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blender/intern/cycles/kernel/geom/curve_intersect.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
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* Add list of SPDX license identifiers used, and corresponding license texts.
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Ref D14069, T95597
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C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2009-2020 Intel Corporation. Adapted from Embree with
* with modifications. */
#pragma once
CCL_NAMESPACE_BEGIN
/* Curve primitive intersection functions.
*
* The code here was adapted from curve_intersector_sweep.h in Embree, to get
* an exact match between Embree CPU ray-tracing and our GPU ray-tracing. */
#define CURVE_NUM_BEZIER_SUBDIVISIONS 3
#define CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE (CURVE_NUM_BEZIER_SUBDIVISIONS + 1)
#define CURVE_NUM_BEZIER_STEPS 2
#define CURVE_NUM_JACOBIAN_ITERATIONS 5
#ifdef __HAIR__
/* Catmull-rom curve evaluation. */
ccl_device_inline float4 catmull_rom_basis_eval(const float4 curve[4], float u)
{
const float t = u;
const float s = 1.0f - u;
const float n0 = -t * s * s;
const float n1 = 2.0f + t * t * (3.0f * t - 5.0f);
const float n2 = 2.0f + s * s * (3.0f * s - 5.0f);
const float n3 = -s * t * t;
return 0.5f * (curve[0] * n0 + curve[1] * n1 + curve[2] * n2 + curve[3] * n3);
}
ccl_device_inline float4 catmull_rom_basis_derivative(const float4 curve[4], float u)
{
const float t = u;
const float s = 1.0f - u;
const float n0 = -s * s + 2.0f * s * t;
const float n1 = 2.0f * t * (3.0f * t - 5.0f) + 3.0f * t * t;
const float n2 = 2.0f * s * (3.0f * t + 2.0f) - 3.0f * s * s;
const float n3 = -2.0f * s * t + t * t;
return 0.5f * (curve[0] * n0 + curve[1] * n1 + curve[2] * n2 + curve[3] * n3);
}
ccl_device_inline float4 catmull_rom_basis_derivative2(const float4 curve[4], float u)
{
const float t = u;
const float n0 = -3.0f * t + 2.0f;
const float n1 = 9.0f * t - 5.0f;
const float n2 = -9.0f * t + 4.0f;
const float n3 = 3.0f * t - 1.0f;
return (curve[0] * n0 + curve[1] * n1 + curve[2] * n2 + curve[3] * n3);
}
/* Thick Curve */
ccl_device_inline float3 dnormalize(const float3 p, const float3 dp)
{
const float pp = dot(p, p);
const float pdp = dot(p, dp);
return (pp * dp - pdp * p) / (pp * sqrtf(pp));
}
ccl_device_inline float sqr_point_to_line_distance(const float3 PmQ0, const float3 Q1mQ0)
{
const float3 N = cross(PmQ0, Q1mQ0);
const float3 D = Q1mQ0;
return dot(N, N) / dot(D, D);
}
ccl_device_inline bool cylinder_intersect(const float3 cylinder_start,
const float3 cylinder_end,
const float cylinder_radius,
const float3 ray_dir,
ccl_private float2 *t_o,
ccl_private float *u0_o,
ccl_private float3 *Ng0_o,
ccl_private float *u1_o,
ccl_private float3 *Ng1_o)
{
/* Calculate quadratic equation to solve. */
const float rl = 1.0f / len(cylinder_end - cylinder_start);
const float3 P0 = cylinder_start, dP = (cylinder_end - cylinder_start) * rl;
const float3 O = -P0, dO = ray_dir;
const float dOdO = dot(dO, dO);
const float OdO = dot(dO, O);
