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authorjfons <joan.fonssanchez@gmail.com>2021-04-20 18:38:09 +0200
committerjfons <joan.fonssanchez@gmail.com>2021-04-23 15:57:28 +0200
commit34b3e8f9e2ae076990ecf3b2827eff759ba2abf9 (patch)
tree854a526a5ba2d6128e44d995d1bc138cf84ee722 /thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_moeller.h
parenteeccab26c5641409092547e02ad11e6253ac1b87 (diff)
Add Embree-aarch64 thirdparty library
Diffstat (limited to 'thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_moeller.h')
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diff --git a/thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_moeller.h b/thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_moeller.h
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+// Copyright 2009-2020 Intel Corporation
+// SPDX-License-Identifier: Apache-2.0
+
+#pragma once
+
+#include "triangle.h"
+#include "intersector_epilog.h"
+
+/*! This intersector implements a modified version of the Moeller
+ * Trumbore intersector from the paper "Fast, Minimum Storage
+ * Ray-Triangle Intersection". In contrast to the paper we
+ * precalculate some factors and factor the calculations differently
+ * to allow precalculating the cross product e1 x e2. The resulting
+ * algorithm is similar to the fastest one of the paper "Optimizing
+ * Ray-Triangle Intersection via Automated Search". */
+
+namespace embree
+{
+ namespace isa
+ {
+ template<int M>
+ struct MoellerTrumboreHitM
+ {
+ __forceinline MoellerTrumboreHitM() {}
+
+ __forceinline MoellerTrumboreHitM(const vbool<M>& valid, const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& T, const vfloat<M>& absDen, const Vec3vf<M>& Ng)
+ : U(U), V(V), T(T), absDen(absDen), valid(valid), vNg(Ng) {}
+
+ __forceinline void finalize()
+ {
+ const vfloat<M> rcpAbsDen = rcp(absDen);
+ vt = T * rcpAbsDen;
+ vu = U * rcpAbsDen;
+ vv = V * rcpAbsDen;
+ }
+
+ __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); }
+ __forceinline float t (const size_t i) const { return vt[i]; }
+ __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); }
+
+ public:
+ vfloat<M> U;
+ vfloat<M> V;
+ vfloat<M> T;
+ vfloat<M> absDen;
+
+ public:
+ vbool<M> valid;
+ vfloat<M> vu;
+ vfloat<M> vv;
+ vfloat<M> vt;
+ Vec3vf<M> vNg;
+ };
+
+ template<int M>
+ struct MoellerTrumboreIntersector1
+ {
+ __forceinline MoellerTrumboreIntersector1() {}
+
+ __forceinline MoellerTrumboreIntersector1(const Ray& ray, const void* ptr) {}
+
+ __forceinline bool intersect(const vbool<M>& valid0,
+ Ray& ray,
+ const Vec3vf<M>& tri_v0,
+ const Vec3vf<M>& tri_e1,
+ const Vec3vf<M>& tri_e2,
+ const Vec3vf<M>& tri_Ng,
+ MoellerTrumboreHitM<M>& hit) const
+ {
+ /* calculate denominator */
+ vbool<M> valid = valid0;
+ const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org);
+ const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir);
+ const Vec3vf<M> C = Vec3vf<M>(tri_v0) - O;
+ const Vec3vf<M> R = cross(C,D);
+ const vfloat<M> den = dot(Vec3vf<M>(tri_Ng),D);
+
+ const vfloat<M> absDen = abs(den);
