc_y(*y_tree), m_acc_z(*z_tree) { } MergeScalarGrids(const MergeScalarGrids &other) = default; void operator()(const openvdb::Vec3STree::ValueOnIter &it) const { using namespace openvdb; const math::Coord xyz = it.getCoord(); const float x = m_acc_x.getValue(xyz); const float y = m_acc_y.getValue(xyz); const float z = m_acc_z.getValue(xyz); it.setValue(math::Vec3s(x, y, z)); } }; static void merge_scalar_grids_for_velocity(const Scene *scene, Volume *volume) { if (volume->attributes.find(ATTR_STD_VOLUME_VELOCITY)) { /* A vector grid for velocity is already available. */ return; } const openvdb::FloatGrid::ConstPtr vel_x_grid = get_vdb_for_attribute( volume, ATTR_STD_VOLUME_VELOCITY_X); const openvdb::FloatGrid::ConstPtr vel_y_grid = get_vdb_for_attribute( volume, ATTR_STD_VOLUME_VELOCITY_Y); const openvdb::FloatGrid::ConstPtr vel_z_grid = get_vdb_for_attribute( volume, ATTR_STD_VOLUME_VELOCITY_Z); if (!(vel_x_grid && vel_y_grid && vel_z_grid)) { return; } const openvdb::Vec3fGrid::Ptr vecgrid = openvdb::Vec3SGrid::create(openvdb::Vec3s(0.0f)); /* Activate voxels in the vector grid based on the scalar grids to ensure thread safety during * the merge. */ vecgrid->tree().topologyUnion(vel_x_grid->tree()); vecgrid->tree().topologyUnion(vel_y_grid->tree()); vecgrid->tree().topologyUnion(vel_z_grid->tree()); MergeScalarGrids op(&vel_x_grid->tree(), &vel_y_grid->tree(), &vel_z_grid->tree()); openvdb::tools::foreach(vecgrid->beginValueOn(), op, true, false); /* Assume all grids have the same transformation. */ const openvdb::math::Transform::Ptr transform = openvdb::ConstPtrCast( vel_x_grid->transformPtr()); vecgrid->setTransform(transform); /* Make an attribute for it. */ Attribute *attr = volume->attributes.add(ATTR_STD_VOLUME_VELOCITY); unique_ptr loader = make_unique(vecgrid, "merged_velocity"); const ImageParams params; attr->data_voxel() = scene->image_manager->add_image(std::move(loader), params); } #endif /* defined(WITH_OPENVDB) && defined(WITH_NANOVDB) */ /* ************************************************************************** */ void GeometryManager::create_volume_mesh(const Scene *scene, Volume *volume, Progress &progress) { const string msg = string_printf("Computing Volume Mesh %s", volume->name.c_str()); progress.set_status("Updating Mesh", msg); /* Find shader and compute padding based on volume shader interpolation settings. */ Shader *volume_shader = nullptr; int pad_size = 0; for (Node *node : volume->get_used_shaders()) { Shader *shader = static_cast(node); if (!shader->has_volume) { continue; } volume_shader = shader; if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_LINEAR) { pad_size = max(1, pad_size); } else if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC) { pad_size = max(2, pad_size); } break; } /* Clear existing volume mesh, done here in case we early out due to * empty grid or missing volume shader. * Also keep the shaders to avoid infinite loops when synchronizing, as this will tag the shaders * as having changed. */ volume->clear(true); volume->need_update_rebuild = true; if (!volume_shader) { return; } #if defined(WITH_OPENVDB) && defined(WITH_NANOVDB) /* Create volume mesh builder. */ VolumeMeshBuilder builder; for (Attribute &attr : volume->attributes.attributes) { if (attr.element != ATTR_ELEMENT_VOXEL) { continue; } ImageHandle &handle = attr.data_voxel(); if (handle.empty()) { continue; } /* Create NanoVDB grid handle from texture memory. */ device_texture *texture = handle.image_memory(); if (texture == nullptr || texture->host_pointer == nullptr || texture->info.data_type == IMAGE_DATA_TYPE_NANOVDB_EMPTY || !is_nanovdb_type(texture->info.data_type)) { continue; } nanovdb::GridHandle grid( nanovdb::HostBuffer::createFull(texture->memory_size(), texture->host_pointer)); /* Add padding based on the maximum velocity vector. */ if (attr.std == ATTR_STD_VOLUME_VELOCITY && scene->need_motion() != Scene::MOTION_NONE) { pad_size = max(pad_size, estimate_required_velocity_padding(grid, volume->get_velocity_scale())); } builder.add_grid(grid); } /* If nothing