const float OO = dot(O, O);
const float dOz = dot(dP, dO);
const float Oz = dot(dP, O);
const float A = dOdO - sqr(dOz);
const float B = 2.0f * (OdO - dOz * Oz);
const float C = OO - sqr(Oz) - sqr(cylinder_radius);
/* We miss the cylinder if determinant is smaller than zero. */
const float D = B * B - 4.0f * A * C;
if (!(D >= 0.0f)) {
*t_o = make_float2(FLT_MAX, -FLT_MAX);
return false;
}
/* Special case for rays that are parallel to the cylinder. */
const float eps = 16.0f * FLT_EPSILON * max(fabsf(dOdO), fabsf(sqr(dOz)));
if (fabsf(A) < eps) {
if (C <= 0.0f) {
*t_o = make_float2(-FLT_MAX, FLT_MAX);
return true;
}
else {
*t_o = make_float2(-FLT_MAX, FLT_MAX);
return false;
}
}
/* Standard case for rays that are not parallel to the cylinder. */
const float Q = sqrtf(D);
const float rcp_2A = 1.0f / (2.0f * A);
const float t0 = (-B - Q) * rcp_2A;
const float t1 = (-B + Q) * rcp_2A;
/* Calculates u and Ng for near hit. */
{
*u0_o = (t0 * dOz + Oz) * rl;
const float3 Pr = t0 * ray_dir;
const float3 Pl = (*u0_o) * (cylinder_end - cylinder_start) + cylinder_start;
*Ng0_o = Pr - Pl;
}
/* Calculates u and Ng for far hit. */
{
*u1_o = (t1 * dOz + Oz) * rl;
const float3 Pr = t1 * ray_dir;
const float3 Pl = (*u1_o) * (cylinder_end - cylinder_start) + cylinder_start;
*Ng1_o = Pr - Pl;
}
*t_o = make_float2(t0, t1);
return true;
}
ccl_device_inline float2 half_plane_intersect(const float3 P, const float3 N, const float3 ray_dir)
{
const float3 O = -P;
const float3 D = ray_dir;
const float ON = dot(O, N);
const float DN = dot(D, N);
const float min_rcp_input = 1e-18f;
const bool eps = fabsf(DN) < min_rcp_input;
const float t = -ON / DN;
const float lower = (eps || DN < 0.0f) ? -FLT_MAX : t;
const float upper = (eps || DN > 0.0f) ? FLT_MAX : t;
return make_float2(lower, upper);
}
ccl_device bool curve_intersect_iterative(const float3 ray_dir,
ccl_private float *ray_tfar,
const float dt,
const float4 curve[4],
float u,
float t,
const bool use_backfacing,
ccl_private Intersection *isect)
{
const float length_ray_dir = len(ray_dir);
/* Error of curve evaluations is proportional to largest coordinate. */
const float4 box_min = min(min(curve[0], curve[1]), min(curve[2], curve[3]));
const float4 box_max = max(min(curve[0], curve[1]), max(curve[2], curve[3]));
const float4 box_abs = max(fabs(box_min), fabs(box_max));
const float P_err = 16.0f * FLT_EPSILON *
max(box_abs.x, max(box_abs.y, max(box_abs.z, box_abs.w)));
const float radius_max = box_max.w;
for (int i = 0; i < CURVE_NUM_JACOBIAN_ITERATIONS; i++) {
const float3 Q = ray_dir * t;
const float3 dQdt = ray_dir;
const float Q_err = 16.0f * FLT_EPSILON * length_ray_dir * t;
const float4 P4 = catmull_rom_basis_eval(curve, u);
const float4 dPdu4 = catmull_rom_basis_derivative(curve, u);
const float3 P = float4_to_float3(P4);
const float3 dPdu = float4_to_float3(dPdu4);
const float radius = P4.w;
const float dradiusdu = dPdu4.w;
const float3 ddPdu = float4_to_float3(catmull_rom_basis_derivative2(curve, u));
const float3 R = Q - P;
const float len_R = len(R);
const float R_err = max(Q_err, P_err);
