// Copyright 2009-2020 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "catmullclark_patch.h" #include "bezier_patch.h" #include "bezier_curve.h" #include "catmullclark_coefficients.h" namespace embree { template class __aligned(64) GregoryPatchT { typedef CatmullClarkPatchT CatmullClarkPatch; typedef GeneralCatmullClarkPatchT GeneralCatmullClarkPatch; typedef CatmullClark1RingT CatmullClark1Ring; typedef BezierCurveT BezierCurve; public: Vertex v[4][4]; Vertex f[2][2]; __forceinline GregoryPatchT() {} __forceinline GregoryPatchT(const CatmullClarkPatch& patch) { init(patch); } __forceinline GregoryPatchT(const CatmullClarkPatch& patch, const BezierCurve* border0, const BezierCurve* border1, const BezierCurve* border2, const BezierCurve* border3) { init_crackfix(patch,border0,border1,border2,border3); } __forceinline GregoryPatchT (const HalfEdge* edge, const char* vertices, size_t stride) { init(CatmullClarkPatch(edge,vertices,stride)); } __forceinline Vertex& p0() { return v[0][0]; } __forceinline Vertex& p1() { return v[0][3]; } __forceinline Vertex& p2() { return v[3][3]; } __forceinline Vertex& p3() { return v[3][0]; } __forceinline Vertex& e0_p() { return v[0][1]; } __forceinline Vertex& e0_m() { return v[1][0]; } __forceinline Vertex& e1_p() { return v[1][3]; } __forceinline Vertex& e1_m() { return v[0][2]; } __forceinline Vertex& e2_p() { return v[3][2]; } __forceinline Vertex& e2_m() { return v[2][3]; } __forceinline Vertex& e3_p() { return v[2][0]; } __forceinline Vertex& e3_m() { return v[3][1]; } __forceinline Vertex& f0_p() { return v[1][1]; } __forceinline Vertex& f1_p() { return v[1][2]; } __forceinline Vertex& f2_p() { return v[2][2]; } __forceinline Vertex& f3_p() { return v[2][1]; } __forceinline Vertex& f0_m() { return f[0][0]; } __forceinline Vertex& f1_m() { return f[0][1]; } __forceinline Vertex& f2_m() { return f[1][1]; } __forceinline Vertex& f3_m() { return f[1][0]; } __forceinline const Vertex& p0() const { return v[0][0]; } __forceinline const Vertex& p1() const { return v[0][3]; } __forceinline const Vertex& p2() const { return v[3][3]; } __forceinline const Vertex& p3() const { return v[3][0]; } __forceinline const Vertex& e0_p() const { return v[0][1]; } __forceinline const Vertex& e0_m() const { return v[1][0]; } __forceinline const Vertex& e1_p() const { return v[1][3]; } __forceinline const Vertex& e1_m() const { return v[0][2]; } __forceinline const Vertex& e2_p() const { return v[3][2]; } __forceinline const Vertex& e2_m() const { return v[2][3]; } __forceinline const Vertex& e3_p() const { return v[2][0]; } __forceinline const Vertex& e3_m() const { return v[3][1]; } __forceinline const Vertex& f0_p() const { return v[1][1]; } __forceinline const Vertex& f1_p() const { return v[1][2]; } __forceinline const Vertex& f2_p() const { return v[2][2]; } __forceinline const Vertex& f3_p() const { return v[2][1]; } __forceinline const Vertex& f0_m() const { return f[0][0]; } __forceinline const Vertex& f1_m() const { return f[0][1]; } __forceinline const Vertex& f2_m() const { return f[1][1]; } __forceinline const Vertex& f3_m() const { return f[1][0]; } __forceinline Vertex initCornerVertex(const CatmullClarkPatch& irreg_patch, const size_t index) { return irreg_patch.ring[index].getLimitVertex(); } __forceinline Vertex initPositiveEdgeVertex(const CatmullClarkPatch& irreg_patch, const size_t index, const Vertex& p_vtx) { return madd(1.0f/3.0f,irreg_patch.ring[index].getLimitTangent(),p_vtx); } __forceinline Vertex initNegativeEdgeVertex(const CatmullClarkPatch& irreg_patch, const size_t index, const Vertex& p_vtx) { return madd(1.0f/3.0f,irreg_patch.ring[index].getSecondLimitTangent(),p_vtx); } __forceinline Vertex initPositiveEdgeVertex2(const CatmullClarkPatch& irreg_patch, const size_t index, const Vertex& p_vtx) { CatmullClark1Ring3fa r0,r1,r2; irreg_patch.ring[index].subdivide(r0); r0.subdivide(r1); r1.subdivide(r2); return madd(8.0f/3.0f,r2.getLimitTangent(),p_vtx); } __forceinline Vertex initNegativeEdgeVertex2(const CatmullClarkPatch& irreg_patch, const size_t index, const Vertex& p_vtx) { CatmullClark1Ring3fa r0,r1,r2; irreg_patch.ring[index].subdivide(r0); r0.subdivide(r1); r1.subdivide(r2); return