Detect cases where a ray-intersection would miss the current triangle, which if the intersection is strictly watertight, implies that a neighboring triangle would incorrectly be hit instead. When that is detected, apply a ray-offset. The idea being that we only want to introduce potential error from ray offsets if we really need to. This work for BVH2 and Embree, as we are able to match the ray-interesction bit-for-bit, though doing so for Embree requires ugly hacks. Tiny differences like fused-multiply-add or dot product intrinstics in matrix inversion and ray intersection needed to be matched exactly, so this is fragile. Unfortunately we're not able to do the same for OptiX or MetalRT, since those implementations are unknown (and possibly impossible to match as hardware instructions). Still artifacts are much reduced, though not eliminated. Ref T97259 Differential Revision: https://developer.blender.org/D15559
238 lines
8.1 KiB
C
238 lines
8.1 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool intersection_ray_valid(ccl_private const Ray *ray)
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{
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/* NOTE: Due to some vectorization code non-finite origin point might
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* cause lots of false-positive intersections which will overflow traversal
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* stack.
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* This code is a quick way to perform early output, to avoid crashes in
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* such cases.
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* From production scenes so far it seems it's enough to test first element
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* only.
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* Scene intersection may also called with empty rays for conditional trace
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* calls that evaluate to false, so filter those out.
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*/
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return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x) && len_squared(ray->D) != 0.0f;
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}
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/* Offset intersection distance by the smallest possible amount, to skip
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* intersections at this distance. This works in cases where the ray start
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* position is unchanged and only tmin is updated, since for self
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* intersection we'll be comparing against the exact same distances. */
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ccl_device_forceinline float intersection_t_offset(const float t)
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{
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/* This is a simplified version of `nextafterf(t, FLT_MAX)`, only dealing with
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* non-negative and finite t. */
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kernel_assert(t >= 0.0f && isfinite_safe(t));
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const uint32_t bits = (t == 0.0f) ? 1 : __float_as_uint(t) + 1;
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return __uint_as_float(bits);
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}
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/* Ray offset to avoid self intersection.
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*
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* This function can be used to compute a modified ray start position for rays
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* leaving from a surface. This is from:
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* "A Fast and Robust Method for Avoiding Self-Intersection"
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* Ray Tracing Gems, chapter 6.
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*/
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ccl_device_inline float3 ray_offset(const float3 P, const float3 Ng)
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{
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const float int_scale = 256.0f;
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const int3 of_i = make_int3(
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(int)(int_scale * Ng.x), (int)(int_scale * Ng.y), (int)(int_scale * Ng.z));
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const float3 p_i = make_float3(
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__int_as_float(__float_as_int(P.x) + ((P.x < 0) ? -of_i.x : of_i.x)),
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__int_as_float(__float_as_int(P.y) + ((P.y < 0) ? -of_i.y : of_i.y)),
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__int_as_float(__float_as_int(P.z) + ((P.z < 0) ? -of_i.z : of_i.z)));
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const float origin = 1.0f / 32.0f;
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const float float_scale = 1.0f / 65536.0f;
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return make_float3(fabsf(P.x) < origin ? P.x + float_scale * Ng.x : p_i.x,
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fabsf(P.y) < origin ? P.y + float_scale * Ng.y : p_i.y,
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fabsf(P.z) < origin ? P.z + float_scale * Ng.z : p_i.z);
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}
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#ifndef __KERNEL_GPU__
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ccl_device int intersections_compare(const void *a, const void *b)
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{
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const Intersection *isect_a = (const Intersection *)a;
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const Intersection *isect_b = (const Intersection *)b;
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if (isect_a->t < isect_b->t)
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return -1;
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else if (isect_a->t > isect_b->t)
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return 1;
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else
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return 0;
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}
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#endif
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/* For subsurface scattering, only sorting a small amount of intersections
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* so bubble sort is fine for CPU and GPU. */
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ccl_device_inline void sort_intersections_and_normals(ccl_private Intersection *hits,
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ccl_private float3 *Ng,
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uint num_hits)
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{
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bool swapped;
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do {
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swapped = false;
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for (int j = 0; j < num_hits - 1; ++j) {
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if (hits[j].t > hits[j + 1].t) {
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Intersection tmp_hit = hits[j];
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float3 tmp_Ng = Ng[j];
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hits[j] = hits[j + 1];
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Ng[j] = Ng[j + 1];
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hits[j + 1] = tmp_hit;
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Ng[j + 1] = tmp_Ng;
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swapped = true;
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}
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}
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--num_hits;
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} while (swapped);
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}
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/* Utility to quickly get flags from an intersection. */
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ccl_device_forceinline int intersection_get_shader_flags(KernelGlobals kg,
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const int prim,
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const int type)
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{
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int shader = 0;
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if (type & PRIMITIVE_TRIANGLE) {
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shader = kernel_data_fetch(tri_shader, prim);
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}
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#ifdef __POINTCLOUD__
