| 1 | // Copyright 2009-2021 Intel Corporation |
| 2 | // SPDX-License-Identifier: Apache-2.0 |
| 3 | |
| 4 | #include "bvh_rotate.h" |
| 5 | |
| 6 | namespace embree |
| 7 | { |
| 8 | namespace isa |
| 9 | { |
| 10 | /*! Computes half surface area of box. */ |
| 11 | __forceinline float halfArea3f(const BBox<vfloat4>& box) { |
| 12 | const vfloat4 d = box.size(); |
| 13 | const vfloat4 a = d*shuffle<1,2,0,3>(d); |
| 14 | return a[0]+a[1]+a[2]; |
| 15 | } |
| 16 | |
| 17 | size_t BVHNRotate<4>::rotate(NodeRef parentRef, size_t depth) |
| 18 | { |
| 19 | /*! nothing to rotate if we reached a leaf node. */ |
| 20 | if (parentRef.isBarrier()) return 0; |
| 21 | if (parentRef.isLeaf()) return 0; |
| 22 | AABBNode* parent = parentRef.getAABBNode(); |
| 23 | |
| 24 | /*! rotate all children first */ |
| 25 | vint4 cdepth; |
| 26 | for (size_t c=0; c<4; c++) |
| 27 | cdepth[c] = (int)rotate(parent->child(c),depth+1); |
| 28 | |
| 29 | /* compute current areas of all children */ |
| 30 | vfloat4 sizeX = parent->upper_x-parent->lower_x; |
| 31 | vfloat4 sizeY = parent->upper_y-parent->lower_y; |
| 32 | vfloat4 sizeZ = parent->upper_z-parent->lower_z; |
| 33 | vfloat4 childArea = madd(sizeX,(sizeY + sizeZ),sizeY*sizeZ); |
| 34 | |
| 35 | /*! get node bounds */ |
| 36 | BBox<vfloat4> child1_0,child1_1,child1_2,child1_3; |
| 37 | parent->bounds(child1_0,child1_1,child1_2,child1_3); |
| 38 | |
| 39 | /*! Find best rotation. We pick a first child (child1) and a sub-child |
| 40 | (child2child) of a different second child (child2), and swap child1 |
| 41 | and child2child. We perform the best such swap. */ |
| 42 | float bestArea = 0; |
| 43 | size_t bestChild1 = -1, bestChild2 = -1, bestChild2Child = -1; |
| 44 | for (size_t c2=0; c2<4; c2++) |
| 45 | { |
| 46 | /*! ignore leaf nodes as we cannot descent into them */ |
| 47 | if (parent->child(c2).isBarrier()) continue; |
| 48 | if (parent->child(c2).isLeaf()) continue; |
| 49 | AABBNode* child2 = parent->child(c2).getAABBNode(); |
| 50 | |
| 51 | /*! transpose child bounds */ |
| 52 | BBox<vfloat4> child2c0,child2c1,child2c2,child2c3; |
| 53 | child2->bounds(child2c0,child2c1,child2c2,child2c3); |
| 54 | |
| 55 | /*! put child1_0 at each child2 position */ |
| 56 | float cost00 = halfArea3f(merge(child1_0,child2c1,child2c2,child2c3)); |
| 57 | float cost01 = halfArea3f(merge(child2c0,child1_0,child2c2,child2c3)); |
| 58 | float cost02 = halfArea3f(merge(child2c0,child2c1,child1_0,child2c3)); |
| 59 | float cost03 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_0)); |
| 60 | vfloat4 cost0 = vfloat4(cost00,cost01,cost02,cost03); |
| 61 | vfloat4 min0 = vreduce_min(cost0); |
| 62 | int pos0 = (int)bsf(movemask(min0 == cost0)); |
| 63 | |
| 64 | /*! put child1_1 at each child2 position */ |
| 65 | float cost10 = halfArea3f(merge(child1_1,child2c1,child2c2,child2c3)); |
| 66 | float cost11 = halfArea3f(merge(child2c0,child1_1,child2c2,child2c3)); |
| 67 | float cost12 = halfArea3f(merge(child2c0,child2c1,child1_1,child2c3)); |
