
This is an initial implementation of BVH8 optimization structure and packated triangle intersection. The aim is to get faster ray to scene intersection checks. Scene BVH4 BVH8 barbershop_interior 10:24.94 10:10.74 bmw27 02:41.25 02:38.83 classroom 08:16.49 07:56.15 fishy_cat 04:24.56 04:17.29 koro 06:03.06 06:01.45 pavillon_barcelona 09:21.26 09:02.98 victor 23:39.65 22:53.71 As memory goes, peak usage raises by about 4.7% in a complex scenes. Note that BVH8 is disabled when using OSL, this is because OSL kernel does not get per-microarchitecture optimizations and hence always considers BVH3 is used. Original BVH8 patch from Anton Gavrikov. Batched triangles intersection from Victoria Zhislina. Extra work and tests and fixes from Maxym Dmytrychenko.
173 lines
3.8 KiB
C++
173 lines
3.8 KiB
C++
/*
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* Adapted from code copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __BVH_NODE_H__
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#define __BVH_NODE_H__
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#include "util/util_boundbox.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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enum BVH_STAT {
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BVH_STAT_NODE_COUNT,
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BVH_STAT_INNER_COUNT,
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BVH_STAT_LEAF_COUNT,
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BVH_STAT_TRIANGLE_COUNT,
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BVH_STAT_CHILDNODE_COUNT,
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BVH_STAT_QNODE_COUNT,
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BVH_STAT_ALIGNED_COUNT,
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BVH_STAT_UNALIGNED_COUNT,
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BVH_STAT_ALIGNED_INNER_COUNT,
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BVH_STAT_UNALIGNED_INNER_COUNT,
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BVH_STAT_ALIGNED_INNER_QNODE_COUNT,
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BVH_STAT_UNALIGNED_INNER_QNODE_COUNT,
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BVH_STAT_ALIGNED_LEAF_COUNT,
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BVH_STAT_UNALIGNED_LEAF_COUNT,
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BVH_STAT_DEPTH,
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BVH_STAT_ONODE_COUNT,
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BVH_STAT_UNALIGNED_INNER_ONODE_COUNT,
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};
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class BVHParams;
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class BVHNode
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{
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public:
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BVHNode() : is_unaligned(false),
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aligned_space(NULL),
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time_from(0.0f),
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time_to(1.0f)
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{
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}
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virtual ~BVHNode()
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{
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delete aligned_space;
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}
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virtual bool is_leaf() const = 0;
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virtual int num_children() const = 0;
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virtual BVHNode *get_child(int i) const = 0;
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virtual int num_triangles() const { return 0; }
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virtual void print(int depth = 0) const = 0;
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inline void set_aligned_space(const Transform& aligned_space)
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{
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is_unaligned = true;
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if(this->aligned_space == NULL) {
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this->aligned_space = new Transform(aligned_space);
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}
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else {
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*this->aligned_space = aligned_space;
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}
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}
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inline Transform get_aligned_space() const
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{
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if(aligned_space == NULL) {
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return transform_identity();
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}
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return *aligned_space;
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}
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// Subtree functions
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int getSubtreeSize(BVH_STAT stat=BVH_STAT_NODE_COUNT) const;
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float computeSubtreeSAHCost(const BVHParams& p, float probability = 1.0f) const;
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void deleteSubtree();
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uint update_visibility();
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void update_time();
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// Properties.
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BoundBox bounds;
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uint visibility;
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bool is_unaligned;
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/* TODO(sergey): Can be stored as 3x3 matrix, but better to have some
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* utilities and type defines in util_transform first.
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*/
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Transform *aligned_space;
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float time_from, time_to;
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};
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class InnerNode : public BVHNode
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{
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public:
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InnerNode(const BoundBox& bounds,
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BVHNode* child0,
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BVHNode* child1)
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{
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this->bounds = bounds;
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children[0] = child0;
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children[1] = child1;
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if(child0 && child1)
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visibility = child0->visibility|child1->visibility;
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else
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visibility = 0; /* happens on build cancel */
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}
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explicit InnerNode(const BoundBox& bounds)
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{
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this->bounds = bounds;
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visibility = 0;
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children[0] = NULL;
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children[1] = NULL;
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}
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bool is_leaf() const { return false; }
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int num_children() const { return 2; }
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BVHNode *get_child(int i) const{ assert(i>=0 && i<2); return children[i]; }
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void print(int depth) const;
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BVHNode *children[2];
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};
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class LeafNode : public BVHNode
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{
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public:
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LeafNode(const BoundBox& bounds, uint visibility, int lo, int hi)
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: lo(lo),
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hi(hi)
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{
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this->bounds = bounds;
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this->visibility = visibility;
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}
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LeafNode(const LeafNode& s)
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: BVHNode()
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{
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*this = s;
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}
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bool is_leaf() const { return true; }
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int num_children() const { return 0; }
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BVHNode *get_child(int) const { return NULL; }
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int num_triangles() const { return hi - lo; }
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void print(int depth) const;
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int lo;
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int hi;
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_NODE_H__ */
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