to build, early out. */ if (builder.empty_grid()) { LOG_DEBUG << "Memory usage volume mesh: 0 Mb. (empty grid)"; return; } builder.add_padding(pad_size); /* Slightly offset vertex coordinates to avoid overlapping faces with other * volumes or meshes. The proper solution would be to improve intersection in * the kernel to support robust handling of multiple overlapping faces or use * an all-hit intersection similar to shadows. */ const float face_overlap_avoidance = 0.1f * hash_uint_to_float(hash_string(volume->name.c_str())); /* Create mesh. */ vector vertices; vector indices; const bool ray_marching = scene->integrator->get_volume_ray_marching(); builder.create_mesh(vertices, indices, face_overlap_avoidance, ray_marching); volume->reserve_mesh(vertices.size(), indices.size() / 3); volume->used_shaders.clear(); volume->used_shaders.push_back_slow(volume_shader); for (size_t i = 0; i < vertices.size(); ++i) { volume->add_vertex(vertices[i]); } for (size_t i = 0; i < indices.size(); i += 3) { volume->add_triangle(indices[i], indices[i + 1], indices[i + 2], 0, false); } /* Print stats. */ LOG_DEBUG << "Memory usage volume mesh: " << (vertices.size() * sizeof(float3) + indices.size() * sizeof(int)) / (1024.0 * 1024.0) << "Mb."; #else (void)scene; #endif /* defined(WITH_OPENVDB) && defined(WITH_NANOVDB) */ } void Volume::merge_grids(const Scene *scene) { #ifdef WITH_OPENVDB merge_scalar_grids_for_velocity(scene, this); #else (void)scene; #endif } VolumeManager::VolumeManager() { need_rebuild_ = true; } void VolumeManager::tag_update() { need_rebuild_ = true; } /* Remove changed object from the list of octrees and tag for rebuild. */ void VolumeManager::tag_update(const Object *object, uint32_t flag) { if (object_octrees_.empty()) { /* Volume object is not in the octree, can happen when using ray marching. */ return; } if (flag & ObjectManager::VISIBILITY_MODIFIED) { tag_update(); } for (const Node *node : object->get_geometry()->get_used_shaders()) { const Shader *shader = static_cast(node); if (shader->has_volume_spatial_varying || (flag & ObjectManager::OBJECT_REMOVED)) { /* TODO(weizhen): no need to update if the spatial variation is not in world space. */ tag_update(); object_octrees_.erase({object, shader}); } } if (!need_rebuild_ && (flag & ObjectManager::TRANSFORM_MODIFIED)) { /* Octree is not tagged for rebuild, but the transformation changed, so a redraw is needed. */ update_visualization_ = true; } } /* Remove object with changed shader from the list of octrees and tag for rebuild. */ void VolumeManager::tag_update(const Shader *shader) { tag_update(); for (auto it = object_octrees_.begin(); it != object_octrees_.end();) { if (it->first.second == shader) { it = object_octrees_.erase(it); } else { it++; } } } /* Remove object with changed geometry from the list of octrees and tag for rebuild. */ void VolumeManager::tag_update(const Geometry *geometry) { tag_update(); /* Tag Octree for update. */ for (auto it = object_octrees_.begin(); it != object_octrees_.end();) { const Object *object = it->first.first; if (object->get_geometry() == geometry) { it = object_octrees_.erase(it); } else { it++; } } #ifdef WITH_OPENVDB /* Tag VDB map for update. */ for (auto it = vdb_map_.begin(); it != vdb_map_.end();) { if (it->first.first == geometry) { it = vdb_map_.erase(it); } else { it++; } } #endif } void VolumeManager::tag_update_indices() { update_root_indices_ = true; } bool VolumeManager::is_homogeneous_volume(const Object *object, const Shader *shader) { if (!shader->has_volume || shader->has_volume_spatial_varying) { return false; } if (shader->has_volume_attribute_dependency) { for (Attribute &attr : object->get_geometry()->attributes.attributes) { /* If both the shader and the object needs volume attributes, the volume is heterogeneous. */ if (attr.element == ATTR_ELEMENT_VOXEL) { return false; } } } return true; } #ifdef WITH_OPENVDB /* Given a mesh, check if every edge has exactly two incident triangles, and if the two triangles * have the same orientation. */ static bool mesh_is_closed(const