// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "quad_intersector_moeller.h" /*! Modified Pluecker ray/triangle intersector. The test first shifts * the ray origin into the origin of the coordinate system and then * uses Pluecker coordinates for the intersection. Due to the shift, * the Pluecker coordinate calculation simplifies and the tests get * numerically stable. The edge equations are watertight along the * edge for neighboring triangles. */ namespace embree { namespace isa { template struct QuadHitPlueckerM { __forceinline QuadHitPlueckerM() {} __forceinline QuadHitPlueckerM(const vbool& valid, const vfloat& U, const vfloat& V, const vfloat& UVW, const vfloat& t, const Vec3vf& Ng, const vbool& flags) : U(U), V(V), UVW(UVW), tri_Ng(Ng), valid(valid), vt(t), flags(flags) {} __forceinline void finalize() { const vbool invalid = abs(UVW) < min_rcp_input; const vfloat rcpUVW = select(invalid,vfloat(0.0f),rcp(UVW)); const vfloat u = min(U * rcpUVW,1.0f); const vfloat v = min(V * rcpUVW,1.0f); const vfloat u1 = vfloat(1.0f) - u; const vfloat v1 = vfloat(1.0f) - v; #if !defined(__AVX__) || defined(EMBREE_BACKFACE_CULLING) vu = select(flags,u1,u); vv = select(flags,v1,v); vNg = Vec3vf(tri_Ng.x,tri_Ng.y,tri_Ng.z); #else const vfloat flip = select(flags,vfloat(-1.0f),vfloat(1.0f)); vv = select(flags,u1,v); vu = select(flags,v1,u); vNg = Vec3vf(flip*tri_Ng.x,flip*tri_Ng.y,flip*tri_Ng.z); #endif } __forceinline Vec2f uv(const size_t i) { const float u = vu[i]; const float v = vv[i]; return Vec2f(u,v); } __forceinline float t(const size_t i) { return vt[i]; } __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } private: vfloat U; vfloat V; vfloat UVW; Vec3vf tri_Ng; public: vbool valid; vfloat vu; vfloat vv; vfloat vt; Vec3vf vNg; public: const vbool flags; }; template struct QuadHitPlueckerK { __forceinline QuadHitPlueckerK(const vfloat& U, const vfloat& V, const vfloat& UVW, const vfloat& t, const Vec3vf& Ng, const vbool& flags) : U(U), V(V), UVW(UVW), t(t), flags(flags), tri_Ng(Ng) {} __forceinline std::tuple,vfloat,vfloat,Vec3vf> operator() () const { const vbool invalid = abs(UVW) < min_rcp_input; const vfloat rcpUVW = select(invalid,vfloat(0.0f),rcp(UVW)); const vfloat u0 = min(U * rcpUVW,1.0f); const vfloat v0 = min(V * rcpUVW,1.0f); const vfloat u1 = vfloat(1.0f) - u0; const vfloat v1 = vfloat(1.0f) - v0; const vfloat u = select(flags,u1,u0); const vfloat v = select(flags,v1,v0); const Vec3vf Ng(tri_Ng.x,tri_Ng.y,tri_Ng.z); return std::make_tuple(u,v,t,Ng); } private: const vfloat U; const vfloat V; const vfloat UVW; const vfloat t; const vbool flags; const Vec3vf tri_Ng; }; struct PlueckerIntersectorTriangle1 { template static __forceinline bool intersect(Ray& ray, const Vec3vf& tri_v0, const Vec3vf& tri_v1, const Vec3vf& tri_v2, const vbool& flags, const Epilog& epilog) { /* calculate vertices relative to ray origin */ const Vec3vf O = Vec3vf((Vec3fa)ray.org); const Vec3vf D = Vec3vf((Vec3fa)ray.dir); const Vec3vf v0 = tri_v0-O; const Vec3vf v1 = tri_v1-O; const Vec3vf v2 = tri_v2-O; /* calculate triangle edges */ const Vec3vf e0 = v2-v0; const Vec3vf e1 = v0-v1; const Vec3vf e2 = v1-v2; /* perform edge tests */ const vfloat U = dot(cross(e0,v2+v0),D); const vfloat V = dot(cross(e1,v0+v1),D); const vfloat W = dot(cross(e2,v1+v2),D); const vfloat UVW = U+V+W; const vfloat eps = float(ulp)*abs(UVW); #if defined(EMBREE_BACKFACE_CULLING) vbool valid = max(U,V,W) <= eps; #else vbool valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); #endif if (unlikely(none(valid))) return false; /* calculate geometry normal and denominator */ const Vec3vf Ng = stable_triangle_normal(e0,e1,e2); const vfloat den = twice(dot(Ng,D)); /* perform depth test */ const vfloat T = twice(dot(v0,Ng)); const vfloat t = rcp(den)*T; valid &= vfloat(ray.tnear()) <= t & t <= vfloat(ray.tfar); valid &= den != vfloat(zero); if (unlikely(none(valid))) return false; /* update hit information */ QuadHitPlueckerM hit(valid,U,V,UVW,t,Ng,flags); return epilog(valid,hit); } }; /*! Intersects M quads with 1 ray */ template struct QuadMIntersector1Pluecker { __forceinline QuadMIntersector1Pluecker() {} __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {} __forceinline