madd(8.0f/3.0f,r2.getSecondLimitTangent(),p_vtx); } void initFaceVertex(const CatmullClarkPatch& irreg_patch, const size_t index, const Vertex& p_vtx, const Vertex& e0_p_vtx, const Vertex& e1_m_vtx, const unsigned int face_valence_p1, const Vertex& e0_m_vtx, const Vertex& e3_p_vtx, const unsigned int face_valence_p3, Vertex& f_p_vtx, Vertex& f_m_vtx) { const unsigned int face_valence = irreg_patch.ring[index].face_valence; const unsigned int edge_valence = irreg_patch.ring[index].edge_valence; const unsigned int border_index = irreg_patch.ring[index].border_index; const Vertex& vtx = irreg_patch.ring[index].vtx; const Vertex e_i = irreg_patch.ring[index].getEdgeCenter(0); const Vertex c_i_m_1 = irreg_patch.ring[index].getQuadCenter(0); const Vertex e_i_m_1 = irreg_patch.ring[index].getEdgeCenter(1); Vertex c_i, e_i_p_1; const bool hasHardEdge0 = std::isinf(irreg_patch.ring[index].vertex_crease_weight) && std::isinf(irreg_patch.ring[index].crease_weight[0]); if (unlikely((border_index == edge_valence-2) || hasHardEdge0)) { /* mirror quad center and edge mid-point */ c_i = madd(2.0f, e_i - c_i_m_1, c_i_m_1); e_i_p_1 = madd(2.0f, vtx - e_i_m_1, e_i_m_1); } else { c_i = irreg_patch.ring[index].getQuadCenter( face_valence-1 ); e_i_p_1 = irreg_patch.ring[index].getEdgeCenter( face_valence-1 ); } Vertex c_i_m_2, e_i_m_2; const bool hasHardEdge1 = std::isinf(irreg_patch.ring[index].vertex_crease_weight) && std::isinf(irreg_patch.ring[index].crease_weight[1]); if (unlikely(border_index == 2 || hasHardEdge1)) { /* mirror quad center and edge mid-point */ c_i_m_2 = madd(2.0f, e_i_m_1 - c_i_m_1, c_i_m_1); e_i_m_2 = madd(2.0f, vtx - e_i, + e_i); } else { c_i_m_2 = irreg_patch.ring[index].getQuadCenter( 1 ); e_i_m_2 = irreg_patch.ring[index].getEdgeCenter( 2 ); } const float d = 3.0f; //const float c = cosf(2.0f*M_PI/(float)face_valence); //const float c_e_p = cosf(2.0f*M_PI/(float)face_valence_p1); //const float c_e_m = cosf(2.0f*M_PI/(float)face_valence_p3); const float c = CatmullClarkPrecomputedCoefficients::table.cos_2PI_div_n(face_valence); const float c_e_p = CatmullClarkPrecomputedCoefficients::table.cos_2PI_div_n(face_valence_p1); const float c_e_m = CatmullClarkPrecomputedCoefficients::table.cos_2PI_div_n(face_valence_p3); const Vertex r_e_p = 1.0f/3.0f * (e_i_m_1 - e_i_p_1) + 2.0f/3.0f * (c_i_m_1 - c_i); const Vertex r_e_m = 1.0f/3.0f * (e_i - e_i_m_2) + 2.0f/3.0f * (c_i_m_1 - c_i_m_2); f_p_vtx = 1.0f / d * (c_e_p * p_vtx + (d - 2.0f*c - c_e_p) * e0_p_vtx + 2.0f*c* e1_m_vtx + r_e_p); f_m_vtx = 1.0f / d * (c_e_m * p_vtx + (d - 2.0f*c - c_e_m) * e0_m_vtx + 2.0f*c* e3_p_vtx + r_e_m); } __noinline void init(const CatmullClarkPatch& patch) { assert( patch.ring[0].hasValidPositions() ); assert( patch.ring[1].hasValidPositions() ); assert( patch.ring[2].hasValidPositions() ); assert( patch.ring[3].hasValidPositions() ); p0() = initCornerVertex(patch,0); p1() = initCornerVertex(patch,1); p2() = initCornerVertex(patch,2); p3() = initCornerVertex(patch,3); e0_p() = initPositiveEdgeVertex(patch,0, p0()); e1_p() = initPositiveEdgeVertex(patch,1, p1()); e2_p() = initPositiveEdgeVertex(patch,2, p2()); e3_p() = initPositiveEdgeVertex(patch,3, p3()); e0_m() = initNegativeEdgeVertex(patch,0, p0()); e1_m() = initNegativeEdgeVertex(patch,1, p1()); e2_m() = initNegativeEdgeVertex(patch,2, p2()); e3_m() = initNegativeEdgeVertex(patch,3, p3()); const unsigned int face_valence_p0 = patch.ring[0].face_valence; const unsigned int face_valence_p1 = patch.ring[1].face_valence; const unsigned int face_valence_p2 = patch.ring[2].face_valence; const unsigned int face_valence_p3 = patch.ring[3].face_valence; initFaceVertex(patch,0,p0(),e0_p(),e1_m(),face_valence_p1,e0_m(),e3_p(),face_valence_p3,f0_p(),f0_m() ); initFaceVertex(patch,1,p1(),e1_p(),e2_m(),face_valence_p2,e1_m(),e0_p(),face_valence_p0,f1_p(),f1_m() ); initFaceVertex(patch,2,p2(),e2_p(),e3_m(),face_valence_p3,e2_m(),e1_p(),face_valence_p1,f2_p(),f2_m() ); initFaceVertex(patch,3,p3(),e3_p(),e0_m(),face_valence_p0,e3_m(),e2_p(),face_valence_p3,f3_p(),f3_m() ); } __noinline void init_crackfix(const CatmullClarkPatch& patch, const BezierCurve* border0, const BezierCurve* border1, const