std::vector &triangles) { const size_t num_triangles = triangles.size(); if (num_triangles % 2) { return false; } /* Store the two vertices that forms an edge. */ std::multiset> edges; int num_edges = 0; for (const auto &tri : triangles) { for (int i = 0; i < 3; i++) { const std::pair e = {tri[i], tri[(i + 1) % 3]}; if (edges.count(e)) { /* Same edge exists. */ return false; } /* Check if an edge in the opposite order exists. */ const auto count = edges.count({e.second, e.first}); if (count > 1) { /* Edge has more than 2 incident faces. */ return false; } if (count == 1) { /* If an edge in the opposite order exists, increment the count. */ edges.insert({e.second, e.first}); } else { /* Insert a new edge. */ num_edges++; edges.insert(e); } } } /* Until this point, the count of each element in the set is at most 2; to check if they are * exactly 2, we just need to compare the total numbers. */ return num_triangles * 3 == num_edges * 2; } openvdb::BoolGrid::ConstPtr VolumeManager::mesh_to_sdf_grid(const Mesh *mesh, const Shader *shader, const float half_width) { const int num_verts = mesh->get_verts().size(); std::vector points(num_verts); parallel_for(0, num_verts, [&](int i) { const float3 &vert = mesh->get_verts()[i]; points[i] = openvdb::Vec3f(vert.x, vert.y, vert.z); }); const int max_num_triangles = mesh->num_triangles(); std::vector triangles; triangles.reserve(max_num_triangles); for (int i = 0; i < max_num_triangles; i++) { /* Only push triangles with matching shader. */ const int shader_index = mesh->get_shader()[i]; if (static_cast(mesh->get_used_shaders()[shader_index]) == shader) { triangles.emplace_back(mesh->get_triangles()[i * 3], mesh->get_triangles()[i * 3 + 1], mesh->get_triangles()[i * 3 + 2]); } } if (!mesh_is_closed(triangles)) { /* `meshToLevelSet()` requires a closed mesh, otherwise we can not determine the interior of * the mesh. Evaluate the whole bounding box in this case. */ return openvdb::BoolGrid::create(); } /* TODO(weizhen): Should consider object instead of mesh size. */ const float3 mesh_size = mesh->bounds.size(); const auto vdb_voxel_size = openvdb::Vec3d(mesh_size.x, mesh_size.y, mesh_size.z) / double(1 << VOLUME_OCTREE_MAX_DEPTH); auto xform = openvdb::math::Transform::createLinearTransform(1.0); xform->postScale(vdb_voxel_size); auto sdf_grid = openvdb::tools::meshToLevelSet( *xform, points, triangles, half_width); return openvdb::tools::sdfInteriorMask(*sdf_grid, 0.5 * vdb_voxel_size.length()); } openvdb::BoolGrid::ConstPtr VolumeManager::get_vdb(const Geometry *geom, const Shader *shader) const { if (geom->is_mesh()) { if (auto it = vdb_map_.find({geom, shader}); it != vdb_map_.end()) { return it->second; } } /* Create empty grid. */ return openvdb::BoolGrid::create(); } #endif void VolumeManager::initialize_octree(const Scene *scene, Progress &progress) { /* Instanced objects without spatial variation can share one octree. */ std::map, std::shared_ptr> geometry_octrees; for (const auto &it : object_octrees_) { const Shader *shader = it.first.second; if (!shader->has_volume_spatial_varying) { if (const Object *object = it.first.first) { geometry_octrees[{object->get_geometry(), shader}] = it.second; } } } /* Loop through the volume objects to initialize their root nodes. */ for (const Object *object : scene->objects) { const Geometry *geom = object->get_geometry(); if (!geom->has_volume) { continue; } /* Create Octree. */ for (const Node *node : geom->get_used_shaders()) { const Shader *shader = static_cast(node); if (!shader->has_volume) { continue; } if (object_octrees_.find({object, shader}) == object_octrees_.end()) { if (geom->is_light()) { const Light *light = static_cast(geom); if (light->get_light_type() == LIGHT_BACKGROUND) { /* World volume is unbounded, use some practical large number instead. */ const float3 size = make_float3(10000.0f); object_octrees_[{object, shader}] = std::make_shared(BoundBox(-size, size)); } } else { const Mesh *mesh = static_cast(geom); if (is_zero(mesh->bounds.size())) { continue; } if (!shader->has_volume_spatial_varying) { /* TODO(weizhen): check