BVHNode* BVHBuild::run() { BVHRange root; /* add references */ add_references(root); if(progress.get_cancel()) return NULL; /* init spatial splits */ if(params.top_level) /* todo: get rid of this */ params.use_spatial_split = false; spatial_min_overlap = root.bounds().safe_area() * params.spatial_split_alpha; spatial_right_bounds.clear(); spatial_right_bounds.resize(max(root.size(), (int)BVHParams::NUM_SPATIAL_BINS) - 1); /* init progress updates */ progress_start_time = time_dt(); progress_count = 0; progress_total = references.size(); progress_original_total = progress_total; prim_type.resize(references.size()); prim_index.resize(references.size()); prim_object.resize(references.size()); /* build recursively */ BVHNode *rootnode; if(params.use_spatial_split) { /* singlethreaded spatial split build */ rootnode = build_node(root, 0); } else { /* multithreaded binning build */ BVHObjectBinning rootbin(root, (references.size())? &references[0]: NULL); rootnode = build_node(rootbin, 0); task_pool.wait_work(); } /* delete if we canceled */ if(rootnode) { if(progress.get_cancel()) { rootnode->deleteSubtree(); rootnode = NULL; } else if(!params.use_spatial_split) { /*rotate(rootnode, 4, 5);*/ rootnode->update_visibility(); } } return rootnode; }
BVHNode* BVHBuild::run() { BVHRange root; /* add references */ add_references(root); if(progress.get_cancel()) return NULL; /* init spatial splits */ if(params.top_level) { /* NOTE: Technically it is supported by the builder but it's not really * optimized for speed yet and not really clear yet if it has measurable * improvement on render time. Needs some extra investigation before * enabling spatial split for top level BVH. */ params.use_spatial_split = false; } spatial_min_overlap = root.bounds().safe_area() * params.spatial_split_alpha; if(params.use_spatial_split) { /* NOTE: The API here tries to be as much ready for multi-threaded build * as possible, but at the same time it tries not to introduce any * changes in behavior for until all refactoring needed for threading is * finished. * * So we currently allocate single storage for now, which is only used by * the only thread working on the spatial BVH build. */ spatial_storage.resize(TaskScheduler::num_threads() + 1); size_t num_bins = max(root.size(), (int)BVHParams::NUM_SPATIAL_BINS) - 1; foreach(BVHSpatialStorage &storage, spatial_storage) { storage.right_bounds.clear(); } spatial_storage[0].right_bounds.resize(num_bins); }
BVHSpatialSplit::BVHSpatialSplit(const BVHBuild& builder, BVHSpatialStorage *storage, const BVHRange& range, vector<BVHReference> *references, float nodeSAH) : sah(FLT_MAX), dim(0), pos(0.0f), storage_(storage), references_(references) { /* initialize bins. */ float3 origin = range.bounds().min; float3 binSize = (range.bounds().max - origin) * (1.0f / (float)BVHParams::NUM_SPATIAL_BINS); float3 invBinSize = 1.0f / binSize; for(int dim = 0; dim < 3; dim++) { for(int i = 0; i < BVHParams::NUM_SPATIAL_BINS; i++) { BVHSpatialBin& bin = storage_->bins[dim][i]; bin.bounds = BoundBox::empty; bin.enter = 0; bin.exit = 0; } } /* chop references into bins. */ for(unsigned int refIdx = range.start(); refIdx < range.end(); refIdx++) { const BVHReference& ref = references_->at(refIdx); float3 firstBinf = (ref.bounds().min - origin) * invBinSize; float3 lastBinf = (ref.bounds().max - origin) * invBinSize; int3 firstBin = make_int3((int)firstBinf.x, (int)firstBinf.y, (int)firstBinf.z); int3 lastBin = make_int3((int)lastBinf.x, (int)lastBinf.y, (int)lastBinf.z); firstBin = clamp(firstBin, 0, BVHParams::NUM_SPATIAL_BINS - 1); lastBin = clamp(lastBin, firstBin, BVHParams::NUM_SPATIAL_BINS - 1); for(int dim = 0; dim < 3; dim++) { BVHReference currRef = ref; for(int i = firstBin[dim]; i < lastBin[dim]; i++) { BVHReference leftRef, rightRef; split_reference(builder, leftRef, rightRef, currRef, dim, origin[dim] + binSize[dim] * (float)(i + 1)); storage_->bins[dim][i].bounds.grow(leftRef.bounds()); currRef = rightRef; } storage_->bins[dim][lastBin[dim]].bounds.grow(currRef.bounds()); storage_->bins[dim][firstBin[dim]].enter++; storage_->bins[dim][lastBin[dim]].exit++; } } /* select best split plane. */ for(int dim = 0; dim < 3; dim++) { /* sweep right to left and determine bounds. */ BoundBox right_bounds = BoundBox::empty; storage_->right_bounds.resize(BVHParams::NUM_SPATIAL_BINS); for(int i = BVHParams::NUM_SPATIAL_BINS - 1; i > 0; i--) { right_bounds.grow(storage_->bins[dim][i].bounds); storage_->right_bounds[i - 1] = right_bounds; } /* sweep left to right and select lowest SAH. */ BoundBox left_bounds = BoundBox::empty; int leftNum = 0; int rightNum = range.size(); for(int i = 1; i < BVHParams::NUM_SPATIAL_BINS; i++) { left_bounds.grow(storage_->bins[dim][i - 1].bounds); leftNum += storage_->bins[dim][i - 1].enter; rightNum -= storage_->bins[dim][i - 1].exit; float sah = nodeSAH + left_bounds.safe_area() * builder.params.primitive_cost(leftNum) + storage_->right_bounds[i - 1].safe_area() * builder.params.primitive_cost(rightNum); if(sah < this->sah) { this->sah = sah; this->dim = dim; this->pos = origin[dim] + binSize[dim] * (float)i; } } } }