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Diffstat (limited to 'thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_woop.h')
-rw-r--r-- | thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_woop.h | 418 |
1 files changed, 418 insertions, 0 deletions
diff --git a/thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_woop.h b/thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_woop.h new file mode 100644 index 0000000000..63e649d8fb --- /dev/null +++ b/thirdparty/embree-aarch64/kernels/geometry/triangle_intersector_woop.h @@ -0,0 +1,418 @@ +// 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 Woop's ray-triangle intersection test */ + +namespace embree +{ + namespace isa + { + template<int M> + struct WoopHitM + { + __forceinline WoopHitM() {} + + __forceinline WoopHitM(const vbool<M>& valid, + const vfloat<M>& U, + const vfloat<M>& V, + const vfloat<M>& T, + const vfloat<M>& inv_det, + const Vec3vf<M>& Ng) + : U(U), V(V), T(T), inv_det(inv_det), valid(valid), vNg(Ng) {} + + __forceinline void finalize() + { + vt = T; + vu = U*inv_det; + vv = V*inv_det; + } + + __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]); } + + private: + const vfloat<M> U; + const vfloat<M> V; + const vfloat<M> T; + const vfloat<M> inv_det; + + public: + const vbool<M> valid; + vfloat<M> vu; + vfloat<M> vv; + vfloat<M> vt; + Vec3vf<M> vNg; + }; + + template<int M> + struct WoopPrecalculations1 + { + unsigned int kx,ky,kz; + Vec3vf<M> org; + Vec3fa S; + __forceinline WoopPrecalculations1() {} + + __forceinline WoopPrecalculations1(const Ray& ray, const void* ptr) + { + kz = maxDim(abs(ray.dir)); + kx = (kz+1) % 3; + ky = (kx+1) % 3; + const float inv_dir_kz = rcp(ray.dir[kz]); + if (ray.dir[kz]) std::swap(kx,ky); + S.x = ray.dir[kx] * inv_dir_kz; + S.y = ray.dir[ky] * inv_dir_kz; + S.z = inv_dir_kz; + org = Vec3vf<M>(ray.org[kx],ray.org[ky],ray.org[kz]); + } + }; + + + template<int M> + struct WoopIntersector1 + { + + typedef WoopPrecalculations1<M> Precalculations; + + __forceinline WoopIntersector1() {} + + __forceinline WoopIntersector1(const Ray& ray, const void* ptr) {} + + static __forceinline bool intersect(const vbool<M>& valid0, + Ray& ray, + const Precalculations& pre, + const Vec3vf<M>& tri_v0, + const Vec3vf<M>& tri_v1, + const Vec3vf<M>& tri_v2, + WoopHitM<M>& hit) + { + vbool<M> valid = valid0; + + /* vertices relative to ray origin */ + const Vec3vf<M> org = Vec3vf<M>(pre.org.x,pre.org.y,pre.org.z); + const Vec3vf<M> A = Vec3vf<M>(tri_v0[pre.kx],tri_v0[pre.ky],tri_v0[pre.kz]) - org; + const Vec3vf<M> B = Vec3vf<M>(tri_v1[pre.kx],tri_v1[pre.ky],tri_v1[pre.kz]) - org; + const Vec3vf<M> C = Vec3vf<M>(tri_v2[pre.kx],tri_v2[pre.ky],tri_v2[pre.kz]) - org; + + /* shear and scale vertices */ + const vfloat<M> Ax = nmadd(A.z,pre.S.x,A.x); + const vfloat<M> Ay = nmadd(A.z,pre.S.y,A.y); + const vfloat<M> Bx = nmadd(B.z,pre.S.x,B.x); + const vfloat<M> By = nmadd(B.z,pre.S.y,B.y); + const vfloat<M> Cx = nmadd(C.z,pre.S.x,C.x); + const vfloat<M> Cy = nmadd(C.z,pre.S.y,C.y); + + /* scaled barycentric */ + const vfloat<M> U0 = Cx*By; + const vfloat<M> U1 = Cy*Bx; + const vfloat<M> V0 = Ax*Cy; + const vfloat<M> V1 = Ay*Cx; + const vfloat<M> W0 = Bx*Ay; + const vfloat<M> W1 = By*Ax; +#if !defined(__AVX512F__) + valid &= (U0 >= U1) & (V0 >= V1) & (W0 >= W1) | + (U0 <= U1) & (V0 <= V1) & (W0 <= W1); +#else + valid &= ge(ge(U0 >= U1,V0,V1),W0,W1) | le(le(U0 <= U1,V0,V1),W0,W1); +#endif + + if (likely(none(valid))) return false; + const vfloat<M> U = U0-U1; + const vfloat<M> V = V0-V1; + const vfloat<M> W = W0-W1; + + const vfloat<M> det = U+V+W; + + valid &= det != 0.0f; + const vfloat<M> inv_det = rcp(det); + + const vfloat<M> Az = pre.S.z * A.z; + const vfloat<M> Bz = pre.S.z * B.z; + const vfloat<M> Cz = pre.S.z * C.z; + const vfloat<M> T = madd(U,Az,madd(V,Bz,W*Cz)); + const vfloat<M> t = T * inv_det; + /* perform depth test */ + valid &= (vfloat<M>(ray.tnear()) < t) & (t <= vfloat<M>(ray.tfar)); + if (likely(none(valid))) return false; + + const Vec3vf<M> tri_Ng = cross(tri_v2-tri_v0,tri_v0-tri_v1); + + /* update hit information */ + new (&hit) WoopHitM<M>(valid,U,V,t,inv_det,tri_Ng); + return true; + } + + static __forceinline bool intersect(Ray& ray, + const Precalculations& pre, + const Vec3vf<M>& v0, + const Vec3vf<M>& v1, + const Vec3vf<M>& v2, + WoopHitM<M>& hit) + { + vbool<M> valid = true; + return intersect(valid,ray,pre,v0,v1,v2,hit); + } + + + template<typename Epilog> + static __forceinline bool intersect(Ray& ray, + const Precalculations& pre, + const Vec3vf<M>& v0, + const Vec3vf<M>& v1, + const Vec3vf<M>& v2, + const Epilog& epilog) + { + WoopHitM<M> hit; + if (likely(intersect(ray,pre,v0,v1,v2,hit))) return epilog(hit.valid,hit); + return false; + } + + template<typename Epilog> + static __forceinline bool intersect(const vbool<M>& valid, + Ray& ray, + const Precalculations& pre, + const Vec3vf<M>& v0, + const Vec3vf<M>& v1, + const Vec3vf<M>& v2, + const Epilog& epilog) + { + WoopHitM<M> hit; + if (likely(intersect(valid,ray,pre,v0,v1,v2,hit))) return epilog(hit.valid,hit); + return false; + } + }; + +#if 0 + template<int K> + struct WoopHitK + { + __forceinline WoopHitK(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 WoopIntersectorK + { + __forceinline WoopIntersectorK(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 */ + WoopHitK<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, + WoopHitM<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) WoopHitM<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, + WoopHitM<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 + { + WoopHitM<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 + { + WoopHitM<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); + } + }; +#endif + } +} |