object attribute. */ if (auto it = geometry_octrees.find({geom, shader}); it != geometry_octrees.end()) { /* Share octree with other instances. */ object_octrees_[{object, shader}] = it->second; } else { auto octree = std::make_shared(mesh->bounds); geometry_octrees[{geom, shader}] = octree; object_octrees_[{object, shader}] = octree; } } else { /* TODO(weizhen): we can still share the octree if the spatial variation is in object * space, but that might be tricky to determine. */ object_octrees_[{object, shader}] = std::make_shared(mesh->bounds); } } } #ifdef WITH_OPENVDB if (geom->is_mesh() && !VolumeManager::is_homogeneous_volume(object, shader) && vdb_map_.find({geom, shader}) == vdb_map_.end()) { const Mesh *mesh = static_cast(geom); const float3 dim = mesh->bounds.size(); if (dim.x > 0.0f && dim.y > 0.0f && dim.z > 0.0f) { const char *name = object->get_asset_name().c_str(); progress.set_substatus(string_printf("Creating SDF grid for %s", name)); vdb_map_[{geom, shader}] = mesh_to_sdf_grid(mesh, shader, 1.0f); } } #else (void)progress; #endif } } } void VolumeManager::update_num_octree_nodes() { num_octree_nodes_ = 0; num_octree_roots_ = 0; std::set unique_octrees; for (const auto &it : object_octrees_) { const Octree *octree = it.second.get(); if (unique_octrees.find(octree) != unique_octrees.end()) { continue; } unique_octrees.insert(octree); num_octree_roots_++; num_octree_nodes_ += octree->get_num_nodes(); } } int VolumeManager::num_octree_nodes() const { return num_octree_nodes_; } int VolumeManager::num_octree_roots() const { return num_octree_roots_; } void VolumeManager::build_octree(Device *device, Progress &progress) { const double start_time = time_dt(); for (auto &it : object_octrees_) { if (it.second->is_built()) { continue; } const Object *object = it.first.first; const Shader *shader = it.first.second; #ifdef WITH_OPENVDB openvdb::BoolGrid::ConstPtr interior_mask = get_vdb(object->get_geometry(), shader); it.second->build(device, progress, interior_mask, object, shader); #else it.second->build(device, progress, object, shader); #endif } update_num_octree_nodes(); const double build_time = time_dt() - start_time; LOG_DEBUG << object_octrees_.size() << " volume octree(s) with a total of " << num_octree_nodes() << " nodes are built in " << build_time << " seconds."; } void VolumeManager::update_root_indices(DeviceScene *dscene, const Scene *scene) const { if (object_octrees_.empty()) { return; } /* Keep track of the root index of the unique octrees. */ std::map octree_root_indices; int *roots = dscene->volume_tree_root_ids.alloc(scene->objects.size()); int root_index = 0; for (const auto &it : object_octrees_) { const Object *object = it.first.first; const int object_id = object->get_device_index(); const Octree *octree = it.second.get(); auto entry = octree_root_indices.find(octree); if (entry == octree_root_indices.end()) { roots[object_id] = root_index; octree_root_indices[octree] = root_index; root_index++; } else { /* Instances share the same octree. */ roots[object_id] = entry->second; } } dscene->volume_tree_root_ids.copy_to_device(); } void VolumeManager::flatten_octree(DeviceScene *dscene, const Scene *scene) const { if (object_octrees_.empty()) { return; } update_root_indices(dscene, scene); for (const auto &it : object_octrees_) { /* Octrees need to be re-flattened. */ it.second->set_flattened(false); } KernelOctreeRoot *kroots = dscene->volume_tree_roots.alloc(num_octree_roots()); KernelOctreeNode *knodes = dscene->volume_tree_nodes.alloc(num_octree_nodes()); int node_index = 0; int root_index = 0; for (const auto &it : object_octrees_) { std::shared_ptr octree = it.second; if (octree->is_flattened()) { continue; } /* If an object has multiple shaders, the root index is overwritten, so we also write the * shader id, and perform a linear search in the kernel to find the correct octree. */ kroots[root_index].shader = it.first.second->id; kroots[root_index].id = node_index; /* Transform from object space into octree space. */ auto root = octree->get_root(); const