+ const vfloat<M> sgnDen = signmsk(den);
+
+ /* perform edge tests */
+ const vfloat<M> U = dot(R,Vec3vf<M>(tri_e2)) ^ sgnDen;
+ const vfloat<M> V = dot(R,Vec3vf<M>(tri_e1)) ^ sgnDen;
+
+ /* perform backface culling */
+#if defined(EMBREE_BACKFACE_CULLING)
+ valid &= (den < vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
+#else
+ valid &= (den != vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
+#endif
+ if (likely(none(valid))) return false;
+
+ /* perform depth test */
+ const vfloat<M> T = dot(Vec3vf<M>(tri_Ng),C) ^ sgnDen;
+ valid &= (absDen*vfloat<M>(ray.tnear()) < T) & (T <= absDen*vfloat<M>(ray.tfar));
+ if (likely(none(valid))) return false;
+
+
+ /* update hit information */
+ new (&hit) MoellerTrumboreHitM<M>(valid,U,V,T,absDen,tri_Ng);
+
+ return true;
+ }
+
+ __forceinline bool intersectEdge(Ray& ray,
+ const Vec3vf<M>& tri_v0,
+ const Vec3vf<M>& tri_e1,
+ const Vec3vf<M>& tri_e2,
+ MoellerTrumboreHitM<M>& hit) const
+ {
+ vbool<M> valid = true;
+ const Vec3<vfloat<M>> tri_Ng = cross(tri_e2,tri_e1);
+ return intersect(valid,ray,tri_v0,tri_e1,tri_e2,tri_Ng,hit);
+ }
+
+ __forceinline bool intersect(Ray& ray,
+ const Vec3vf<M>& v0,
+ const Vec3vf<M>& v1,
+ const Vec3vf<M>& v2,
+ MoellerTrumboreHitM<M>& hit) const
+ {
+ const Vec3vf<M> e1 = v0-v1;
+ const Vec3vf<M> e2 = v2-v0;
+ return intersectEdge(ray,v0,e1,e2,hit);
+ }
+
+ __forceinline bool intersect(const vbool<M>& valid,
+ Ray& ray,
+ const Vec3vf<M>& v0,
+ const Vec3vf<M>& v1,
+ const Vec3vf<M>& v2,
+ MoellerTrumboreHitM<M>& hit) const
+ {
+ const Vec3vf<M> e1 = v0-v1;
+ const Vec3vf<M> e2 = v2-v0;
+ return intersectEdge(valid,ray,v0,e1,e2,hit);
+ }
+
+ template<typename Epilog>
+ __forceinline bool intersectEdge(Ray& ray,
+ const Vec3vf<M>& v0,
+ const Vec3vf<M>& e1,
+ const Vec3vf<M>& e2,
+ const Epilog& epilog) const
+ {
+ MoellerTrumboreHitM<M> hit;
+ if (likely(intersectEdge(ray,v0,e1,e2,hit))) return epilog(hit.valid,hit);
+ return false;
+ }
+
+ template<typename Epilog>
+ __forceinline bool intersect(Ray& ray,
+ const Vec3vf<M>& v0,
+ const Vec3vf<M>& v1,
+ const Vec3vf<M>& v2,
+ const Epilog& epilog) const
+ {
+ MoellerTrumboreHitM<M> hit;
+ if (likely(intersect(ray,v0,v1,v2,hit))) return epilog(hit.valid,hit);
+ return false;
+ }
+
+ template<typename Epilog>
+ __forceinline bool intersect(const vbool<M>& valid,
+ Ray& ray,
+ const Vec3vf<M>& v0,
+ const Vec3vf<M>& v1,
+ const Vec3vf<M>& v2,
+ const Epilog& epilog) const
+ {
+ MoellerTrumboreHitM<M> hit;
+ if (likely(intersect(valid,ray,v0,v1,v2,hit))) return epilog(hit.valid,hit);
+ return false;
+ }
+ };
+
+ template<int K>
+ struct MoellerTrumboreHitK
+ {
+ __forceinline MoellerTrumboreHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& T, const vfloat<K>& absDen, const Vec3vf<K>& Ng)
+ : U(U), V(V), T(T), absDen(absDen), Ng(Ng) {}
+
+ __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const
+ {
+ const vfloat<K> rcpAbsDen = rcp(absDen);
+ const vfloat<K> t = T * rcpAbsDen;
+ const vfloat<K> u = U * rcpAbsDen;
+ const vfloat<K> v = V * rcpAbsDen;
+ return std::make_tuple(u,v,t,Ng);