| 68 | float cost13 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_1)); |
| 69 | vfloat4 cost1 = vfloat4(cost10,cost11,cost12,cost13); |
| 70 | vfloat4 min1 = vreduce_min(cost1); |
| 71 | int pos1 = (int)bsf(movemask(min1 == cost1)); |
| 72 | |
| 73 | /*! put child1_2 at each child2 position */ |
| 74 | float cost20 = halfArea3f(merge(child1_2,child2c1,child2c2,child2c3)); |
| 75 | float cost21 = halfArea3f(merge(child2c0,child1_2,child2c2,child2c3)); |
| 76 | float cost22 = halfArea3f(merge(child2c0,child2c1,child1_2,child2c3)); |
| 77 | float cost23 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_2)); |
| 78 | vfloat4 cost2 = vfloat4(cost20,cost21,cost22,cost23); |
| 79 | vfloat4 min2 = vreduce_min(cost2); |
| 80 | int pos2 = (int)bsf(movemask(min2 == cost2)); |
| 81 | |
| 82 | /*! put child1_3 at each child2 position */ |
| 83 | float cost30 = halfArea3f(merge(child1_3,child2c1,child2c2,child2c3)); |
| 84 | float cost31 = halfArea3f(merge(child2c0,child1_3,child2c2,child2c3)); |
| 85 | float cost32 = halfArea3f(merge(child2c0,child2c1,child1_3,child2c3)); |
| 86 | float cost33 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_3)); |
| 87 | vfloat4 cost3 = vfloat4(cost30,cost31,cost32,cost33); |
| 88 | vfloat4 min3 = vreduce_min(cost3); |
| 89 | int pos3 = (int)bsf(movemask(min3 == cost3)); |
| 90 | |
| 91 | /*! find best other child */ |
| 92 | vfloat4 area0123 = vfloat4(extract<0>(min0),extract<0>(min1),extract<0>(min2),extract<0>(min3)) - vfloat4(childArea[c2]); |
| 93 | int pos[4] = { pos0,pos1,pos2,pos3 }; |
| 94 | const size_t mbd = BVH4::maxBuildDepth; |
| 95 | vbool4 valid = vint4(int(depth+1))+cdepth <= vint4(mbd); // only select swaps that fulfill depth constraints |
| 96 | valid &= vint4(int(c2)) != vint4(step); |
| 97 | if (none(valid)) continue; |
| 98 | size_t c1 = select_min(valid,area0123); |
| 99 | float area = area0123[c1]; |
| 100 | if (c1 == c2) continue; // can happen if bounds are NANs |
| 101 | |
| 102 | /*! accept a swap when it reduces cost and is not swapping a node with itself */ |
| 103 | if (area < bestArea) { |
| 104 | bestArea = area; |
| 105 | bestChild1 = c1; |
| 106 | bestChild2 = c2; |
| 107 | bestChild2Child = pos[c1]; |
| 108 | } |
| 109 | } |
| 110 | |
| 111 | /*! if we did not find a swap that improves the SAH then do nothing */ |
| 112 | if (bestChild1 == size_t(-1)) return 1+reduce_max(cdepth); |
| 113 | |
| 114 | /*! perform the best found tree rotation */ |
| 115 | AABBNode* child2 = parent->child(bestChild2).getAABBNode(); |
| 116 | AABBNode::swap(parent,bestChild1,child2,bestChild2Child); |
| 117 | parent->setBounds(bestChild2,child2->bounds()); |
| 118 | AABBNode::compact(parent); |
| 119 | AABBNode::compact(child2); |
| 120 | |
| 121 | /*! This returned depth is conservative as the child that was |
| 122 | * pulled up in the tree could have been on the critical path. */ |
| 123 | cdepth[bestChild1]++; // bestChild1 was pushed down one level |
| 124 | return 1+reduce_max(cdepth); |
| 125 | } |
| 126 | } |
| 127 | } |
| 128 | |