float3 scale = 1.0f / root->bbox.size(); kroots[root_index].scale = scale; kroots[root_index].translation = -root->bbox.min * scale + 1.0f; root_index++; /* Flatten octree. */ const uint current_index = node_index++; knodes[current_index].parent = -1; octree->flatten(knodes, current_index, root, node_index); octree->set_flattened(); } dscene->volume_tree_nodes.copy_to_device(); dscene->volume_tree_roots.copy_to_device(); LOG_DEBUG << "Memory usage of volume octrees: " << (dscene->volume_tree_nodes.size() * sizeof(KernelOctreeNode) + dscene->volume_tree_roots.size() * sizeof(KernelOctreeRoot) + dscene->volume_tree_root_ids.size() * sizeof(int)) / (1024.0 * 1024.0) << "Mb."; } std::string VolumeManager::visualize_octree(const char *filename) const { const std::string filename_full = path_join(OIIO::Filesystem::current_path(), filename); std::ofstream file(filename_full); if (file.is_open()) { std::ostringstream buffer; file << "# Visualize volume octree.\n\n" "import bpy\nimport mathutils\n\n" "if bpy.context.active_object:\n" " bpy.context.active_object.select_set(False)\n\n" "octree = bpy.data.collections.new(name='Octree')\n" "bpy.context.scene.collection.children.link(octree)\n\n"; for (const auto &it : object_octrees_) { /* Draw Octree. */ const auto octree = it.second; const std::string object_name = it.first.first->get_asset_name().string(); octree->visualize(file, object_name); /* Apply transform. */ const Object *object = it.first.first; const Geometry *geom = object->get_geometry(); if (!geom->is_light() && !geom->transform_applied) { const Transform t = object->get_tfm(); file << "obj.matrix_world = mathutils.Matrix((" << t.x << ", " << t.y << ", " << t.z << ", (" << 0 << "," << 0 << "," << 0 << "," << 1 << ")))\n\n"; } } file.close(); } return filename_full; } void VolumeManager::update_step_size(const Scene *scene, DeviceScene *dscene) const { assert(scene->integrator->get_volume_ray_marching()); if (!dscene->volume_step_size.is_modified() && !scene->integrator->volume_step_rate_is_modified() && last_algorithm == RAY_MARCHING) { return; } if (dscene->volume_step_size.need_realloc()) { dscene->volume_step_size.alloc(scene->objects.size()); } float *volume_step_size = dscene->volume_step_size.data(); for (const Object *object : scene->objects) { const Geometry *geom = object->get_geometry(); if (!geom->has_volume) { continue; } volume_step_size[object->index] = scene->integrator->get_volume_step_rate() * object->compute_volume_step_size(); } dscene->volume_step_size.copy_to_device(); dscene->volume_step_size.clear_modified(); } void VolumeManager::device_update(Device *device, DeviceScene *dscene, const Scene *scene, Progress &progress) { if (scene->integrator->get_volume_ray_marching()) { /* No need to update octree for ray marching. */ if (last_algorithm == NULL_SCATTERING) { dscene->volume_tree_nodes.free(); dscene->volume_tree_roots.free(); dscene->volume_tree_root_ids.free(); } update_step_size(scene, dscene); last_algorithm = RAY_MARCHING; return; } if (need_rebuild_ || last_algorithm == RAY_MARCHING) { /* Data needed for volume shader evaluation. */ device->const_copy_to("data", &dscene->data, sizeof(dscene->data)); initialize_octree(scene, progress); build_octree(device, progress); flatten_octree(dscene, scene); update_visualization_ = true; need_rebuild_ = false; update_root_indices_ = false; } else if (update_root_indices_) { update_root_indices(dscene, scene); update_root_indices_ = false; } if (update_visualization_) { LOG_DEBUG << "Octree visualization has been written to " << visualize_octree("octree.py"); update_visualization_ = false; } if (last_algorithm == RAY_MARCHING) { dscene->volume_step_size.free(); } last_algorithm = NULL_SCATTERING; } void VolumeManager::device_free(DeviceScene *dscene) { dscene->volume_tree_nodes.free(); dscene->volume_tree_roots.free(); dscene->volume_tree_root_ids.free(); dscene->volume_step_size.free(); } VolumeManager::~VolumeManager() { #ifdef WITH_OPENVDB for (auto &it : vdb_map_) { it.second.reset(); } #endif } CCL_NAMESPACE_END