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else if (type & PRIMITIVE_POINT) {
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shader = kernel_data_fetch(points_shader, prim);
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}
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#endif
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#ifdef __HAIR__
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else if (type & PRIMITIVE_CURVE) {
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shader = kernel_data_fetch(curves, prim).shader_id;
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}
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#endif
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return kernel_data_fetch(shaders, (shader & SHADER_MASK)).flags;
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}
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ccl_device_forceinline int intersection_get_shader_from_isect_prim(KernelGlobals kg,
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const int prim,
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const int isect_type)
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{
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int shader = 0;
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if (isect_type & PRIMITIVE_TRIANGLE) {
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shader = kernel_data_fetch(tri_shader, prim);
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}
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#ifdef __POINTCLOUD__
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else if (isect_type & PRIMITIVE_POINT) {
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shader = kernel_data_fetch(points_shader, prim);
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}
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#endif
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#ifdef __HAIR__
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else if (isect_type & PRIMITIVE_CURVE) {
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shader = kernel_data_fetch(curves, prim).shader_id;
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}
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#endif
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return shader & SHADER_MASK;
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}
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ccl_device_forceinline int intersection_get_shader(
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KernelGlobals kg, ccl_private const Intersection *ccl_restrict isect)
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{
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return intersection_get_shader_from_isect_prim(kg, isect->prim, isect->type);
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}
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ccl_device_forceinline int intersection_get_object_flags(
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KernelGlobals kg, ccl_private const Intersection *ccl_restrict isect)
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{
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return kernel_data_fetch(object_flag, isect->object);
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}
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/* TODO: find a better (faster) solution for this. Maybe store offset per object for
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* attributes needed in intersection? */
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ccl_device_inline int intersection_find_attribute(KernelGlobals kg,
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const int object,
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const uint id)
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{
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uint attr_offset = kernel_data_fetch(objects, object).attribute_map_offset;
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AttributeMap attr_map = kernel_data_fetch(attributes_map, attr_offset);
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while (attr_map.id != id) {
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if (UNLIKELY(attr_map.id == ATTR_STD_NONE)) {
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if (UNLIKELY(attr_map.element == 0)) {
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return (int)ATTR_STD_NOT_FOUND;
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}
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else {
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/* Chain jump to a different part of the table. */
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attr_offset = attr_map.offset;
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}
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}
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else {
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attr_offset += ATTR_PRIM_TYPES;
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}
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attr_map = kernel_data_fetch(attributes_map, attr_offset);
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}
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/* return result */
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return (attr_map.element == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.offset;
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}
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/* Transparent Shadows */
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/* Cut-off value to stop transparent shadow tracing when practically opaque. */
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#define CURVE_SHADOW_TRANSPARENCY_CUTOFF 0.001f
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ccl_device_inline float intersection_curve_shadow_transparency(KernelGlobals kg,
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const int object,
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const int prim,
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const float u)
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{
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/* Find attribute. */
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const int offset = intersection_find_attribute(kg, object, ATTR_STD_SHADOW_TRANSPARENCY);
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if (offset == ATTR_STD_NOT_FOUND) {
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/* If no shadow transparency attribute, assume opaque. */
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return 0.0f;
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}
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/* Interpolate transparency between curve keys. */
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const KernelCurve kcurve = kernel_data_fetch(curves, prim);
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const int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(kcurve.type);
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const int k1 = k0 + 1;
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const float f0 = kernel_data_fetch(attributes_float, offset + k0);
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const float f1 = kernel_data_fetch(attributes_float, offset + k1);
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return (1.0f - u) * f0 + u * f1;
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}
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ccl_device_inline bool intersection_skip_self(ccl_private const RaySelfPrimitives &self,
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const int object,
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const int prim)
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{
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return (self.prim == prim) && (self.object == object);
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}
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ccl_device_inline bool intersection_skip_self_shadow(ccl_private const RaySelfPrimitives &self,
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const int object,
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const int prim)
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{
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return ((self.prim == prim) && (self.object == object)) ||
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((self.light_prim == prim) && (self.light_object == object));
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}
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ccl_device_inline bool intersection_skip_self_local(ccl_private const RaySelfPrimitives &self,
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const int prim)
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{
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return (self.prim == prim);
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}
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CCL_NAMESPACE_END
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