BezierCurve* border2, const BezierCurve* border3) { assert( patch.ring[0].hasValidPositions() ); assert( patch.ring[1].hasValidPositions() ); assert( patch.ring[2].hasValidPositions() ); assert( patch.ring[3].hasValidPositions() ); p0() = initCornerVertex(patch,0); p1() = initCornerVertex(patch,1); p2() = initCornerVertex(patch,2); p3() = initCornerVertex(patch,3); e0_p() = initPositiveEdgeVertex(patch,0, p0()); e1_p() = initPositiveEdgeVertex(patch,1, p1()); e2_p() = initPositiveEdgeVertex(patch,2, p2()); e3_p() = initPositiveEdgeVertex(patch,3, p3()); e0_m() = initNegativeEdgeVertex(patch,0, p0()); e1_m() = initNegativeEdgeVertex(patch,1, p1()); e2_m() = initNegativeEdgeVertex(patch,2, p2()); e3_m() = initNegativeEdgeVertex(patch,3, p3()); if (unlikely(border0 != nullptr)) { p0() = border0->v0; e0_p() = border0->v1; e1_m() = border0->v2; p1() = border0->v3; } if (unlikely(border1 != nullptr)) { p1() = border1->v0; e1_p() = border1->v1; e2_m() = border1->v2; p2() = border1->v3; } if (unlikely(border2 != nullptr)) { p2() = border2->v0; e2_p() = border2->v1; e3_m() = border2->v2; p3() = border2->v3; } if (unlikely(border3 != nullptr)) { p3() = border3->v0; e3_p() = border3->v1; e0_m() = border3->v2; p0() = border3->v3; } const unsigned int face_valence_p0 = patch.ring[0].face_valence; const unsigned int face_valence_p1 = patch.ring[1].face_valence; const unsigned int face_valence_p2 = patch.ring[2].face_valence; const unsigned int face_valence_p3 = patch.ring[3].face_valence; initFaceVertex(patch,0,p0(),e0_p(),e1_m(),face_valence_p1,e0_m(),e3_p(),face_valence_p3,f0_p(),f0_m() ); initFaceVertex(patch,1,p1(),e1_p(),e2_m(),face_valence_p2,e1_m(),e0_p(),face_valence_p0,f1_p(),f1_m() ); initFaceVertex(patch,2,p2(),e2_p(),e3_m(),face_valence_p3,e2_m(),e1_p(),face_valence_p1,f2_p(),f2_m() ); initFaceVertex(patch,3,p3(),e3_p(),e0_m(),face_valence_p0,e3_m(),e2_p(),face_valence_p3,f3_p(),f3_m() ); } void computeGregoryPatchFacePoints(const unsigned int face_valence, const Vertex& r_e_p, const Vertex& r_e_m, const Vertex& p_vtx, const Vertex& e0_p_vtx, const Vertex& e1_m_vtx, const unsigned int face_valence_p1, const Vertex& e0_m_vtx, const Vertex& e3_p_vtx, const unsigned int face_valence_p3, Vertex& f_p_vtx, Vertex& f_m_vtx, const float d = 3.0f) { //const float c = cosf(2.0*M_PI/(float)face_valence); //const float c_e_p = cosf(2.0*M_PI/(float)face_valence_p1); //const float c_e_m = cosf(2.0*M_PI/(float)face_valence_p3); const float c = CatmullClarkPrecomputedCoefficients::table.cos_2PI_div_n(face_valence); const float c_e_p = CatmullClarkPrecomputedCoefficients::table.cos_2PI_div_n(face_valence_p1); const float c_e_m = CatmullClarkPrecomputedCoefficients::table.cos_2PI_div_n(face_valence_p3); f_p_vtx = 1.0f / d * (c_e_p * p_vtx + (d - 2.0f*c - c_e_p) * e0_p_vtx + 2.0f*c* e1_m_vtx + r_e_p); f_m_vtx = 1.0f / d * (c_e_m * p_vtx + (d - 2.0f*c - c_e_m) * e0_m_vtx + 2.0f*c* e3_p_vtx + r_e_m); f_p_vtx = 1.0f / d * (c_e_p * p_vtx + (d - 2.0f*c - c_e_p) * e0_p_vtx + 2.0f*c* e1_m_vtx + r_e_p); f_m_vtx = 1.0f / d * (c_e_m * p_vtx + (d - 2.0f*c - c_e_m) * e0_m_vtx + 2.0f*c* e3_p_vtx + r_e_m); } __noinline void init(const GeneralCatmullClarkPatch& patch) { assert(patch.size() == 4); #if 0 CatmullClarkPatch qpatch; patch.init(qpatch); init(qpatch); #else const float face_valence_p0 = patch.ring[0].face_valence; const float face_valence_p1 = patch.ring[1].face_valence; const float face_valence_p2 = patch.ring[2].face_valence; const float face_valence_p3 = patch.ring[3].face_valence; Vertex p0_r_p, p0_r_m; patch.ring[0].computeGregoryPatchEdgePoints( p0(), e0_p(), e0_m(), p0_r_p, p0_r_m ); Vertex p1_r_p, p1_r_m; patch.ring[1].computeGregoryPatchEdgePoints( p1(), e1_p(), e1_m(), p1_r_p, p1_r_m ); Vertex p2_r_p, p2_r_m; patch.ring[2].computeGregoryPatchEdgePoints( p2(), e2_p(), e2_m(), p2_r_p, p2_r_m ); Vertex p3_r_p, p3_r_m; patch.ring[3].computeGregoryPatchEdgePoints( p3(), e3_p(), e3_m(), p3_r_p, p3_r_m ); computeGregoryPatchFacePoints(face_valence_p0, p0_r_p, p0_r_m, p0(), e0_p(), e1_m(), face_valence_p1, e0_m(), e3_p(), face_valence_p3, f0_p(), f0_m() ); computeGregoryPatchFacePoints(face_valence_p1, p1_r_p, p1_r_m, p1(), e1_p(), e2_m(), face_valence_p2, e1_m(), e0_p(), face_valence_p0, f1_p(), f1_m() ); computeGregoryPatchFacePoints(face_valence_p2, p2_r_p, p2_r_m, p2(), e2_p(), e3_m(), face_valence_p3, e2_m(), e1_p(), face_valence_p1, f2_p(), f2_m() ); computeGregoryPatchFacePoints(face_valence_p3, p3_r_p, p3_r_m, p3(), e3_p(), e0_m(), face_valence_p0, e3_m(), e2_p(), face_valence_p3, f3_p(), f3_m() ); #endif } __forceinline void convert_to_bezier() { f0_p() = (f0_p() + f0_m()) * 0.5f; f1_p() = (f1_p() + f1_m()) * 0.5f; f2_p() = (f2_p() + f2_m()) * 0.5f; f3_p() = (f3_p() + f3_m()) * 0.5f; f0_m() = Vertex( zero ); f1_m() = Vertex( zero ); f2_m() = Vertex( zero ); f3_m() = Vertex( zero ); } static __forceinline void computeInnerVertices(const Vertex matrix[4][4], const Vertex f_m[2][2], const float uu, const float vv, Vertex_t& matrix_11, Vertex_t& matrix_12, Vertex_t& matrix_22, Vertex_t& matrix_21) { if (unlikely(uu == 0.0f || uu == 1.0f || vv == 0.0f || vv == 1.0f)) { matrix_11 = matrix[1][1]; matrix_12 = matrix[1][2]; matrix_22 = matrix[2][2]; matrix_21 = matrix[2][1]; } else { const Vertex_t f0_p = matrix[1][1]; const Vertex_t f1_p = matrix[1][2]; const Vertex_t f2_p = matrix[2][2]; const Vertex_t f3_p = matrix[2][1]; const Vertex_t f0_m = f_m[0][0]; const Vertex_t f1_m = f_m[0][1]; const Vertex_t f2_m = f_m[1][1]; const Vertex_t f3_m = f_m[1][0]; matrix_11 = ( uu * f0_p + vv * f0_m)*rcp(uu+vv); matrix_12 = ((1.0f-uu) * f1_m + vv * f1_p)*rcp(1.0f-uu+vv); matrix_22 = ((1.0f-uu) * f2_p + (1.0f-vv) * f2_m)*rcp(2.0f-uu-vv); matrix_21 = ( uu * f3_m + (1.0f-vv) * f3_p)*rcp(1.0f+uu-vv); } } template static __forceinline void computeInnerVertices(const Vertex v[4][4], const Vertex f[2][2], size_t i, const vfloat& uu, const vfloat& vv, vfloat& matrix_11, vfloat& matrix_12, vfloat& matrix_22, vfloat& matrix_21) { const auto m_border = (uu == 0.0f) | (uu == 1.0f) | (vv == 0.0f) | (vv == 1.0f); const vfloat f0_p = v[1][1][i]; const vfloat f1_p = v[1][2][i]; const vfloat f2_p = v[2][2][i]; const vfloat f3_p = v[2][1][i]; const vfloat f0_m = f[0][0][i]; const vfloat f1_m = f[0][1][i]; const vfloat f2_m = f[1][1][i]; const vfloat f3_m = f[1][0][i]; const vfloat one_minus_uu = vfloat(1.0f) - uu; const vfloat one_minus_vv = vfloat(1.0f) - vv; const vfloat f0_i = ( uu * f0_p + vv * f0_m) * rcp(uu+vv); const vfloat f1_i = (one_minus_uu * f1_m + vv * f1_p) * rcp(one_minus_uu+vv); const vfloat f2_i = (one_minus_uu * f2_p + one_minus_vv * f2_m) * rcp(one_minus_uu+one_minus_vv); const vfloat f3_i = ( uu * f3_m + one_minus_vv * f3_p) * rcp(uu+one_minus_vv); matrix_11 = select(m_border,f0_p,f0_i); matrix_12 = select(m_border,f1_p,f1_i); matrix_22 = select(m_border,f2_p,f2_i); matrix_21 = select(m_border,f3_p,f3_i); } static __forceinline Vertex eval(const Vertex matrix[4][4], const Vertex f[2][2], const float& uu, const float& vv) { Vertex_t v_11, v_12, v_22, v_21; computeInnerVertices(matrix,f,uu,vv,v_11, v_12, v_22, v_21); const Vec4 Bu = BezierBasis::eval(uu); const Vec4 Bv = BezierBasis::eval(vv); return madd(Bv.x,madd(Bu.x,matrix[0][0],madd(Bu.y,matrix[0][1],madd(Bu.z,matrix[0][2],Bu.w * matrix[0][3]))), madd(Bv.y,madd(Bu.x,matrix[1][0],madd(Bu.y,v_11 ,madd(Bu.z,v_12 ,Bu.w * matrix[1][3]))), madd(Bv.z,madd(Bu.x,matrix[2][0],madd(Bu.y,v_21 ,madd(Bu.z,v_22 ,Bu.w * matrix[2][3]))), Bv.w*madd(Bu.x,matrix[3][0],madd(Bu.y,matrix[3][1],madd(Bu.z,matrix[3][2],Bu.w * matrix[3][3])))))); } static __forceinline Vertex eval_du(const Vertex matrix[4][4], const Vertex f[2][2], const float uu, const float vv) // approximative derivative { Vertex_t v_11, v_12, v_22, v_21; computeInnerVertices(matrix,f,uu,vv,v_11, v_12, v_22, v_21); const Vec4 Bu = BezierBasis::derivative(uu); const Vec4 Bv = BezierBasis::eval(vv); return madd(Bv.x,madd(Bu.x,matrix[0][0],madd(Bu.y,matrix[0][1],madd(Bu.z,matrix[0][2],Bu.w * matrix[0][3]))), madd(Bv.y,madd(Bu.x,matrix[1][0],madd(Bu.y,v_11 ,madd(Bu.z,v_12 ,Bu.w * matrix[1][3]))), madd(Bv.z,madd(Bu.x,matrix[2][0],madd(Bu.y,v_21 ,madd(Bu.z,v_22 ,Bu.w * matrix[2][3]))), Bv.w*madd(Bu.x,matrix[3][0],madd(Bu.y,matrix[3][1],madd(Bu.z,matrix[3][2],Bu.w * matrix[3][3])))))); } static __forceinline Vertex eval_dv(const Vertex matrix[4][4], const Vertex f[2][2], const float uu, const