| 1 | // Copyright 2009-2021 Intel Corporation | 
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| 2 | // SPDX-License-Identifier: Apache-2.0 | 
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| 3 |  | 
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| 4 | #pragma once | 
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| 5 |  | 
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| 6 | #include "../common/ray.h" | 
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| 7 | #include "../common/scene_points.h" | 
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| 8 | #include "curve_intersector_precalculations.h" | 
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| 9 |  | 
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| 10 | namespace embree | 
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| 11 | { | 
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| 12 | namespace isa | 
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| 13 | { | 
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| 14 | template<int M> | 
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| 15 | struct DiscIntersectorHitM | 
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| 16 | { | 
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| 17 | __forceinline DiscIntersectorHitM() {} | 
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| 18 |  | 
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| 19 | __forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng) | 
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| 20 | : vu(u), vv(v), vt(t), vNg(Ng) | 
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| 21 | { | 
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| 22 | } | 
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| 23 |  | 
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| 24 | __forceinline void finalize() {} | 
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| 25 |  | 
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| 26 | __forceinline Vec2f uv(const size_t i) const | 
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| 27 | { | 
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| 28 | return Vec2f(vu[i], vv[i]); | 
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| 29 | } | 
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| 30 | __forceinline float t(const size_t i) const | 
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| 31 | { | 
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| 32 | return vt[i]; | 
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| 33 | } | 
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| 34 | __forceinline Vec3fa Ng(const size_t i) const | 
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| 35 | { | 
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| 36 | return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]); | 
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| 37 | } | 
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| 38 |  | 
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| 39 | public: | 
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| 40 | vfloat<M> vu; | 
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| 41 | vfloat<M> vv; | 
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| 42 | vfloat<M> vt; | 
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| 43 | Vec3vf<M> vNg; | 
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| 44 | }; | 
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| 45 |  | 
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| 46 | template<int M> | 
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| 47 | struct DiscIntersector1 | 
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| 48 | { | 
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| 49 | typedef CurvePrecalculations1 Precalculations; | 
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| 50 |  | 
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| 51 | template<typename Epilog> | 
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| 52 | static __forceinline bool intersect( | 
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| 53 | const vbool<M>& valid_i, | 
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| 54 | Ray& ray, | 
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| 55 | IntersectContext* context, | 
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| 56 | const Points* geom, | 
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| 57 | const Precalculations& pre, | 
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| 58 | const Vec4vf<M>& v0i, | 
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| 59 | const Epilog& epilog) | 
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| 60 | { | 
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| 61 | vbool<M> valid = valid_i; | 
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| 62 |  | 
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| 63 | const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); | 
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| 64 | const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z); | 
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| 65 | const vfloat<M> rd2    = rcp(dot(ray_dir, ray_dir)); | 
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| 66 |  | 
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| 67 | const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
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| 68 | const Vec3vf<M> center = v0.xyz(); | 
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| 69 | const vfloat<M> radius = v0.w; | 
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| 70 |  | 
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| 71 | /* compute ray distance projC0 to hit point with ray oriented plane */ | 
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| 72 | const Vec3vf<M> c0     = center - ray_org; | 
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| 73 | const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; | 
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| 74 |  | 
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| 75 | valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar)); | 
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| 76 | if (unlikely(none(valid))) | 
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| 77 | return false; | 
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| 78 |  | 
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| 79 | /* check if hit point lies inside disc */ | 
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| 80 | const Vec3vf<M> perp   = c0 - projC0 * ray_dir; | 
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| 81 | const vfloat<M> l2     = dot(perp, perp); | 
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| 82 | const vfloat<M> r2     = radius * radius; | 
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| 83 | valid &= (l2 <= r2); | 
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| 84 | if (unlikely(none(valid))) | 
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| 85 | return false; | 
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| 86 |  | 
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| 87 | /* We reject hits where the ray origin lies inside the ray | 
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| 88 | * oriented disc to avoid self intersections. */ | 
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| 89 | #if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE) | 
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| 90 | const vfloat<M> m2 = dot(c0, c0); | 
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| 91 | valid &= (m2 > r2); | 
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| 92 | if (unlikely(none(valid))) | 
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| 93 | return false; | 
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| 94 | #endif | 
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| 95 |  | 
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| 96 | DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir); | 
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| 97 | return epilog(valid, hit); | 
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| 98 | } | 
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| 99 |  | 
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| 100 | template<typename Epilog> | 
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| 101 | static __forceinline bool intersect(const vbool<M>& valid_i, | 
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| 102 | Ray& ray, | 
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| 103 | IntersectContext* context, | 
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| 104 | const Points* geom, | 
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| 105 | const Precalculations& pre, | 
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| 106 | const Vec4vf<M>& v0i, | 
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| 107 | const Vec3vf<M>& normal, | 
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| 108 | const Epilog& epilog) | 
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| 109 | { | 
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| 110 | vbool<M> valid         = valid_i; | 
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| 111 | const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); | 
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| 112 |  | 
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| 113 | const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
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| 114 | const Vec3vf<M> center = v0.xyz(); | 
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| 115 | const vfloat<M> radius = v0.w; | 
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| 116 |  | 
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| 117 | vfloat<M> divisor       = dot(Vec3vf<M>((Vec3fa)ray.dir), normal); | 
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| 118 | const vbool<M> parallel = divisor == vfloat<M>(0.f); | 
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| 119 | valid &= !parallel; | 
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| 120 | divisor = select(parallel, 1.f, divisor);  // prevent divide by zero | 
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| 121 |  | 