const float3 dRdu = -dPdu;
const float3 dRdt = dQdt;
const float3 T = normalize(dPdu);
const float3 dTdu = dnormalize(dPdu, ddPdu);
const float cos_err = P_err / len(dPdu);
const float f = dot(R, T);
const float f_err = len_R * P_err + R_err + cos_err * (1.0f + len_R);
const float dfdu = dot(dRdu, T) + dot(R, dTdu);
const float dfdt = dot(dRdt, T);
const float K = dot(R, R) - sqr(f);
const float dKdu = (dot(R, dRdu) - f * dfdu);
const float dKdt = (dot(R, dRdt) - f * dfdt);
const float rsqrt_K = inversesqrtf(K);
const float g = sqrtf(K) - radius;
const float g_err = R_err + f_err + 16.0f * FLT_EPSILON * radius_max;
const float dgdu = dKdu * rsqrt_K - dradiusdu;
const float dgdt = dKdt * rsqrt_K;
const float invdet = 1.0f / (dfdu * dgdt - dgdu * dfdt);
u -= (dgdt * f - dfdt * g) * invdet;
t -= (-dgdu * f + dfdu * g) * invdet;
if (fabsf(f) < f_err && fabsf(g) < g_err) {
t += dt;
if (!(0.0f <= t && t <= *ray_tfar)) {
return false; /* Rejects NaNs */
}
if (!(u >= 0.0f && u <= 1.0f)) {
return false; /* Rejects NaNs */
}
/* Back-face culling. */
const float3 R = normalize(Q - P);
const float3 U = dradiusdu * R + dPdu;
const float3 V = cross(dPdu, R);
const float3 Ng = cross(V, U);
if (!use_backfacing && dot(ray_dir, Ng) > 0.0f) {
return false;
}
/* Record intersection. */
*ray_tfar = t;
isect->t = t;
isect->u = u;
isect->v = 0.0f;
return true;
}
}
return false;
}
ccl_device bool curve_intersect_recursive(const float3 ray_orig,
const float3 ray_dir,
float ray_tfar,
float4 curve[4],
ccl_private Intersection *isect)
{
/* Move ray closer to make intersection stable. */
const float3 center = float4_to_float3(0.25f * (curve[0] + curve[1] + curve[2] + curve[3]));
const float dt = dot(center - ray_orig, ray_dir) / dot(ray_dir, ray_dir);
const float3 ref = ray_orig + ray_dir * dt;
const float4 ref4 = make_float4(ref.x, ref.y, ref.z, 0.0f);
curve[0] -= ref4;
curve[1] -= ref4;
curve[2] -= ref4;
curve[3] -= ref4;
const bool use_backfacing = false;
const float step_size = 1.0f / (float)(CURVE_NUM_BEZIER_STEPS);
int depth = 0;
/* todo: optimize stack for GPU somehow? Possibly some bitflags are enough, and
* u0/u1 can be derived from the depth. */
struct {
float u0, u1;
int i;
} stack[CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE];
bool found = false;
float u0 = 0.0f;
float u1 = 1.0f;
int i = 0;
while (1) {
for (; i < CURVE_NUM_BEZIER_STEPS; i++) {
const float step = i * step_size;
/* Subdivide curve. */
const float dscale = (u1 - u0) * (1.0f / 3.0f) * step_size;
const float vu0 = mix(u0, u1, step);
const float vu1 = mix(u0, u1, step + step_size);
const float4 P0 = catmull_rom_basis_eval(curve, vu0);
const float4 dP0du = dscale * catmull_rom_basis_derivative(curve, vu0);
const float4 P3 = catmull_rom_basis_eval(curve, vu1);
const float4 dP3du = dscale * catmull_rom_basis_derivative(curve, vu1);
const float4 P1 = P0 + dP0du;
const float4 P2 = P3 - dP3du;
/* Calculate bounding cylinders. */
const float rr1 = sqr_point_to_line_distance(float4_to_float3(dP0du),
float4_to_float3(P3 - P0));
const float rr2 = sqr_point_to_line_distance(float4_to_float3(dP3du),
