void BVH4Intersector8Single<types,robust, PrimitiveIntersector8>::occluded(avxb* valid_i, BVH4* bvh, Ray8& ray) { /* load ray */ const avxb valid = *valid_i; avxb terminated = !valid; avx3f ray_org = ray.org, ray_dir = ray.dir; avxf ray_tnear = ray.tnear, ray_tfar = ray.tfar; const avx3f rdir = rcp_safe(ray_dir); const avx3f org(ray_org), org_rdir = org * rdir; ray_tnear = select(valid,ray_tnear,avxf(pos_inf)); ray_tfar = select(valid,ray_tfar ,avxf(neg_inf)); const avxf inf = avxf(pos_inf); Precalculations pre(valid,ray); /* compute near/far per ray */ avx3i nearXYZ; nearXYZ.x = select(rdir.x >= 0.0f,avxi(0*(int)sizeof(ssef)),avxi(1*(int)sizeof(ssef))); nearXYZ.y = select(rdir.y >= 0.0f,avxi(2*(int)sizeof(ssef)),avxi(3*(int)sizeof(ssef))); nearXYZ.z = select(rdir.z >= 0.0f,avxi(4*(int)sizeof(ssef)),avxi(5*(int)sizeof(ssef))); /* we have no packet implementation for OBB nodes yet */ size_t bits = movemask(valid); for (size_t i=__bsf(bits); bits!=0; bits=__btc(bits,i), i=__bsf(bits)) { if (occluded1(bvh,bvh->root,i,pre,ray,ray_org,ray_dir,rdir,ray_tnear,ray_tfar,nearXYZ)) terminated[i] = -1; } store8i(valid & terminated,&ray.geomID,0); AVX_ZERO_UPPER(); }
void BVH8Intersector8Chunk<PrimitiveIntersector8>::occluded(avxb* valid_i, BVH8* bvh, Ray8& ray) { #if defined(__AVX__) /* load ray */ const avxb valid = *valid_i; avxb terminated = !valid; const avx3f rdir = rcp_safe(ray.dir); const avx3f org_rdir = ray.org * rdir; avxf ray_tnear = select(valid,ray.tnear,pos_inf); avxf ray_tfar = select(valid,ray.tfar ,neg_inf); const avxf inf = avxf(pos_inf); Precalculations pre(valid,ray); /* allocate stack and push root node */ avxf stack_near[3*BVH8::maxDepth+1]; NodeRef stack_node[3*BVH8::maxDepth+1]; stack_node[0] = BVH8::invalidNode; stack_near[0] = inf; stack_node[1] = bvh->root; stack_near[1] = ray_tnear; NodeRef* __restrict__ sptr_node = stack_node + 2; avxf* __restrict__ sptr_near = stack_near + 2; while (1) { /* pop next node from stack */ sptr_node--; sptr_near--; NodeRef cur = *sptr_node; if (unlikely(cur == BVH8::invalidNode)) break; /* cull node if behind closest hit point */ avxf curDist = *sptr_near; if (unlikely(none(ray_tfar > curDist))) continue; while (1) { /* test if this is a leaf node */ if (unlikely(cur.isLeaf())) break; const avxb valid_node = ray_tfar > curDist; STAT3(shadow.trav_nodes,1,popcnt(valid_node),8); const Node* __restrict__ const node = (Node*)cur.node(); /* pop of next node */ sptr_node--; sptr_near--; cur = *sptr_node; // FIXME: this trick creates issues with stack depth curDist = *sptr_near; for (unsigned i=0; i<BVH8::N; i++) { const NodeRef child = node->children[i]; if (unlikely(child == BVH8::emptyNode)) break; #if defined(__AVX2__) const avxf lclipMinX = msub(node->lower_x[i],rdir.x,org_rdir.x); const avxf lclipMinY = msub(node->lower_y[i],rdir.y,org_rdir.y); const avxf lclipMinZ = msub(node->lower_z[i],rdir.z,org_rdir.z); const avxf lclipMaxX = msub(node->upper_x[i],rdir.x,org_rdir.x); const avxf lclipMaxY = msub(node->upper_y[i],rdir.y,org_rdir.y); const avxf lclipMaxZ = msub(node->upper_z[i],rdir.z,org_rdir.z); const avxf lnearP = maxi(maxi(mini(lclipMinX, lclipMaxX), mini(lclipMinY, lclipMaxY)), mini(lclipMinZ, lclipMaxZ)); const avxf lfarP = mini(mini(maxi(lclipMinX, lclipMaxX), maxi(lclipMinY, lclipMaxY)), maxi(lclipMinZ, lclipMaxZ)); const avxb lhit = maxi(lnearP,ray_tnear) <= mini(lfarP,ray_tfar); #else const avxf lclipMinX = node->lower_x[i] * rdir.x - org_rdir.x; const avxf lclipMinY = node->lower_y[i] * rdir.y - org_rdir.y; const avxf lclipMinZ = node->lower_z[i] * rdir.z - org_rdir.z; const avxf lclipMaxX = node->upper_x[i] * rdir.x - org_rdir.x; const avxf lclipMaxY = node->upper_y[i] * rdir.y - org_rdir.y; const avxf lclipMaxZ = node->upper_z[i] * rdir.z - org_rdir.z; const avxf lnearP = max(max(min(lclipMinX, lclipMaxX), min(lclipMinY, lclipMaxY)), min(lclipMinZ, lclipMaxZ)); const avxf lfarP = min(min(max(lclipMinX, lclipMaxX), max(lclipMinY, lclipMaxY)), max(lclipMinZ, lclipMaxZ)); const avxb lhit = max(lnearP,ray_tnear) <= min(lfarP,ray_tfar); #endif /* if we hit the child we choose to continue with that child if it is closer than the current next child, or we push it onto the stack */ if (likely(any(lhit))) { const avxf childDist = select(lhit,lnearP,inf); sptr_node++; sptr_near++; /* push cur node onto stack and continue with hit child */ if (any(childDist < curDist)) { *(sptr_node-1) = cur; *(sptr_near-1) = curDist; curDist = childDist; cur = child; } /* push hit child onto stack*/ else { *(sptr_node-1) = child; *(sptr_near-1) = childDist; } assert(sptr_node - stack_node < BVH8::maxDepth); } } } /* return if stack is empty */ if (unlikely(cur == BVH8::invalidNode)) break; /* intersect leaf */ assert(cur != BVH8::emptyNode); const avxb valid_leaf = ray_tfar > curDist; STAT3(shadow.trav_leaves,1,popcnt(valid_leaf),8); size_t items; const Triangle* tri = (Triangle*) cur.leaf(items); terminated |= PrimitiveIntersector8::occluded(!terminated,pre,ray,tri,items,bvh->geometry); if (all(terminated)) break; ray_tfar = select(terminated,neg_inf,ray_tfar); } store8i(valid & terminated,&ray.geomID,0); AVX_ZERO_UPPER(); #endif }
void BVH8iIntersector8Hybrid<TriangleIntersector8>::occluded(avxb* valid_i, BVH8i* bvh, Ray8& ray) { /* load ray */ const avxb valid = *valid_i; avxb terminated = !valid; avx3f ray_org = ray.org, ray_dir = ray.dir; avxf ray_tnear = ray.tnear, ray_tfar = ray.tfar; #if defined(__FIX_RAYS__) const avxf float_range = 0.1f*FLT_MAX; ray_org = clamp(ray_org,avx3f(-float_range),avx3f(+float_range)); ray_dir = clamp(ray_dir,avx3f(-float_range),avx3f(+float_range)); ray_tnear = max(ray_tnear,FLT_MIN); ray_tfar = min(ray_tfar,float(inf)); #endif const avx3f rdir = rcp_safe(ray_dir); const avx3f org(ray_org), org_rdir = org * rdir; ray_tnear = select(valid,ray_tnear,avxf(pos_inf)); ray_tfar = select(valid,ray_tfar ,avxf(neg_inf)); const avxf inf = avxf(pos_inf); /* compute near/far per ray */ avx3i nearXYZ; nearXYZ.x = select(rdir.x >= 0.0f,avxi(0*(int)sizeof(avxf)),avxi(1*(int)sizeof(avxf))); nearXYZ.y = select(rdir.y >= 0.0f,avxi(2*(int)sizeof(avxf)),avxi(3*(int)sizeof(avxf))); nearXYZ.z = select(rdir.z >= 0.0f,avxi(4*(int)sizeof(avxf)),avxi(5*(int)sizeof(avxf))); /* allocate