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| 122 | vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor; | 
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| 123 |  | 
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| 124 | valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar)); | 
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| 125 | if (unlikely(none(valid))) | 
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| 126 | return false; | 
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| 127 |  | 
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| 128 | Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t; | 
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| 129 | vfloat<M> dist2        = dot(intersection - center, intersection - center); | 
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| 130 | valid &= dist2 < radius * radius; | 
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| 131 | if (unlikely(none(valid))) | 
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| 132 | return false; | 
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| 133 |  | 
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| 134 | DiscIntersectorHitM<M> hit(zero, zero, t, normal); | 
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| 135 | return epilog(valid, hit); | 
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| 136 | } | 
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| 137 | }; | 
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| 138 |  | 
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| 139 | template<int M, int K> | 
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| 140 | struct DiscIntersectorK | 
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| 141 | { | 
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| 142 | typedef CurvePrecalculationsK<K> Precalculations; | 
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| 143 |  | 
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| 144 | template<typename Epilog> | 
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| 145 | static __forceinline bool intersect(const vbool<M>& valid_i, | 
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| 146 | RayK<K>& ray, | 
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| 147 | size_t k, | 
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| 148 | IntersectContext* context, | 
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| 149 | const Points* geom, | 
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| 150 | const Precalculations& pre, | 
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| 151 | const Vec4vf<M>& v0i, | 
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| 152 | const Epilog& epilog) | 
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| 153 | { | 
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| 154 | vbool<M> valid = valid_i; | 
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| 155 |  | 
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| 156 | const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); | 
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| 157 | const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]); | 
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| 158 | const vfloat<M> rd2    = rcp(dot(ray_dir, ray_dir)); | 
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| 159 |  | 
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| 160 | const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
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| 161 | const Vec3vf<M> center = v0.xyz(); | 
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| 162 | const vfloat<M> radius = v0.w; | 
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| 163 |  | 
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| 164 | /* compute ray distance projC0 to hit point with ray oriented plane */ | 
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| 165 | const Vec3vf<M> c0     = center - ray_org; | 
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| 166 | const vfloat<M> projC0 = dot(c0, ray_dir) * rd2; | 
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| 167 |  | 
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| 168 | valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k])); | 
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| 169 | if (unlikely(none(valid))) | 
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| 170 | return false; | 
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| 171 |  | 
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| 172 | /* check if hit point lies inside disc */ | 
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| 173 | const Vec3vf<M> perp   = c0 - projC0 * ray_dir; | 
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| 174 | const vfloat<M> l2     = dot(perp, perp); | 
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| 175 | const vfloat<M> r2     = radius * radius; | 
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| 176 | valid &= (l2 <= r2); | 
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| 177 | if (unlikely(none(valid))) | 
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| 178 | return false; | 
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| 179 |  | 
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| 180 | /* We reject hits where the ray origin lies inside the ray | 
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| 181 | * oriented disc to avoid self intersections. */ | 
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| 182 | #if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE) | 
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| 183 | const vfloat<M> m2 = dot(c0, c0); | 
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| 184 | valid &= (m2 > r2); | 
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| 185 | if (unlikely(none(valid))) | 
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| 186 | return false; | 
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| 187 | #endif | 
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| 188 |  | 
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| 189 | DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir); | 
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| 190 | return epilog(valid, hit); | 
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| 191 | } | 
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| 192 |  | 
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| 193 | template<typename Epilog> | 
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| 194 | static __forceinline bool intersect(const vbool<M>& valid_i, | 
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| 195 | RayK<K>& ray, | 
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| 196 | size_t k, | 
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| 197 | IntersectContext* context, | 
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| 198 | const Points* geom, | 
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| 199 | const Precalculations& pre, | 
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| 200 | const Vec4vf<M>& v0i, | 
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| 201 | const Vec3vf<M>& normal, | 
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| 202 | const Epilog& epilog) | 
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| 203 | { | 
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| 204 | vbool<M> valid         = valid_i; | 
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| 205 | const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); | 
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| 206 | const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]); | 
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| 207 |  | 
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| 208 | const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i); | 
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| 209 | const Vec3vf<M> center = v0.xyz(); | 
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| 210 | const vfloat<M> radius = v0.w; | 
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| 211 |  | 
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| 212 | vfloat<M> divisor       = dot(Vec3vf<M>(ray_dir), normal); | 
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| 213 | const vbool<M> parallel = divisor == vfloat<M>(0.f); | 
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| 214 | valid &= !parallel; | 
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| 215 | divisor = select(parallel, 1.f, divisor);  // prevent divide by zero | 
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| 216 |  | 
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| 217 | vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor; | 
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| 218 |  | 
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| 219 | valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k])); | 
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| 220 | if (unlikely(none(valid))) | 
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| 221 | return false; | 
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| 222 |  | 
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| 223 | Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t; | 
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| 224 | vfloat<M> dist2        = dot(intersection - center, intersection - center); | 
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| 225 | valid &= dist2 < radius * radius; | 
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| 226 | if (unlikely(none(valid))) | 
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| 227 | return false; | 
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| 228 |  | 
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| 229 | DiscIntersectorHitM<M> hit(zero, zero, t, normal); | 
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| 230 | return epilog(valid, hit); | 
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| 231 | } | 
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| 232 | }; | 
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| 233 | }  // namespace isa | 
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| 234 | }  // namespace embree | 
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| 235 |  | 
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