float4_to_float3(P3 - P0));
const float maxr12 = sqrtf(max(rr1, rr2));
const float one_plus_ulp = 1.0f + 2.0f * FLT_EPSILON;
const float one_minus_ulp = 1.0f - 2.0f * FLT_EPSILON;
float r_outer = max(max(P0.w, P1.w), max(P2.w, P3.w)) + maxr12;
float r_inner = min(min(P0.w, P1.w), min(P2.w, P3.w)) - maxr12;
r_outer = one_plus_ulp * r_outer;
r_inner = max(0.0f, one_minus_ulp * r_inner);
bool valid = true;
/* Intersect with outer cylinder. */
float2 tc_outer;
float u_outer0, u_outer1;
float3 Ng_outer0, Ng_outer1;
valid = cylinder_intersect(float4_to_float3(P0),
float4_to_float3(P3),
r_outer,
ray_dir,
&tc_outer,
&u_outer0,
&Ng_outer0,
&u_outer1,
&Ng_outer1);
if (!valid) {
continue;
}
/* Intersect with cap-planes. */
float2 tp = make_float2(-dt, ray_tfar - dt);
tp = make_float2(max(tp.x, tc_outer.x), min(tp.y, tc_outer.y));
const float2 h0 = half_plane_intersect(
float4_to_float3(P0), float4_to_float3(dP0du), ray_dir);
tp = make_float2(max(tp.x, h0.x), min(tp.y, h0.y));
const float2 h1 = half_plane_intersect(
float4_to_float3(P3), -float4_to_float3(dP3du), ray_dir);
tp = make_float2(max(tp.x, h1.x), min(tp.y, h1.y));
valid = tp.x <= tp.y;
if (!valid) {
continue;
}
/* Clamp and correct u parameter. */
u_outer0 = clamp(u_outer0, 0.0f, 1.0f);
u_outer1 = clamp(u_outer1, 0.0f, 1.0f);
u_outer0 = mix(u0, u1, (step + u_outer0) * (1.0f / (float)(CURVE_NUM_BEZIER_STEPS + 1)));
u_outer1 = mix(u0, u1, (step + u_outer1) * (1.0f / (float)(CURVE_NUM_BEZIER_STEPS + 1)));
/* Intersect with inner cylinder. */
float2 tc_inner;
float u_inner0, u_inner1;
float3 Ng_inner0, Ng_inner1;
const bool valid_inner = cylinder_intersect(float4_to_float3(P0),
float4_to_float3(P3),
r_inner,
ray_dir,
&tc_inner,
&u_inner0,
&Ng_inner0,
&u_inner1,
&Ng_inner1);
/* At the unstable area we subdivide deeper. */
# if 0
const bool unstable0 = (!valid_inner) |
(fabsf(dot(normalize(ray_dir), normalize(Ng_inner0))) < 0.3f);
const bool unstable1 = (!valid_inner) |
(fabsf(dot(normalize(ray_dir), normalize(Ng_inner1))) < 0.3f);
# else
/* On the GPU appears to be a little faster if always enabled. */
(void)valid_inner;
const bool unstable0 = true;
const bool unstable1 = true;
# endif
/* Subtract the inner interval from the current hit interval. */
float2 tp0 = make_float2(tp.x, min(tp.y, tc_inner.x));
float2 tp1 = make_float2(max(tp.x, tc_inner.y), tp.y);
bool valid0 = valid && (tp0.x <= tp0.y);
bool valid1 = valid && (tp1.x <= tp1.y);
if (!(valid0 || valid1)) {
continue;
}
/* Process one or two hits. */
bool recurse = false;
if (valid0) {
const int termDepth = unstable0 ? CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE :
CURVE_NUM_BEZIER_SUBDIVISIONS;
if (depth >= termDepth) {
found |= curve_intersect_iterative(
ray_dir, &ray_tfar, dt, curve, u_outer0, tp0.x, use_backfacing, isect);
}
else {
recurse = true;
}
}
if (valid1 && (tp1.x + dt <= ray_tfar)) {
const int termDepth = unstable1 ? CURVE_NUM_BEZIER_SUBDIVISIONS_UNSTABLE :
CURVE_NUM_BEZIER_SUBDIVISIONS;
if (depth >= termDepth) {
found |= curve_intersect_iterative(
ray_dir, &ray_tfar, dt, curve, u_outer1, tp1.y, use_backfacing, isect);