stack and push root node */ avxf stack_near[stackSizeChunk]; NodeRef stack_node[stackSizeChunk]; stack_node[0] = BVH4i::invalidNode; stack_near[0] = inf; stack_node[1] = bvh->root; stack_near[1] = ray_tnear; NodeRef* stackEnd = stack_node+stackSizeChunk; NodeRef* __restrict__ sptr_node = stack_node + 2; avxf* __restrict__ sptr_near = stack_near + 2; const Node * __restrict__ nodes = (Node *)bvh->nodePtr(); const Triangle * __restrict__ accel = (Triangle*)bvh->triPtr(); while (1) { /* pop next node from stack */ assert(sptr_node > stack_node); sptr_node--; sptr_near--; NodeRef curNode = *sptr_node; if (unlikely(curNode == BVH4i::invalidNode)) { assert(sptr_node == stack_node); break; } /* cull node if behind closest hit point */ avxf curDist = *sptr_near; const avxb active = curDist < ray_tfar; if (unlikely(none(active))) continue; /* switch to single ray traversal */ #if !defined(__WIN32__) || defined(__X86_64__) size_t bits = movemask(active); if (unlikely(__popcnt(bits) <= SWITCH_THRESHOLD)) { for (size_t i=__bsf(bits); bits!=0; bits=__btc(bits,i), i=__bsf(bits)) { if (occluded1(bvh,curNode,i,ray,ray_org,ray_dir,rdir,ray_tnear,ray_tfar,nearXYZ)) terminated[i] = -1; } if (all(terminated)) break; ray_tfar = select(terminated,avxf(neg_inf),ray_tfar); continue; } #endif while (1) { /* test if this is a leaf node */ if (unlikely(curNode.isLeaf())) break; const avxb valid_node = ray_tfar > curDist; STAT3(shadow.trav_nodes,1,popcnt(valid_node),8); const Node* __restrict__ const node = (Node*)curNode.node(nodes); /* pop of next node */ assert(sptr_node > stack_node); sptr_node--; sptr_near--; curNode = *sptr_node; curDist = *sptr_near; for (unsigned i=0; i<8; i++) { const NodeRef child = node->children[i]; if (unlikely(child == BVH4i::emptyNode)) break; #if defined(__AVX2__) const avxf lclipMinX = msub(node->lower_x[i],rdir.x,org_rdir.x); const avxf lclipMinY = msub(node->lower_y[i],rdir.y,org_rdir.y); const avxf lclipMinZ = msub(node->lower_z[i],rdir.z,org_rdir.z); const avxf lclipMaxX = msub(node->upper_x[i],rdir.x,org_rdir.x); const avxf lclipMaxY = msub(node->upper_y[i],rdir.y,org_rdir.y); const avxf lclipMaxZ = msub(node->upper_z[i],rdir.z,org_rdir.z); const avxf lnearP = maxi(maxi(mini(lclipMinX, lclipMaxX), mini(lclipMinY, lclipMaxY)), mini(lclipMinZ, lclipMaxZ)); const avxf lfarP = mini(mini(maxi(lclipMinX, lclipMaxX), maxi(lclipMinY, lclipMaxY)), maxi(lclipMinZ, lclipMaxZ)); const avxb lhit = maxi(lnearP,ray_tnear) <= mini(lfarP,ray_tfar); #else const avxf lclipMinX = (node->lower_x[i] - org.x) * rdir.x; const avxf lclipMinY = (node->lower_y[i] - org.y) * rdir.y; const avxf lclipMinZ = (node->lower_z[i] - org.z) * rdir.z; const avxf lclipMaxX = (node->upper_x[i] - org.x) * rdir.x; const avxf lclipMaxY = (node->upper_y[i] - org.y) * rdir.y; const avxf lclipMaxZ = (node->upper_z[i] - org.z) * rdir.z; const avxf lnearP = max(max(min(lclipMinX, lclipMaxX), min(lclipMinY, lclipMaxY)), min(lclipMinZ, lclipMaxZ)); const avxf lfarP = min(min(max(lclipMinX, lclipMaxX), max(lclipMinY, lclipMaxY)), max(lclipMinZ, lclipMaxZ)); const avxb lhit = max(lnearP,ray_tnear) <= min(lfarP,ray_tfar); #endif /* if we hit the child we choose to continue with that child if it is closer than the current next child, or we push it onto the stack */ if (likely(any(lhit))) { assert(sptr_node < stackEnd); assert(child != BVH4i::emptyNode); const avxf childDist = select(lhit,lnearP,inf); sptr_node++; sptr_near++; /* push cur node onto stack and continue with hit child */ if (any(childDist < curDist)) { *(sptr_node-1) = curNode; *(sptr_near-1) = curDist; curDist = childDist; curNode = child; } /* push hit child onto stack */ else { *(sptr_node-1) = child; *(sptr_near-1) = childDist; } } } } /* return if stack is empty */ if (unlikely(curNode == BVH4i::invalidNode)) { assert(sptr_node == stack_node); break; } /* intersect leaf */ const avxb valid_leaf = ray_tfar > curDist; STAT3(shadow.trav_leaves,1,popcnt(valid_leaf),8); size_t items; const Triangle* prim = (Triangle*) curNode.leaf(accel,items); terminated |= TriangleIntersector8::occluded(!terminated,ray,prim,items,bvh->geometry); if (all(terminated)) break; ray_tfar = select(terminated,avxf(neg_inf),ray_tfar); } store8i(valid & terminated,&ray.geomID,0); AVX_ZERO_UPPER(); }
void BVH8Intersector8Hybrid<PrimitiveIntersector8>::occluded(bool8* valid_i, BVH8* bvh, Ray8& ray) { /* load ray */ const bool8 valid = *valid_i; bool8 terminated = !valid; Vec3f8 ray_org = ray.org, ray_dir = ray.dir; float8 ray_tnear = ray.tnear, ray_tfar = ray.tfar; const Vec3f8 rdir = rcp_safe(ray_dir); const Vec3f8 org(ray_org), org_rdir = org * rdir; ray_tnear = select(valid,ray_tnear,float8(pos_inf)); ray_tfar = select(valid,ray_tfar ,float8(neg_inf)); const float8 inf = float8(pos_inf); Precalculations pre(valid,ray); /* compute near/far per ray */ Vec3i8 nearXYZ; nearXYZ.x = select(rdir.x >= 0.0f,int8(0*(int)sizeof(float8)),int8(1*(int)sizeof(float8))); nearXYZ.y = select(rdir.y >= 0.0f,int8(2*(int)sizeof(float8)),int8(3*(int)sizeof(float8))); nearXYZ.z = select(rdir.z >= 0.0f,int8(4*(int)sizeof(float8)),int8(5*(int)sizeof(float8))); /* allocate stack and push root node */ float8 stack_near[stackSizeChunk]; NodeRef stack_node[stackSizeChunk]; stack_node[0] = BVH8::invalidNode; stack_near[0] = inf; stack_node[1] = bvh->root; stack_near[1] = ray_tnear; NodeRef* stackEnd = stack_node+stackSizeChunk; NodeRef* __restrict__ sptr_node = stack_node + 2; float8* __restrict__ sptr_near = stack_near + 2; while (1) { /* pop next node from stack */ assert(sptr_node > stack_node); sptr_node--; sptr_near--; NodeRef cur = *sptr_node; if (unlikely(cur == BVH8::invalidNode)) { assert(sptr_node == stack_node); break; } /* cull node if behind closest hit point */ float8 curDist = *sptr_near; const bool8 active = curDist < ray_tfar; if (unlikely(none(active))) continue; /* switch to single ray traversal */ #if !defined(__WIN32__) || defined(__X86_64__) size_t bits = movemask(active); if (unlikely(__popcnt(bits) <= SWITCH_THRESHOLD)) { for (size_t i=__bsf(bits); bits!