// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "curveNi_mb.h" #include "../subdiv/linear_bezier_patch.h" #include "roundline_intersector.h" #include "coneline_intersector.h" #include "curve_intersector_ribbon.h" #include "curve_intersector_oriented.h" #include "curve_intersector_sweep.h" namespace embree { namespace isa { template struct CurveNiMBIntersector1 { typedef CurveNiMB Primitive; typedef Vec3vf Vec3vfM; typedef LinearSpace3LinearSpace3vfM; typedef CurvePrecalculations1 Precalculations; static __forceinline vbool intersect(Ray& ray, const Primitive& prim, vfloat& tNear_o) { const size_t N = prim.N; #if __SYCL_DEVICE_ONLY__ const Vec3f offset = *prim.offset(N); const float scale = *prim.scale(N); #else const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N)); const Vec3fa offset = Vec3fa(offset_scale); const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale)); #endif const Vec3fa org1 = (ray.org-offset)*scale; const Vec3fa dir1 = ray.dir*scale; const LinearSpace3vfM space(vfloat::load(prim.bounds_vx_x(N)), vfloat::load(prim.bounds_vx_y(N)), vfloat::load(prim.bounds_vx_z(N)), vfloat::load(prim.bounds_vy_x(N)), vfloat::load(prim.bounds_vy_y(N)), vfloat::load(prim.bounds_vy_z(N)), vfloat::load(prim.bounds_vz_x(N)), vfloat::load(prim.bounds_vz_y(N)), vfloat::load(prim.bounds_vz_z(N))); const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1)); const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1)); const Vec3vfM rcp_dir2 = rcp_safe(dir2); const vfloat ltime = (ray.time()-prim.time_offset(N))*prim.time_scale(N); const vfloat vx_lower0 = vfloat::load(prim.bounds_vx_lower0(N)); const vfloat vx_lower1 = vfloat::load(prim.bounds_vx_lower1(N)); const vfloat vx_lower = madd(ltime,vx_lower1-vx_lower0,vx_lower0); const vfloat vx_upper0 = vfloat::load(prim.bounds_vx_upper0(N)); const vfloat vx_upper1 = vfloat::load(prim.bounds_vx_upper1(N)); const vfloat vx_upper = madd(ltime,vx_upper1-vx_upper0,vx_upper0); const vfloat vy_lower0 = vfloat::load(prim.bounds_vy_lower0(N)); const vfloat vy_lower1 = vfloat::load(prim.bounds_vy_lower1(N)); const vfloat vy_lower = madd(ltime,vy_lower1-vy_lower0,vy_lower0); const vfloat vy_upper0 = vfloat::load(prim.bounds_vy_upper0(N)); const vfloat vy_upper1 = vfloat::load(prim.bounds_vy_upper1(N)); const vfloat vy_upper = madd(ltime,vy_upper1-vy_upper0,vy_upper0); const vfloat vz_lower0 = vfloat::load(prim.bounds_vz_lower0(N)); const vfloat vz_lower1 = vfloat::load(prim.bounds_vz_lower1(N)); const vfloat vz_lower = madd(ltime,vz_lower1-vz_lower0,vz_lower0); const vfloat vz_upper0 = vfloat::load(prim.bounds_vz_upper0(N)); const vfloat vz_upper1 = vfloat::load(prim.bounds_vz_upper1(N)); const vfloat vz_upper = madd(ltime,vz_upper1-vz_upper0,vz_upper0); const vfloat t_lower_x = (vx_lower-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_upper_x = (vx_upper-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_lower_y = (vy_lower-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_upper_y = (vy_upper-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_lower_z = (vz_lower-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat t_upper_z = (vz_upper-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat round_up (1.0f+3.0f*float(ulp)); const vfloat round_down(1.0f-3.0f*float(ulp)); const vfloat tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat(ray.tnear())); const vfloat tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat(ray.tfar)); tNear_o = tNear; return (vint(step) < vint(prim.N)) & (tNear <= tFar); } template static __forceinline void intersect_t(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()); Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_t(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()); if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } template static __forceinline void intersect_n(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve(context, ray.org, primID,ray.time()); Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_n(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve(context, ray.org, primID,ray.time()); if (Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } template static __forceinline void intersect_h(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()); Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_h(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()); if (Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } template static __forceinline void intersect_hn(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve(context, ray.org, primID,ray.time()); Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_hn(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve(context, ray.org, primID,ray.time()); if (Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } }; template struct CurveNiMBIntersectorK { typedef CurveNiMB Primitive; typedef Vec3vf Vec3vfM; typedef LinearSpace3LinearSpace3vfM; typedef CurvePrecalculationsK Precalculations; static __forceinline vbool intersect(RayK& ray, const size_t k, const Primitive& prim, vfloat& tNear_o) { const size_t N = prim.N; #if __SYCL_DEVICE_ONLY__ const Vec3f offset = *prim.offset(N); const float scale = *prim.scale(N); #else const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N)); const Vec3fa offset = Vec3fa(offset_scale); const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale)); #endif const Vec3fa ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]); const Vec3fa ray_dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]); const Vec3fa org1 = (ray_org-offset)*scale; const Vec3fa dir1 = ray_dir*scale; const LinearSpace3vfM space(vfloat::load(prim.bounds_vx_x(N)), vfloat::load(prim.bounds_vx_y(N)), vfloat::load(prim.bounds_vx_z(N)), vfloat::load(prim.bounds_vy_x(N)), vfloat::load(prim.bounds_vy_y(N)), vfloat::load(prim.bounds_vy_z(N)), vfloat::load(prim.bounds_vz_x(N)), vfloat::load(prim.bounds_vz_y(N)), vfloat::load(prim.bounds_vz_z(N))); const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1)); const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1)); const Vec3vfM rcp_dir2 = rcp_safe(dir2); const vfloat ltime = (ray.time()[k]-prim.time_offset(N))*prim.time_scale(N); const vfloat vx_lower0 = vfloat::load(prim.bounds_vx_lower0(N)); const vfloat vx_lower1 = vfloat::load(prim.bounds_vx_lower1(N)); const vfloat vx_lower = madd(ltime,vx_lower1-vx_lower0,vx_lower0); const vfloat vx_upper0 = vfloat::load(prim.bounds_vx_upper0(N)); const vfloat vx_upper1 = vfloat::load(prim.bounds_vx_upper1(N)); const vfloat vx_upper = madd(ltime,vx_upper1-vx_upper0,vx_upper0); const vfloat vy_lower0 = vfloat::load(prim.bounds_vy_lower0(N)); const vfloat vy_lower1 = vfloat::load(prim.bounds_vy_lower1(N)); const vfloat vy_lower = madd(ltime,vy_lower1-vy_lower0,vy_lower0); const vfloat vy_upper0 = vfloat::load(prim.bounds_vy_upper0(N)); const vfloat vy_upper1 = vfloat::load(prim.bounds_vy_upper1(N)); const vfloat vy_upper = madd(ltime,vy_upper1-vy_upper0,vy_upper0); const vfloat vz_lower0 = vfloat::load(prim.bounds_vz_lower0(N)); const vfloat vz_lower1 = vfloat::load(prim.bounds_vz_lower1(N)); const vfloat vz_lower = madd(ltime,vz_lower1-vz_lower0,vz_lower0); const vfloat vz_upper0 = vfloat::load(prim.bounds_vz_upper0(N)); const vfloat vz_upper1 = vfloat::load(prim.bounds_vz_upper1(N)); const vfloat vz_upper = madd(ltime,vz_upper1-vz_upper0,vz_upper0); const vfloat t_lower_x = (vx_lower-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_upper_x = (vx_upper-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_lower_y = (vy_lower-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_upper_y = (vy_upper-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_lower_z = (vz_lower-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat t_upper_z = (vz_upper-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat round_up (1.0f+3.0f*float(ulp)); const vfloat round_down(1.0f-3.0f*float(ulp)); const vfloat tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat(ray.tnear()[k])); const vfloat tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat(ray.tfar[k])); tNear_o = tNear; return (vint(step) < vint(prim.N)) & (tNear <= tFar); } template static __forceinline void intersect_t(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()[k]); Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_t(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()[k]); if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } template static __forceinline void intersect_n(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve(context, ray_org, primID,ray.time()[k]); Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_n(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve(context, ray_org, primID,ray.time()[k]); if (Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } template static __forceinline void intersect_h(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()[k]); Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_h(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()[k]); if (Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } template static __forceinline void intersect_hn(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve(context, ray_org, primID,ray.time()[k]); Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_hn(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve(context, ray_org, primID,ray.time()[k]); if (Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } }; } }