}
else {
recurse = true;
}
}
if (recurse) {
stack[depth].u0 = u0;
stack[depth].u1 = u1;
stack[depth].i = i + 1;
depth++;
u0 = vu0;
u1 = vu1;
i = -1;
}
}
if (depth > 0) {
depth--;
u0 = stack[depth].u0;
u1 = stack[depth].u1;
i = stack[depth].i;
}
else {
break;
}
}
return found;
}
/* Ribbons */
ccl_device_inline bool cylinder_culling_test(const float2 p1, const float2 p2, const float r)
{
/* Performs culling against a cylinder. */
const float2 dp = p2 - p1;
const float num = dp.x * p1.y - dp.y * p1.x;
const float den2 = dot(dp, dp);
return num * num <= r * r * den2;
}
/**
* Intersects a ray with a quad with back-face culling
* enabled. The quad v0,v1,v2,v3 is split into two triangles
* v0,v1,v3 and v2,v3,v1. The edge v1,v2 decides which of the two
* triangles gets intersected.
*/
ccl_device_inline bool ribbon_intersect_quad(const float ray_tfar,
const float3 quad_v0,
const float3 quad_v1,
const float3 quad_v2,
const float3 quad_v3,
ccl_private float *u_o,
ccl_private float *v_o,
ccl_private float *t_o)
{
/* Calculate vertices relative to ray origin? */
const float3 O = make_float3(0.0f, 0.0f, 0.0f);
const float3 D = make_float3(0.0f, 0.0f, 1.0f);
const float3 va = quad_v0 - O;
const float3 vb = quad_v1 - O;
const float3 vc = quad_v2 - O;
const float3 vd = quad_v3 - O;
const float3 edb = vb - vd;
const float WW = dot(cross(vd, edb), D);
const float3 v0 = (WW <= 0.0f) ? va : vc;
const float3 v1 = (WW <= 0.0f) ? vb : vd;
const float3 v2 = (WW <= 0.0f) ? vd : vb;
/* Calculate edges? */
const float3 e0 = v2 - v0;
const float3 e1 = v0 - v1;
/* perform edge tests */
const float U = dot(cross(v0, e0), D);
const float V = dot(cross(v1, e1), D);
if (!(max(U, V) <= 0.0f)) {
return false;
}
/* Calculate geometry normal and denominator? */
const float3 Ng = cross(e1, e0);
const float den = dot(Ng, D);
const float rcpDen = 1.0f / den;
/* Perform depth test? */
const float t = rcpDen * dot(v0, Ng);
if (!(0.0f <= t && t <= ray_tfar)) {
return false;
}
/* Avoid division by 0? */
if (!(den != 0.0f)) {
return false;
}
/* Update hit information? */
*t_o = t;
*u_o = U * rcpDen;
*v_o = V * rcpDen;
*u_o = (WW <= 0.0f) ? *u_o : 1.0f - *u_o;
*v_o = (WW <= 0.0f) ? *v_o : 1.0f - *v_o;
return true;
}
ccl_device_inline void ribbon_ray_space(const float3 ray_dir, float3 ray_space[3])
{
const float3 dx0 = make_float3(0, ray_dir.z, -ray_dir.y);
const float3 dx1 = make_float3(-ray_dir.z, 0, ray_dir.x);
ray_space[0] = normalize(dot(dx0, dx0) > dot(dx1, dx1) ? dx0 : dx1);
ray_space[1] = normalize(cross(ray_dir, ray_space[0]));
ray_space[2] = ray_dir;
}
ccl_device_inline float4 ribbon_to_ray_space(const float3 ray_space[3],
const float3 ray_org,
const float4 P4)
{
float3 P = float4_to_float3(P4) - ray_org;
return make_float4(dot(ray_space[0], P), dot(ray_space[1], P), dot(ray_space[2], P), P4.w);
}
ccl_device_inline bool ribbon_intersect(const float3 ray_org,
const float3 ray_dir,
float ray_tfar,
const int N,
float4 curve[4],
ccl_private Intersection *isect)
{
/* Transform control points into ray space. */
float3 ray_space[3];