=0; bits=__btc(bits,i), i=__bsf(bits)) { if (occluded1(bvh,cur,i,pre,ray,ray_org,ray_dir,rdir,ray_tnear,ray_tfar,nearXYZ)) terminated[i] = -1; } if (all(terminated)) break; ray_tfar = select(terminated,float8(neg_inf),ray_tfar); continue; } #endif while (1) { /* test if this is a leaf node */ if (unlikely(cur.isLeaf())) break; const bool8 valid_node = ray_tfar > curDist; STAT3(shadow.trav_nodes,1,popcnt(valid_node),8); const Node* __restrict__ const node = (Node*)cur.node(); /* pop of next node */ assert(sptr_node > stack_node); sptr_node--; sptr_near--; cur = *sptr_node; curDist = *sptr_near; for (unsigned i=0; i<BVH8::N; i++) { const NodeRef child = node->children[i]; if (unlikely(child == BVH8::emptyNode)) break; #if defined(__AVX2__) const float8 lclipMinX = msub(node->lower_x[i],rdir.x,org_rdir.x); const float8 lclipMinY = msub(node->lower_y[i],rdir.y,org_rdir.y); const float8 lclipMinZ = msub(node->lower_z[i],rdir.z,org_rdir.z); const float8 lclipMaxX = msub(node->upper_x[i],rdir.x,org_rdir.x); const float8 lclipMaxY = msub(node->upper_y[i],rdir.y,org_rdir.y); const float8 lclipMaxZ = msub(node->upper_z[i],rdir.z,org_rdir.z); const float8 lnearP = maxi(maxi(mini(lclipMinX, lclipMaxX), mini(lclipMinY, lclipMaxY)), mini(lclipMinZ, lclipMaxZ)); const float8 lfarP = mini(mini(maxi(lclipMinX, lclipMaxX), maxi(lclipMinY, lclipMaxY)), maxi(lclipMinZ, lclipMaxZ)); const bool8 lhit = maxi(lnearP,ray_tnear) <= mini(lfarP,ray_tfar); #else const float8 lclipMinX = (node->lower_x[i] - org.x) * rdir.x; const float8 lclipMinY = (node->lower_y[i] - org.y) * rdir.y; const float8 lclipMinZ = (node->lower_z[i] - org.z) * rdir.z; const float8 lclipMaxX = (node->upper_x[i] - org.x) * rdir.x; const float8 lclipMaxY = (node->upper_y[i] - org.y) * rdir.y; const float8 lclipMaxZ = (node->upper_z[i] - org.z) * rdir.z; const float8 lnearP = max(max(min(lclipMinX, lclipMaxX), min(lclipMinY, lclipMaxY)), min(lclipMinZ, lclipMaxZ)); const float8 lfarP = min(min(max(lclipMinX, lclipMaxX), max(lclipMinY, lclipMaxY)), max(lclipMinZ, lclipMaxZ)); const bool8 lhit = max(lnearP,ray_tnear) <= min(lfarP,ray_tfar); #endif /* if we hit the child we choose to continue with that child if it is closer than the current next child, or we push it onto the stack */ if (likely(any(lhit))) { assert(sptr_node < stackEnd); assert(child != BVH8::emptyNode); const float8 childDist = select(lhit,lnearP,inf); sptr_node++; sptr_near++; /* push cur node onto stack and continue with hit child */ if (any(childDist < curDist)) { *(sptr_node-1) = cur; *(sptr_near-1) = curDist; curDist = childDist; cur = child; } /* push hit child onto stack */ else { *(sptr_node-1) = child; *(sptr_near-1) = childDist; } } } } /* return if stack is empty */ if (unlikely(cur == BVH8::invalidNode)) { assert(sptr_node == stack_node); break; } /* intersect leaf */ assert(cur != BVH8::emptyNode); const bool8 valid_leaf = ray_tfar > curDist; STAT3(shadow.trav_leaves,1,popcnt(valid_leaf),8); size_t items; const Triangle* prim = (Triangle*) cur.leaf(items); terminated |= PrimitiveIntersector8::occluded(!terminated,pre,ray,prim,items,bvh->scene); if (all(terminated)) break; ray_tfar = select(terminated,float8(neg_inf),ray_tfar); } store8i(valid & terminated,&ray.geomID,0); AVX_ZERO_UPPER(); }