float vv) // approximative derivative { Vertex_t v_11, v_12, v_22, v_21; computeInnerVertices(matrix,f,uu,vv,v_11, v_12, v_22, v_21); const Vec4 Bu = BezierBasis::eval(uu); const Vec4 Bv = BezierBasis::derivative(vv); return madd(Bv.x,madd(Bu.x,matrix[0][0],madd(Bu.y,matrix[0][1],madd(Bu.z,matrix[0][2],Bu.w * matrix[0][3]))), madd(Bv.y,madd(Bu.x,matrix[1][0],madd(Bu.y,v_11 ,madd(Bu.z,v_12 ,Bu.w * matrix[1][3]))), madd(Bv.z,madd(Bu.x,matrix[2][0],madd(Bu.y,v_21 ,madd(Bu.z,v_22 ,Bu.w * matrix[2][3]))), Bv.w*madd(Bu.x,matrix[3][0],madd(Bu.y,matrix[3][1],madd(Bu.z,matrix[3][2],Bu.w * matrix[3][3])))))); } static __forceinline Vertex eval_dudu(const Vertex matrix[4][4], const Vertex f[2][2], const float uu, const float vv) // approximative derivative { Vertex_t v_11, v_12, v_22, v_21; computeInnerVertices(matrix,f,uu,vv,v_11, v_12, v_22, v_21); const Vec4 Bu = BezierBasis::derivative2(uu); const Vec4 Bv = BezierBasis::eval(vv); return madd(Bv.x,madd(Bu.x,matrix[0][0],madd(Bu.y,matrix[0][1],madd(Bu.z,matrix[0][2],Bu.w * matrix[0][3]))), madd(Bv.y,madd(Bu.x,matrix[1][0],madd(Bu.y,v_11 ,madd(Bu.z,v_12 ,Bu.w * matrix[1][3]))), madd(Bv.z,madd(Bu.x,matrix[2][0],madd(Bu.y,v_21 ,madd(Bu.z,v_22 ,Bu.w * matrix[2][3]))), Bv.w*madd(Bu.x,matrix[3][0],madd(Bu.y,matrix[3][1],madd(Bu.z,matrix[3][2],Bu.w * matrix[3][3])))))); } static __forceinline Vertex eval_dvdv(const Vertex matrix[4][4], const Vertex f[2][2], const float uu, const float vv) // approximative derivative { Vertex_t v_11, v_12, v_22, v_21; computeInnerVertices(matrix,f,uu,vv,v_11, v_12, v_22, v_21); const Vec4 Bu = BezierBasis::eval(uu); const Vec4 Bv = BezierBasis::derivative2(vv); return madd(Bv.x,madd(Bu.x,matrix[0][0],madd(Bu.y,matrix[0][1],madd(Bu.z,matrix[0][2],Bu.w * matrix[0][3]))), madd(Bv.y,madd(Bu.x,matrix[1][0],madd(Bu.y,v_11 ,madd(Bu.z,v_12 ,Bu.w * matrix[1][3]))), madd(Bv.z,madd(Bu.x,matrix[2][0],madd(Bu.y,v_21 ,madd(Bu.z,v_22 ,Bu.w * matrix[2][3]))), Bv.w*madd(Bu.x,matrix[3][0],madd(Bu.y,matrix[3][1],madd(Bu.z,matrix[3][2],Bu.w * matrix[3][3])))))); } static __forceinline Vertex eval_dudv(const Vertex matrix[4][4], const Vertex f[2][2], const float uu, const float vv) // approximative derivative { Vertex_t v_11, v_12, v_22, v_21; computeInnerVertices(matrix,f,uu,vv,v_11, v_12, v_22, v_21); const Vec4 Bu = BezierBasis::derivative(uu); const Vec4 Bv = BezierBasis::derivative(vv); return madd(Bv.x,madd(Bu.x,matrix[0][0],madd(Bu.y,matrix[0][1],madd(Bu.z,matrix[0][2],Bu.w * matrix[0][3]))), madd(Bv.y,madd(Bu.x,matrix[1][0],madd(Bu.y,v_11 ,madd(Bu.z,v_12 ,Bu.w * matrix[1][3]))), madd(Bv.z,madd(Bu.x,matrix[2][0],madd(Bu.y,v_21 ,madd(Bu.z,v_22 ,Bu.w * matrix[2][3]))), Bv.w*madd(Bu.x,matrix[3][0],madd(Bu.y,matrix[3][1],madd(Bu.z,matrix[3][2],Bu.w * matrix[3][3])))))); } __forceinline Vertex eval(const float uu, const float vv) const { return eval(v,f,uu,vv); } __forceinline Vertex eval_du( const float uu, const float vv) const { return eval_du(v,f,uu,vv); } __forceinline Vertex eval_dv( const float uu, const float vv) const { return eval_dv(v,f,uu,vv); } __forceinline Vertex eval_dudu( const float uu, const float vv) const { return eval_dudu(v,f,uu,vv); } __forceinline Vertex eval_dvdv( const float uu, const float vv) const { return eval_dvdv(v,f,uu,vv); } __forceinline Vertex eval_dudv( const float uu, const float vv) const { return eval_dudv(v,f,uu,vv); } static __forceinline Vertex normal(const Vertex matrix[4][4], const Vertex f_m[2][2], const float uu, const float vv) // FIXME: why not using basis functions { /* interpolate inner vertices */ Vertex_t matrix_11, matrix_12, matrix_22, matrix_21; computeInnerVertices(matrix,f_m,uu,vv,matrix_11, matrix_12, matrix_22, matrix_21); /* tangentU */ const Vertex_t col0 = deCasteljau(vv, (Vertex_t)matrix[0][0], (Vertex_t)matrix[1][0], (Vertex_t)matrix[2][0], (Vertex_t)matrix[3][0]); const Vertex_t col1 = deCasteljau(vv, (Vertex_t)matrix[0][1], (Vertex_t)matrix_11 , (Vertex_t)matrix_21 , (Vertex_t)matrix[3][1]); const Vertex_t col2 = deCasteljau(vv, (Vertex_t)matrix[0][2], (Vertex_t)matrix_12 , (Vertex_t)matrix_22 , (Vertex_t)matrix[3][2]); const Vertex_t col3 = deCasteljau(vv, (Vertex_t)matrix[0][3], (Vertex_t)matrix[1][3], (Vertex_t)matrix[2][3], (Vertex_t)matrix[3][3]); const