+ }
+
+ private:
+ const vfloat<K> U;
+ const vfloat<K> V;
+ const vfloat<K> T;
+ const vfloat<K> absDen;
+ const Vec3vf<K> Ng;
+ };
+
+ template<int M, int K>
+ struct MoellerTrumboreIntersectorK
+ {
+ __forceinline MoellerTrumboreIntersectorK(const vbool<K>& valid, const RayK<K>& ray) {}
+
+ /*! Intersects K rays with one of M triangles. */
+ template<typename Epilog>
+ __forceinline vbool<K> intersectK(const vbool<K>& valid0,
+ //RayK<K>& ray,
+ const Vec3vf<K>& ray_org,
+ const Vec3vf<K>& ray_dir,
+ const vfloat<K>& ray_tnear,
+ const vfloat<K>& ray_tfar,
+ const Vec3vf<K>& tri_v0,
+ const Vec3vf<K>& tri_e1,
+ const Vec3vf<K>& tri_e2,
+ const Vec3vf<K>& tri_Ng,
+ const Epilog& epilog) const
+ {
+ /* calculate denominator */
+ vbool<K> valid = valid0;
+ const Vec3vf<K> C = tri_v0 - ray_org;
+ const Vec3vf<K> R = cross(C,ray_dir);
+ const vfloat<K> den = dot(tri_Ng,ray_dir);
+ const vfloat<K> absDen = abs(den);
+ const vfloat<K> sgnDen = signmsk(den);
+
+ /* test against edge p2 p0 */
+ const vfloat<K> U = dot(tri_e2,R) ^ sgnDen;
+ valid &= U >= 0.0f;
+ if (likely(none(valid))) return false;
+
+ /* test against edge p0 p1 */
+ const vfloat<K> V = dot(tri_e1,R) ^ sgnDen;
+ valid &= V >= 0.0f;
+ if (likely(none(valid))) return false;
+
+ /* test against edge p1 p2 */
+ const vfloat<K> W = absDen-U-V;
+ valid &= W >= 0.0f;
+ if (likely(none(valid))) return false;
+
+ /* perform depth test */
+ const vfloat<K> T = dot(tri_Ng,C) ^ sgnDen;
+ valid &= (absDen*ray_tnear < T) & (T <= absDen*ray_tfar);
+ if (unlikely(none(valid))) return false;
+
+ /* perform backface culling */
+#if defined(EMBREE_BACKFACE_CULLING)
+ valid &= den < vfloat<K>(zero);
+ if (unlikely(none(valid))) return false;
+#else
+ valid &= den != vfloat<K>(zero);
+ if (unlikely(none(valid))) return false;
+#endif
+
+ /* calculate hit information */
+ MoellerTrumboreHitK<K> hit(U,V,T,absDen,tri_Ng);
+ return epilog(valid,hit);
+ }
+
+ /*! Intersects K rays with one of M triangles. */
+ template<typename Epilog>
+ __forceinline vbool<K> intersectK(const vbool<K>& valid0,
+ RayK<K>& ray,
+ const Vec3vf<K>& tri_v0,
+ const Vec3vf<K>& tri_v1,
+ const Vec3vf<K>& tri_v2,
+ const Epilog& epilog) const
+ {
+ const Vec3vf<K> e1 = tri_v0-tri_v1;
+ const Vec3vf<K> e2 = tri_v2-tri_v0;
+ const Vec3vf<K> Ng = cross(e2,e1);
+ return intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,e1,e2,Ng,epilog);
+ }
+
+ /*! Intersects K rays with one of M triangles. */
+ template<typename Epilog>
+ __forceinline vbool<K> intersectEdgeK(const vbool<K>& valid0,
+ RayK<K>& ray,
+ const Vec3vf<K>& tri_v0,
+ const Vec3vf<K>& tri_e1,
+ const Vec3vf<K>& tri_e2,
+ const Epilog& epilog) const
+ {
+ const Vec3vf<K> tri_Ng = cross(tri_e2,tri_e1);
+ return intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,tri_e1,tri_e2,tri_Ng,epilog);
+ }
+
+ /*! Intersect k'th ray from ray packet of size K with M triangles. */
+ __forceinline bool intersectEdge(RayK<K>& ray,
+ size_t k,
+ const Vec3vf<M>& tri_v0,
+ const Vec3vf<M>& tri_e1,
+ const Vec3vf<M>& tri_e2,