ribbon_ray_space(ray_dir, ray_space);
curve[0] = ribbon_to_ray_space(ray_space, ray_org, curve[0]);
curve[1] = ribbon_to_ray_space(ray_space, ray_org, curve[1]);
curve[2] = ribbon_to_ray_space(ray_space, ray_org, curve[2]);
curve[3] = ribbon_to_ray_space(ray_space, ray_org, curve[3]);
const float4 mx = max(max(fabs(curve[0]), fabs(curve[1])), max(fabs(curve[2]), fabs(curve[3])));
const float eps = 4.0f * FLT_EPSILON * max(max(mx.x, mx.y), max(mx.z, mx.w));
const float step_size = 1.0f / (float)N;
/* Evaluate first point and radius scaled normal direction. */
float4 p0 = catmull_rom_basis_eval(curve, 0.0f);
float3 dp0dt = float4_to_float3(catmull_rom_basis_derivative(curve, 0.0f));
if (max3(fabs(dp0dt)) < eps) {
const float4 p1 = catmull_rom_basis_eval(curve, step_size);
dp0dt = float4_to_float3(p1 - p0);
}
float3 wn0 = normalize(make_float3(dp0dt.y, -dp0dt.x, 0.0f)) * p0.w;
/* Evaluate the bezier curve. */
for (int i = 0; i < N; i++) {
const float u = i * step_size;
const float4 p1 = catmull_rom_basis_eval(curve, u + step_size);
const bool valid = cylinder_culling_test(
make_float2(p0.x, p0.y), make_float2(p1.x, p1.y), max(p0.w, p1.w));
/* Evaluate next point. */
float3 dp1dt = float4_to_float3(catmull_rom_basis_derivative(curve, u + step_size));
dp1dt = (max3(fabs(dp1dt)) < eps) ? float4_to_float3(p1 - p0) : dp1dt;
const float3 wn1 = normalize(make_float3(dp1dt.y, -dp1dt.x, 0.0f)) * p1.w;
if (valid) {
/* Construct quad coordinates. */
const float3 lp0 = float4_to_float3(p0) + wn0;
const float3 lp1 = float4_to_float3(p1) + wn1;
const float3 up0 = float4_to_float3(p0) - wn0;
const float3 up1 = float4_to_float3(p1) - wn1;
/* Intersect quad. */
float vu, vv, vt;
bool valid0 = ribbon_intersect_quad(ray_tfar, lp0, lp1, up1, up0, &vu, &vv, &vt);
if (valid0) {
/* ignore self intersections */
const float avoidance_factor = 2.0f;
if (avoidance_factor != 0.0f) {
float r = mix(p0.w, p1.w, vu);
valid0 = vt > avoidance_factor * r;
}
if (valid0) {
vv = 2.0f * vv - 1.0f;
/* Record intersection. */
ray_tfar = vt;
isect->t = vt;
isect->u = u + vu * step_size;
isect->v = vv;
return true;
}
}
}
/* Store point for next step. */
p0 = p1;
wn0 = wn1;
}
return false;
}
ccl_device_forceinline bool curve_intersect(KernelGlobals kg,
ccl_private Intersection *isect,
const float3 P,
const float3 dir,
const float tmax,
int object,
int prim,
float time,
int type)
{
const bool is_motion = (type & PRIMITIVE_MOTION);
KernelCurve kcurve = kernel_tex_fetch(__curves, prim);
int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(type);
int k1 = k0 + 1;
int ka = max(k0 - 1, kcurve.first_key);
int kb = min(k1 + 1, kcurve.first_key + kcurve.num_keys - 1);
float4 curve[4];
if (!is_motion) {
curve[0] = kernel_tex_fetch(__curve_keys, ka);
curve[1] = kernel_tex_fetch(__curve_keys, k0);
curve[2] = kernel_tex_fetch(__curve_keys, k1);
curve[3] = kernel_tex_fetch(__curve_keys, kb);
}
else {
motion_curve_keys(kg, object, prim, time, ka, k0, k1, kb, curve);
}
if (type & PRIMITIVE_CURVE_RIBBON) {
/* todo: adaptive number of subdivisions could help performance here. */