Vertex_t tangentU = deCasteljau_tangent(uu, col0, col1, col2, col3); /* tangentV */ const Vertex_t row0 = deCasteljau(uu, (Vertex_t)matrix[0][0], (Vertex_t)matrix[0][1], (Vertex_t)matrix[0][2], (Vertex_t)matrix[0][3]); const Vertex_t row1 = deCasteljau(uu, (Vertex_t)matrix[1][0], (Vertex_t)matrix_11 , (Vertex_t)matrix_12 , (Vertex_t)matrix[1][3]); const Vertex_t row2 = deCasteljau(uu, (Vertex_t)matrix[2][0], (Vertex_t)matrix_21 , (Vertex_t)matrix_22 , (Vertex_t)matrix[2][3]); const Vertex_t row3 = deCasteljau(uu, (Vertex_t)matrix[3][0], (Vertex_t)matrix[3][1], (Vertex_t)matrix[3][2], (Vertex_t)matrix[3][3]); const Vertex_t tangentV = deCasteljau_tangent(vv, row0, row1, row2, row3); /* normal = tangentU x tangentV */ const Vertex_t n = cross(tangentU,tangentV); return n; } __forceinline Vertex normal( const float uu, const float vv) const { return normal(v,f,uu,vv); } __forceinline void eval(const float u, const float v, Vertex* P, Vertex* dPdu, Vertex* dPdv, Vertex* ddPdudu, Vertex* ddPdvdv, Vertex* ddPdudv, const float dscale = 1.0f) const { if (P) { *P = eval(u,v); } if (dPdu) { assert(dPdu); *dPdu = eval_du(u,v)*dscale; assert(dPdv); *dPdv = eval_dv(u,v)*dscale; } if (ddPdudu) { assert(ddPdudu); *ddPdudu = eval_dudu(u,v)*sqr(dscale); assert(ddPdvdv); *ddPdvdv = eval_dvdv(u,v)*sqr(dscale); assert(ddPdudv); *ddPdudv = eval_dudv(u,v)*sqr(dscale); } } template static __forceinline vfloat eval(const Vertex v[4][4], const Vertex f[2][2], const size_t i, const vfloat& uu, const vfloat& vv, const Vec4& u_n, const Vec4& v_n, vfloat& matrix_11, vfloat& matrix_12, vfloat& matrix_22, vfloat& matrix_21) { const vfloat curve0_x = madd(v_n[0],vfloat(v[0][0][i]),madd(v_n[1],vfloat(v[1][0][i]),madd(v_n[2],vfloat(v[2][0][i]),v_n[3] * vfloat(v[3][0][i])))); const vfloat curve1_x = madd(v_n[0],vfloat(v[0][1][i]),madd(v_n[1],vfloat(matrix_11 ),madd(v_n[2],vfloat(matrix_21 ),v_n[3] * vfloat(v[3][1][i])))); const vfloat curve2_x = madd(v_n[0],vfloat(v[0][2][i]),madd(v_n[1],vfloat(matrix_12 ),madd(v_n[2],vfloat(matrix_22 ),v_n[3] * vfloat(v[3][2][i])))); const vfloat curve3_x = madd(v_n[0],vfloat(v[0][3][i]),madd(v_n[1],vfloat(v[1][3][i]),madd(v_n[2],vfloat(v[2][3][i]),v_n[3] * vfloat(v[3][3][i])))); return madd(u_n[0],curve0_x,madd(u_n[1],curve1_x,madd(u_n[2],curve2_x,u_n[3] * curve3_x))); } template static __forceinline void eval(const Vertex v[4][4], const Vertex f[2][2], const vbool& valid, const vfloat& uu, const vfloat& vv, float* P, float* dPdu, float* dPdv, float* ddPdudu, float* ddPdvdv, float* ddPdudv, const float dscale, const size_t dstride, const size_t N) { if (P) { const Vec4 u_n = BezierBasis::eval(uu); const Vec4 v_n = BezierBasis::eval(vv); for (size_t i=0; i u_n = BezierBasis::derivative(uu); const Vec4 v_n = BezierBasis::eval(vv); for (size_t i=0; i u_n = BezierBasis::eval(uu); const Vec4 v_n = BezierBasis::derivative(vv); for (size_t i=0; i u_n = BezierBasis::derivative2(uu); const Vec4 v_n = BezierBasis::eval(vv); for (size_t i=0; i u_n = BezierBasis::eval(uu); const Vec4 v_n = BezierBasis::derivative2(vv); for (size_t i=0; i u_n = BezierBasis::derivative(uu); const Vec4 v_n = BezierBasis::derivative(vv); for (size_t i=0; i __forceinline void eval(const vbool& valid, const vfloat& uu, const vfloat& vv, float* P, float* dPdu, float* dPdv, float* ddPdudu, float* ddPdvdv, float* ddPdudv, const float dscale, const size_t dstride, const size_t N) const { eval(v,f,valid,uu,vv,P,dPdu,dPdv,ddPdudu,ddPdvdv,ddPdudv,dscale,dstride,N); } template static __forceinline Vec3 eval_t(const Vertex matrix[4][4], const Vec3 f[2][2], const T& uu, const T& vv) { typedef typename T::Bool M; const M m_border = (uu == 0.0f) | (uu == 1.0f) | (vv == 0.0f) | (vv == 1.0f); const Vec3 f0_p = Vec3(matrix[1][1].x,matrix[1][1].y,matrix[1][1].z); const Vec3 f1_p = Vec3(matrix[1][2].x,matrix[1][2].y,matrix[1][2].z); const Vec3 f2_p = Vec3(matrix[2][2].x,matrix[2][2].y,matrix[2][2].z); const Vec3 f3_p = Vec3(matrix[2][1].x,matrix[2][1].y,matrix[2][1].z); const Vec3 f0_m = f[0][0]; const Vec3 f1_m = f[0][1]; const Vec3 f2_m = f[1][1]; const Vec3 f3_m = f[1][0]; const T one_minus_uu = T(1.0f) - uu; const T one_minus_vv = T(1.0f) - vv; const Vec3 f0_i = ( uu * f0_p + vv * f0_m) * rcp(uu+vv); const Vec3 f1_i = (one_minus_uu * f1_m + vv * f1_p) * rcp(one_minus_uu+vv); const Vec3 f2_i = (one_minus_uu * f2_p + one_minus_vv * f2_m) * rcp(one_minus_uu+one_minus_vv); const Vec3 f3_i = ( uu * f3_m + one_minus_vv * f3_p) * rcp(uu+one_minus_vv); const Vec3 F0( select(m_border,f0_p.x,f0_i.x), select(m_border,f0_p.y,f0_i.y), select(m_border,f0_p.z,f0_i.z) ); const Vec3 F1( select(m_border,f1_p.x,f1_i.x), select(m_border,f1_p.y,f1_i.y), select(m_border,f1_p.z,f1_i.z) ); const Vec3 F2( select(m_border,f2_p.x,f2_i.x), select(m_border,f2_p.y,f2_i.y), select(m_border,f2_p.z,f2_i.z) ); const Vec3 F3( select(m_border,f3_p.x,f3_i.x), select(m_border,f3_p.y,f3_i.y), select(m_border,f3_p.z,f3_i.z) ); const T B0_u = one_minus_uu * one_minus_uu * one_minus_uu; const T B0_v = one_minus_vv * one_minus_vv * one_minus_vv; const T B1_u = 3.0f * (one_minus_uu * uu * one_minus_uu); const T B1_v = 3.0f * (one_minus_vv * vv * one_minus_vv); const T B2_u = 3.0f * (uu * one_minus_uu * uu); const T B2_v = 3.0f * (vv * one_minus_vv * vv); const T B3_u = uu * uu * uu; const T B3_v = vv * vv * vv; const T x = madd(B0_v,madd(B0_u,matrix[0][0].x,madd(B1_u,matrix[0][1].x,madd(B2_u,matrix[0][2].x,B3_u * matrix[0][3].x))), madd(B1_v,madd(B0_u,matrix[1][0].x,madd(B1_u,F0.x ,madd(B2_u,F1.x ,B3_u * matrix[1][3].x))), madd(B2_v,madd(B0_u,matrix[2][0].x,madd(B1_u,F3.x ,madd(B2_u,F2.x ,B3_u * matrix[2][3].x))), B3_v*madd(B0_u,matrix[3][0].x,madd(B1_u,matrix[3][1].x,madd(B2_u,matrix[3][2].x,B3_u * matrix[3][3].x)))))); const T y = madd(B0_v,madd(B0_u,matrix[0][0].y,madd(B1_u,matrix[0][1].y,madd(B2_u,matrix[0][2].y,B3_u * matrix[0][3].y))), madd(B1_v,madd(B0_u,matrix[1][0].y,madd(B1_u,F0.y ,madd(B2_u,F1.y ,B3_u * matrix[1][3].y))), madd(B2_v,madd(B0_u,matrix[2][0].y,madd(B1_u,F3.y ,madd(B2_u,F2.y ,B3_u * matrix[2][3].y))), B3_v*madd(B0_u,matrix[3][0].y,madd(B1_u,matrix[3][1].y,madd(B2_u,matrix[3][2].y,B3_u * matrix[3][3].y)))))); const T z = madd(B0_v,madd(B0_u,matrix[0][0].z,madd(B1_u,matrix[0][1].z,madd(B2_u,matrix[0][2].z,B3_u * matrix[0][3].z))), madd(B1_v,madd(B0_u,matrix[1][0].z,madd(B1_u,F0.z ,madd(B2_u,F1.z ,B3_u * matrix[1][3].z))), madd(B2_v,madd(B0_u,matrix[2][0].z,madd(B1_u,F3.z ,madd(B2_u,F2.z ,B3_u * matrix[2][3].z))), B3_v*madd(B0_u,matrix[3][0].z,madd(B1_u,matrix[3][1].z,madd(B2_u,matrix[3][2].z,B3_u * matrix[3][3].z)))))); return Vec3(x,y,z); } template __forceinline Vec3 eval(const T& uu, const T& vv) const { Vec3 ff[2][2]; ff[0][0] = Vec3(f[0][0]); ff[0][1] = Vec3(f[0][1]); ff[1][1] = Vec3(f[1][1]); ff[1][0] = Vec3(f[1][0]); return eval_t(v,ff,uu,vv); } template static __forceinline Vec3 normal_t(const Vertex matrix[4][4], const Vec3 f[2][2], const T& uu, const T& vv) { typedef typename T::Bool M; const Vec3 f0_p = Vec3(matrix[1][1].x,matrix[1][1].y,matrix[1][1].z); const Vec3 f1_p = Vec3(matrix[1][2].x,matrix[1][2].y,matrix[1][2].z); const Vec3 f2_p = Vec3(matrix[2][2].x,matrix[2][2].y,matrix[2][2].z); const Vec3 f3_p = Vec3(matrix[2][1].x,matrix[2][1].y,matrix[2][1].z); const Vec3 f0_m = f[0][0]; const Vec3 f1_m = f[0][1]; const Vec3 f2_m = f[1][1]; const Vec3 f3_m = f[1][0]; const T one_minus_uu = T(1.0f) - uu; const T one_minus_vv = T(1.0f) - vv; const Vec3 f0_i = ( uu * f0_p + vv * f0_m) * rcp(uu+vv); const Vec3 f1_i = (one_minus_uu * f1_m + vv * f1_p) * rcp(one_minus_uu+vv); const Vec3 f2_i = (one_minus_uu * f2_p + one_minus_vv * f2_m) * rcp(one_minus_uu+one_minus_vv); const Vec3 f3_i = ( uu * f3_m + one_minus_vv * f3_p) * rcp(uu+one_minus_vv); #if 1 const M m_corner0 = (uu == 0.0f) & (vv == 0.0f); const M m_corner1 = (uu == 1.0f) & (vv == 0.0f); const M m_corner2 = (uu == 1.0f) & (vv == 1.0f); const M m_corner3 = (uu == 0.0f) & (vv == 1.0f); const Vec3 matrix_11( select(m_corner0,f0_p.x,f0_i.x), select(m_corner0,f0_p.y,f0_i.y), select(m_corner0,f0_p.z,f0_i.z) ); const Vec3 matrix_12( select(m_corner1,f1_p.x,f1_i.x), select(m_corner1,f1_p.y,f1_i.y), select(m_corner1,f1_p.z,f1_i.z) ); const Vec3 matrix_22( select(m_corner2,f2_p.x,f2_i.x), select(m_corner2,f2_p.y,f2_i.y), select(m_corner2,f2_p.z,f2_i.z) ); const Vec3 