+ MoellerTrumboreHitM<M>& hit) const
+ {
+ /* calculate denominator */
+ typedef Vec3vf<M> Vec3vfM;
+ const Vec3vf<M> tri_Ng = cross(tri_e2,tri_e1);
+
+ const Vec3vfM O = broadcast<vfloat<M>>(ray.org,k);
+ const Vec3vfM D = broadcast<vfloat<M>>(ray.dir,k);
+ const Vec3vfM C = Vec3vfM(tri_v0) - O;
+ const Vec3vfM R = cross(C,D);
+ const vfloat<M> den = dot(Vec3vfM(tri_Ng),D);
+ const vfloat<M> absDen = abs(den);
+ const vfloat<M> sgnDen = signmsk(den);
+
+ /* perform edge tests */
+ const vfloat<M> U = dot(Vec3vf<M>(tri_e2),R) ^ sgnDen;
+ const vfloat<M> V = dot(Vec3vf<M>(tri_e1),R) ^ sgnDen;
+
+ /* perform backface culling */
+#if defined(EMBREE_BACKFACE_CULLING)
+ vbool<M> valid = (den < vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
+#else
+ vbool<M> valid = (den != vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
+#endif
+ if (likely(none(valid))) return false;
+
+ /* perform depth test */
+ const vfloat<M> T = dot(Vec3vf<M>(tri_Ng),C) ^ sgnDen;
+ valid &= (absDen*vfloat<M>(ray.tnear()[k]) < T) & (T <= absDen*vfloat<M>(ray.tfar[k]));
+ if (likely(none(valid))) return false;
+
+ /* calculate hit information */
+ new (&hit) MoellerTrumboreHitM<M>(valid,U,V,T,absDen,tri_Ng);
+ return true;
+ }
+
+ __forceinline bool intersectEdge(RayK<K>& ray,
+ size_t k,
+ const BBox<vfloat<M>>& time_range,
+ const Vec3vf<M>& tri_v0,
+ const Vec3vf<M>& tri_e1,
+ const Vec3vf<M>& tri_e2,
+ MoellerTrumboreHitM<M>& hit) const
+ {
+ if (likely(intersect(ray,k,tri_v0,tri_e1,tri_e2,hit)))
+ {
+ hit.valid &= time_range.lower <= vfloat<M>(ray.time[k]);
+ hit.valid &= vfloat<M>(ray.time[k]) < time_range.upper;
+ return any(hit.valid);
+ }
+ return false;
+ }
+
+ template<typename Epilog>
+ __forceinline bool intersectEdge(RayK<K>& ray,
+ size_t k,
+ const Vec3vf<M>& tri_v0,
+ const Vec3vf<M>& tri_e1,
+ const Vec3vf<M>& tri_e2,
+ const Epilog& epilog) const
+ {
+ MoellerTrumboreHitM<M> hit;
+ if (likely(intersectEdge(ray,k,tri_v0,tri_e1,tri_e2,hit))) return epilog(hit.valid,hit);
+ return false;
+ }
+
+ template<typename Epilog>
+ __forceinline bool intersectEdge(RayK<K>& ray,
+ size_t k,
+ const BBox<vfloat<M>>& time_range,
+ const Vec3vf<M>& tri_v0,
+ const Vec3vf<M>& tri_e1,
+ const Vec3vf<M>& tri_e2,
+ const Epilog& epilog) const
+ {
+ MoellerTrumboreHitM<M> hit;
+ if (likely(intersectEdge(ray,k,time_range,tri_v0,tri_e1,tri_e2,hit))) return epilog(hit.valid,hit);
+ return false;
+ }
+
+ template<typename Epilog>
+ __forceinline bool intersect(RayK<K>& ray,
+ size_t k,
+ const Vec3vf<M>& v0,
+ const Vec3vf<M>& v1,
+ const Vec3vf<M>& v2,
+ const Epilog& epilog) const
+ {
+ const Vec3vf<M> e1 = v0-v1;
+ const Vec3vf<M> e2 = v2-v0;
+ return intersectEdge(ray,k,v0,e1,e2,epilog);
+ }
+
+ template<typename Epilog>
+ __forceinline bool intersect(RayK<K>& ray,
+ size_t k,
+ const BBox<vfloat<M>>& time_range,
+ const Vec3vf<M>& v0,
+ const Vec3vf<M>& v1,
+ const Vec3vf<M>& v2,
+ const Epilog& epilog) const
+ {
+ const Vec3vf<M> e1 = v0-v1;
+ const Vec3vf<M> e2 = v2-v0;
+ return intersectEdge(ray,k,time_range,v0,e1,e2,epilog);
+ }
+ };
+ }
+}