const int subdivisions = kernel_data.bvh.curve_subdivisions;
if (ribbon_intersect(P, dir, tmax, subdivisions, curve, isect)) {
isect->prim = prim;
isect->object = object;
isect->type = type;
return true;
}
return false;
}
else {
if (curve_intersect_recursive(P, dir, tmax, curve, isect)) {
isect->prim = prim;
isect->object = object;
isect->type = type;
return true;
}
return false;
}
}
ccl_device_inline void curve_shader_setup(KernelGlobals kg,
ccl_private ShaderData *sd,
float3 P,
float3 D,
float t,
const int isect_object,
const int isect_prim)
{
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_inverse_transform(kg, sd);
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D * t);
D = safe_normalize_len(D, &t);
}
KernelCurve kcurve = kernel_tex_fetch(__curves, isect_prim);
int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
int k1 = k0 + 1;
int ka = max(k0 - 1, kcurve.first_key);
int kb = min(k1 + 1, kcurve.first_key + kcurve.num_keys - 1);
float4 P_curve[4];
if (!(sd->type & PRIMITIVE_MOTION)) {
P_curve[0] = kernel_tex_fetch(__curve_keys, ka);
P_curve[1] = kernel_tex_fetch(__curve_keys, k0);
P_curve[2] = kernel_tex_fetch(__curve_keys, k1);
P_curve[3] = kernel_tex_fetch(__curve_keys, kb);
}
else {
motion_curve_keys(kg, sd->object, sd->prim, sd->time, ka, k0, k1, kb, P_curve);
}
P = P + D * t;
const float4 dPdu4 = catmull_rom_basis_derivative(P_curve, sd->u);
const float3 dPdu = float4_to_float3(dPdu4);
if (sd->type & PRIMITIVE_CURVE_RIBBON) {
/* Rounded smooth normals for ribbons, to approximate thick curve shape. */
const float3 tangent = normalize(dPdu);
const float3 bitangent = normalize(cross(tangent, -D));
const float sine = sd->v;
const float cosine = safe_sqrtf(1.0f - sine * sine);
sd->N = normalize(sine * bitangent - cosine * normalize(cross(tangent, bitangent)));
# if 0
/* This approximates the position and geometric normal of a thick curve too,
* but gives too many issues with wrong self intersections. */
const float dPdu_radius = dPdu4.w;
sd->Ng = sd->N;
P += sd->N * dPdu_radius;
# endif
}
else {
/* Thick curves, compute normal using direction from inside the curve.
* This could be optimized by recording the normal in the intersection,
* however for Optix this would go beyond the size of the payload. */
/* NOTE: It is possible that P will be the same as P_inside (precision issues, or very small
* radius). In this case use the view direction to approximate the normal. */
const float3 P_inside = float4_to_float3(catmull_rom_basis_eval(P_curve, sd->u));
const float3 N = (!isequal_float3(P, P_inside)) ? normalize(P - P_inside) : -sd->I;
sd->N = N;
sd->v = 0.0f;
}
# ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = dPdu;
# endif
/* Convert to world space. */
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform_auto(kg, sd, &P);
object_normal_transform_auto(kg, sd, &sd->N);
object_dir_transform_auto(kg, sd, &sd->dPdu);
}
sd->P = P;
sd->Ng = (sd->type & PRIMITIVE_CURVE_RIBBON) ? sd->I : sd->N;
sd->dPdv = cross(sd->dPdu, sd->Ng);
sd->shader = kernel_tex_fetch(__curves, sd->prim).shader_id;
}
#endif
CCL_NAMESPACE_END