void intersect(RayHit& ray, RayQueryContext* context, const Vec3vf& v0, const Vec3vf& v1, const Vec3vf& v2, const Vec3vf& v3, const vuint& geomID, const vuint& primID) const { Intersect1EpilogM epilog(ray,context,geomID,primID); PlueckerIntersectorTriangle1::intersect(ray,v0,v1,v3,vbool(false),epilog); PlueckerIntersectorTriangle1::intersect(ray,v2,v3,v1,vbool(true),epilog); } __forceinline bool occluded(Ray& ray, RayQueryContext* context, const Vec3vf& v0, const Vec3vf& v1, const Vec3vf& v2, const Vec3vf& v3, const vuint& geomID, const vuint& primID) const { Occluded1EpilogM epilog(ray,context,geomID,primID); if (PlueckerIntersectorTriangle1::intersect(ray,v0,v1,v3,vbool(false),epilog)) return true; if (PlueckerIntersectorTriangle1::intersect(ray,v2,v3,v1,vbool(true ),epilog)) return true; return false; } }; #if defined(__AVX__) /*! Intersects 4 quads with 1 ray using AVX */ template struct QuadMIntersector1Pluecker<4,filter> { __forceinline QuadMIntersector1Pluecker() {} __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {} template __forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const { const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z)); #if !defined(EMBREE_BACKFACE_CULLING) const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z)); const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z)); #else const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z)); const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z)); #endif const vbool8 flags(0,0,0,0,1,1,1,1); return PlueckerIntersectorTriangle1::intersect<8>(ray,vtx0,vtx1,vtx2,flags,epilog); } __forceinline bool intersect(RayHit& ray, RayQueryContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const vuint4& geomID, const vuint4& primID) const { return intersect(ray,v0,v1,v2,v3,Intersect1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID))); } __forceinline bool occluded(Ray& ray, RayQueryContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const vuint4& geomID, const vuint4& primID) const { return intersect(ray,v0,v1,v2,v3,Occluded1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID))); } }; #endif /* ----------------------------- */ /* -- ray packet intersectors -- */ /* ----------------------------- */ struct PlueckerIntersector1KTriangleM { /*! Intersect k'th ray from ray packet of size K with M triangles. */ template static __forceinline bool intersect1(RayK& ray, size_t k, const Vec3vf& tri_v0, const Vec3vf& tri_v1, const Vec3vf& tri_v2, const vbool& flags, const Epilog& epilog) { /* calculate vertices relative to ray origin */ const Vec3vf O = broadcast>(ray.org,k); const Vec3vf D = broadcast>(ray.dir,k); const Vec3vf v0 = tri_v0-O; const Vec3vf v1 = tri_v1-O; const Vec3vf v2 = tri_v2-O; /* calculate triangle edges */ const Vec3vf e0 = v2-v0; const Vec3vf e1 = v0-v1; const Vec3vf e2 = v1-v2; /* perform edge tests */ const vfloat U = dot(cross(e0,v2+v0),D); const vfloat V = dot(cross(e1,v0+v1),D); const vfloat W = dot(cross(e2,v1+v2),D); const vfloat UVW = U+V+W; const vfloat eps = float(ulp)*abs(UVW); #if defined(EMBREE_BACKFACE_CULLING) vbool valid = max(U,V,W) <= eps; #else vbool valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); #endif if (unlikely(none(valid))) return false; /* calculate geometry normal and denominator */ const Vec3vf Ng = stable_triangle_normal(e0,e1,e2); const vfloat den = twice(dot(Ng,D)); /* perform depth test */ const vfloat T = twice(dot(v0,Ng)); const vfloat t = rcp(den)*T; valid &= vfloat(ray.tnear()[k]) <= t & t <= vfloat(ray.tfar[k]); if (unlikely(none(valid))) return false; /* avoid division by 0 */ valid &= den != vfloat(zero); if (unlikely(none(valid))) return false; /* update hit information */ QuadHitPlueckerM hit(valid,U,V,UVW,t,Ng,flags); return epilog(valid,hit); } }; template struct QuadMIntersectorKPlueckerBase { __forceinline QuadMIntersectorKPlueckerBase(const vbool& valid, const RayK& ray) {} /*! Intersects K rays with one of M triangles. */ template __forceinline vbool intersectK(const vbool& valid0, RayK& ray, const Vec3vf& tri_v0, const Vec3vf& tri_v1, const Vec3vf& tri_v2, const vbool& flags, const