matrix_21( select(m_corner3,f3_p.x,f3_i.x), select(m_corner3,f3_p.y,f3_i.y), select(m_corner3,f3_p.z,f3_i.z) ); #else const M m_border = (uu == 0.0f) | (uu == 1.0f) | (vv == 0.0f) | (vv == 1.0f); const Vec3 matrix_11( select(m_border,f0_p.x,f0_i.x), select(m_border,f0_p.y,f0_i.y), select(m_border,f0_p.z,f0_i.z) ); const Vec3 matrix_12( select(m_border,f1_p.x,f1_i.x), select(m_border,f1_p.y,f1_i.y), select(m_border,f1_p.z,f1_i.z) ); const Vec3 matrix_22( select(m_border,f2_p.x,f2_i.x), select(m_border,f2_p.y,f2_i.y), select(m_border,f2_p.z,f2_i.z) ); const Vec3 matrix_21( select(m_border,f3_p.x,f3_i.x), select(m_border,f3_p.y,f3_i.y), select(m_border,f3_p.z,f3_i.z) ); #endif const Vec3 matrix_00 = Vec3(matrix[0][0].x,matrix[0][0].y,matrix[0][0].z); const Vec3 matrix_10 = Vec3(matrix[1][0].x,matrix[1][0].y,matrix[1][0].z); const Vec3 matrix_20 = Vec3(matrix[2][0].x,matrix[2][0].y,matrix[2][0].z); const Vec3 matrix_30 = Vec3(matrix[3][0].x,matrix[3][0].y,matrix[3][0].z); const Vec3 matrix_01 = Vec3(matrix[0][1].x,matrix[0][1].y,matrix[0][1].z); const Vec3 matrix_02 = Vec3(matrix[0][2].x,matrix[0][2].y,matrix[0][2].z); const Vec3 matrix_03 = Vec3(matrix[0][3].x,matrix[0][3].y,matrix[0][3].z); const Vec3 matrix_31 = Vec3(matrix[3][1].x,matrix[3][1].y,matrix[3][1].z); const Vec3 matrix_32 = Vec3(matrix[3][2].x,matrix[3][2].y,matrix[3][2].z); const Vec3 matrix_33 = Vec3(matrix[3][3].x,matrix[3][3].y,matrix[3][3].z); const Vec3 matrix_13 = Vec3(matrix[1][3].x,matrix[1][3].y,matrix[1][3].z); const Vec3 matrix_23 = Vec3(matrix[2][3].x,matrix[2][3].y,matrix[2][3].z); /* tangentU */ const Vec3 col0 = deCasteljau(vv, matrix_00, matrix_10, matrix_20, matrix_30); const Vec3 col1 = deCasteljau(vv, matrix_01, matrix_11, matrix_21, matrix_31); const Vec3 col2 = deCasteljau(vv, matrix_02, matrix_12, matrix_22, matrix_32); const Vec3 col3 = deCasteljau(vv, matrix_03, matrix_13, matrix_23, matrix_33); const Vec3 tangentU = deCasteljau_tangent(uu, col0, col1, col2, col3); /* tangentV */ const Vec3 row0 = deCasteljau(uu, matrix_00, matrix_01, matrix_02, matrix_03); const Vec3 row1 = deCasteljau(uu, matrix_10, matrix_11, matrix_12, matrix_13); const Vec3 row2 = deCasteljau(uu, matrix_20, matrix_21, matrix_22, matrix_23); const Vec3 row3 = deCasteljau(uu, matrix_30, matrix_31, matrix_32, matrix_33); const Vec3 tangentV = deCasteljau_tangent(vv, row0, row1, row2, row3); /* normal = tangentU x tangentV */ const Vec3 n = cross(tangentU,tangentV); return n; } template __forceinline Vec3 normal(const T& uu, const T& vv) const { Vec3 ff[2][2]; ff[0][0] = Vec3(f[0][0]); ff[0][1] = Vec3(f[0][1]); ff[1][1] = Vec3(f[1][1]); ff[1][0] = Vec3(f[1][0]); return normal_t(v,ff,uu,vv); } __forceinline BBox bounds() const { const Vertex *const cv = &v[0][0]; BBox bounds (cv[0]); for (size_t i=1; i<16; i++) bounds.extend( cv[i] ); bounds.extend(f[0][0]); bounds.extend(f[1][0]); bounds.extend(f[1][1]); bounds.extend(f[1][1]); return bounds; } friend embree_ostream operator<<(embree_ostream o, const GregoryPatchT& p) { for (size_t y=0; y<4; y++) for (size_t x=0; x<4; x++) o << "v[" << y << "][" << x << "] " << p.v[y][x] << embree_endl; for (size_t y=0; y<2; y++) for (size_t x=0; x<2; x++) o << "f[" << y << "][" << x << "] " << p.f[y][x] << embree_endl; return o; } }; typedef GregoryPatchT GregoryPatch3fa; template __forceinline BezierPatchT::BezierPatchT (const HalfEdge* edge, const char* vertices, size_t stride) { CatmullClarkPatchT patch(edge,vertices,stride); GregoryPatchT gpatch(patch); gpatch.convert_to_bezier(); for (size_t y=0; y<4; y++) for (size_t x=0; x<4; x++) matrix[y][x] = (Vertex_t)gpatch.v[y][x]; } template __forceinline BezierPatchT::BezierPatchT(const CatmullClarkPatchT& patch) { GregoryPatchT gpatch(patch); gpatch.convert_to_bezier(); for (size_t y=0; y<4; y++) for (size_t x=0; x<4; x++) matrix[y][x] = (Vertex_t)gpatch.v[y][x]; } template __forceinline BezierPatchT::BezierPatchT(const CatmullClarkPatchT& patch, const BezierCurveT* border0, const BezierCurveT* border1, const BezierCurveT* border2, const BezierCurveT* border3) { GregoryPatchT gpatch(patch,border0,border1,border2,border3); gpatch.convert_to_bezier(); for (size_t y=0; y<4; y++) for (size_t x=0; x<4; x++) matrix[y][x] = (Vertex_t)gpatch.v[y][x]; } }