1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
|
// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "../common/ray.h"
#include "../common/scene_points.h"
#include "curve_intersector_precalculations.h"
namespace embree
{
namespace isa
{
template<int M>
struct DiscIntersectorHitM
{
__forceinline DiscIntersectorHitM() {}
__forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng)
: vu(u), vv(v), vt(t), vNg(Ng)
{
}
__forceinline void finalize() {}
__forceinline Vec2f uv(const size_t i) const {
return Vec2f(vu[i], vv[i]);
}
__forceinline Vec2vf<M> uv() const {
return Vec2vf<M>(vu, vv);
}
__forceinline float t(const size_t i) const {
return vt[i];
}
__forceinline vfloat<M> t() const {
return vt;
}
__forceinline Vec3fa Ng(const size_t i) const {
return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
}
__forceinline Vec3vf<M> Ng() const {
return vNg;
}
public:
vfloat<M> vu;
vfloat<M> vv;
vfloat<M> vt;
Vec3vf<M> vNg;
};
template<>
struct DiscIntersectorHitM<1>
{
__forceinline DiscIntersectorHitM() {}
__forceinline DiscIntersectorHitM(const float& u, const float& v, const float& t, const Vec3fa& Ng)
: vu(u), vv(v), vt(t), vNg(Ng) {}
__forceinline void finalize() {}
__forceinline Vec2f uv() const {
return Vec2f(vu, vv);
}
__forceinline float t() const {
return vt;
}
__forceinline Vec3fa Ng() const {
return vNg;
}
public:
float vu;
float vv;
float vt;
Vec3fa vNg;
};
template<int M>
struct DiscIntersector1
{
typedef CurvePrecalculations1 Precalculations;
template<typename Ray, typename Epilog>
static __forceinline bool intersect(
const vbool<M>& valid_i,
Ray& ray,
RayQueryContext* context,
const Points* geom,
const Precalculations& pre,
const Vec4vf<M>& v0i,
const Epilog& epilog)
{
vbool<M> valid = valid_i;
const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
const Vec3vf<M> center = v0.xyz();
const vfloat<M> radius = v0.w;
/* compute ray distance projC0 to hit point with ray oriented plane */
const Vec3vf<M> c0 = center - ray_org;
const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar));
if (unlikely(none(valid)))
return false;
/* check if hit point lies inside disc */
const Vec3vf<M> perp = c0 - projC0 * ray_dir;
const vfloat<M> l2 = dot(perp, perp);
const vfloat<M> r2 = radius * radius;
valid &= (l2 <= r2);
if (unlikely(none(valid)))
return false;
/* We reject hits where the ray origin lies inside the ray
* oriented disc to avoid self intersections. */
#if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
const vfloat<M> m2 = dot(c0, c0);
valid &= (m2 > r2);
if (unlikely(none(valid)))
return false;
#endif
DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
return epilog(valid, hit);
}
template<typename Ray, typename Epilog>
static __forceinline bool intersect(const vbool<M>& valid_i,
Ray& ray,
RayQueryContext* context,
const Points* geom,
const Precalculations& pre,
const Vec4vf<M>& v0i,
const Vec3vf<M>& normal,
const Epilog& epilog)
{
vbool<M> valid = valid_i;
const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
const Vec3vf<M> center = v0.xyz();
const vfloat<M> radius = v0.w;
vfloat<M> divisor = dot(Vec3vf<M>((Vec3fa)ray.dir), normal);
const vbool<M> parallel = divisor == vfloat<M>(0.f);
valid &= !parallel;
divisor = select(parallel, 1.f, divisor); // prevent divide by zero
vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor;
valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar));
if (unlikely(none(valid)))
return false;
Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t;
vfloat<M> dist2 = dot(intersection - center, intersection - center);
valid &= dist2 < radius * radius;
if (unlikely(none(valid)))
return false;
DiscIntersectorHitM<M> hit(zero, zero, t, normal);
return epilog(valid, hit);
}
};
template<int M, int K>
struct DiscIntersectorK
{
typedef CurvePrecalculationsK<K> Precalculations;
template<typename Epilog>
static __forceinline bool intersect(const vbool<M>& valid_i,
RayK<K>& ray,
size_t k,
RayQueryContext* context,
const Points* geom,
const Precalculations& pre,
const Vec4vf<M>& v0i,
const Epilog& epilog)
{
vbool<M> valid = valid_i;
const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
const Vec3vf<M> center = v0.xyz();
const vfloat<M> radius = v0.w;
/* compute ray distance projC0 to hit point with ray oriented plane */
const Vec3vf<M> c0 = center - ray_org;
const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k]));
if (unlikely(none(valid)))
return false;
/* check if hit point lies inside disc */
const Vec3vf<M> perp = c0 - projC0 * ray_dir;
const vfloat<M> l2 = dot(perp, perp);
const vfloat<M> r2 = radius * radius;
valid &= (l2 <= r2);
if (unlikely(none(valid)))
return false;
/* We reject hits where the ray origin lies inside the ray
* oriented disc to avoid self intersections. */
#if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
const vfloat<M> m2 = dot(c0, c0);
valid &= (m2 > r2);
if (unlikely(none(valid)))
return false;
#endif
DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
return epilog(valid, hit);
}
template<typename Epilog>
static __forceinline bool intersect(const vbool<M>& valid_i,
RayK<K>& ray,
size_t k,
RayQueryContext* context,
const Points* geom,
const Precalculations& pre,
const Vec4vf<M>& v0i,
const Vec3vf<M>& normal,
const Epilog& epilog)
{
vbool<M> valid = valid_i;
const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
const Vec3vf<M> center = v0.xyz();
const vfloat<M> radius = v0.w;
vfloat<M> divisor = dot(Vec3vf<M>(ray_dir), normal);
const vbool<M> parallel = divisor == vfloat<M>(0.f);
valid &= !parallel;
divisor = select(parallel, 1.f, divisor); // prevent divide by zero
vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor;
valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k]));
if (unlikely(none(valid)))
return false;
Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t;
vfloat<M> dist2 = dot(intersection - center, intersection - center);
valid &= dist2 < radius * radius;
if (unlikely(none(valid)))
return false;
DiscIntersectorHitM<M> hit(zero, zero, t, normal);
return epilog(valid, hit);
}
};
} // namespace isa
} // namespace embree
|