Epilog& epilog) const { /* calculate vertices relative to ray origin */ vbool valid = valid0; const Vec3vf O = ray.org; const Vec3vf D = ray.dir; const Vec3vf v0 = tri_v0-O; const Vec3vf v1 = tri_v1-O; const Vec3vf v2 = tri_v2-O; /* calculate triangle edges */ const Vec3vf e0 = v2-v0; const Vec3vf e1 = v0-v1; const Vec3vf e2 = v1-v2; /* perform edge tests */ const vfloat U = dot(Vec3vf(cross(e0,v2+v0)),D); const vfloat V = dot(Vec3vf(cross(e1,v0+v1)),D); const vfloat W = dot(Vec3vf(cross(e2,v1+v2)),D); const vfloat UVW = U+V+W; const vfloat eps = float(ulp)*abs(UVW); #if defined(EMBREE_BACKFACE_CULLING) valid &= max(U,V,W) <= eps; #else valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); #endif if (unlikely(none(valid))) return false; /* calculate geometry normal and denominator */ const Vec3vf Ng = stable_triangle_normal(e0,e1,e2); const vfloat den = twice(dot(Vec3vf(Ng),D)); /* perform depth test */ const vfloat T = twice(dot(v0,Vec3vf(Ng))); const vfloat t = rcp(den)*T; valid &= ray.tnear() <= t & t <= ray.tfar; valid &= den != vfloat(zero); if (unlikely(none(valid))) return false; /* calculate hit information */ QuadHitPlueckerK hit(U,V,UVW,t,Ng,flags); return epilog(valid,hit); } /*! Intersects K rays with one of M quads. */ template __forceinline bool intersectK(const vbool& valid0, RayK& ray, const Vec3vf& v0, const Vec3vf& v1, const Vec3vf& v2, const Vec3vf& v3, const Epilog& epilog) const { intersectK(valid0,ray,v0,v1,v3,vbool(false),epilog); if (none(valid0)) return true; intersectK(valid0,ray,v2,v3,v1,vbool(true ),epilog); return none(valid0); } }; template struct QuadMIntersectorKPluecker : public QuadMIntersectorKPlueckerBase { __forceinline QuadMIntersectorKPluecker(const vbool& valid, const RayK& ray) : QuadMIntersectorKPlueckerBase(valid,ray) {} __forceinline void intersect1(RayHitK& ray, size_t k, RayQueryContext* context, const Vec3vf& v0, const Vec3vf& v1, const Vec3vf& v2, const Vec3vf& v3, const vuint& geomID, const vuint& primID) const { Intersect1KEpilogM epilog(ray,k,context,geomID,primID); PlueckerIntersector1KTriangleM::intersect1(ray,k,v0,v1,v3,vbool(false),epilog); PlueckerIntersector1KTriangleM::intersect1(ray,k,v2,v3,v1,vbool(true ),epilog); } __forceinline bool occluded1(RayK& ray, size_t k, RayQueryContext* context, const Vec3vf& v0, const Vec3vf& v1, const Vec3vf& v2, const Vec3vf& v3, const vuint& geomID, const vuint& primID) const { Occluded1KEpilogM epilog(ray,k,context,geomID,primID); if (PlueckerIntersector1KTriangleM::intersect1(ray,k,v0,v1,v3,vbool(false),epilog)) return true; if (PlueckerIntersector1KTriangleM::intersect1(ray,k,v2,v3,v1,vbool(true ),epilog)) return true; return false; } }; #if defined(__AVX__) /*! Intersects 4 quads with 1 ray using AVX */ template struct QuadMIntersectorKPluecker<4,K,filter> : public QuadMIntersectorKPlueckerBase<4,K,filter> { __forceinline QuadMIntersectorKPluecker(const vbool& valid, const RayK& ray) : QuadMIntersectorKPlueckerBase<4,K,filter>(valid,ray) {} template __forceinline bool intersect1(RayK& ray, size_t k, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const { const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z)); const vbool8 flags(0,0,0,0,1,1,1,1); #if !defined(EMBREE_BACKFACE_CULLING) const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z)); const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z)); #else const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z)); const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z)); #endif return PlueckerIntersector1KTriangleM::intersect1<8,K>(ray,k,vtx0,vtx1,vtx2,flags,epilog); } __forceinline bool intersect1(RayHitK& ray, size_t k, RayQueryContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const vuint4& geomID, const vuint4& primID) const { return intersect1(ray,k,v0,v1,v2,v3,Intersect1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID))); } __forceinline bool occluded1(RayK& ray, size_t k, RayQueryContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const vuint4& geomID, const vuint4& primID) const { return intersect1(ray,k,v0,v1,v2,v3,Occluded1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID))); } }; #endif } }