[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20816] branches/soc-2009-jaguarandi/ source/blender: *ray<->bb hit optimization...
André Pinto
andresusanopinto at gmail.com
Thu Jun 11 20:25:31 CEST 2009
Revision: 20816
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20816
Author: jaguarandi
Date: 2009-06-11 20:25:29 +0200 (Thu, 11 Jun 2009)
Log Message:
-----------
*ray<->bb hit optimization... just to make it "slightly" faster :P
Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
[http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
*for now it breaks shrinkwrap or other stuff that relies on sphere-raycast of BLI_kdopbvh.
Modified Paths:
--------------
branches/soc-2009-jaguarandi/source/blender/blenlib/intern/BLI_kdopbvh.c
branches/soc-2009-jaguarandi/source/blender/render/intern/source/rayshade.c
Modified: branches/soc-2009-jaguarandi/source/blender/blenlib/intern/BLI_kdopbvh.c
===================================================================
--- branches/soc-2009-jaguarandi/source/blender/blenlib/intern/BLI_kdopbvh.c 2009-06-11 18:19:08 UTC (rev 20815)
+++ branches/soc-2009-jaguarandi/source/blender/blenlib/intern/BLI_kdopbvh.c 2009-06-11 18:25:29 UTC (rev 20816)
@@ -101,6 +101,8 @@
BVHTreeRay ray;
float ray_dot_axis[13];
+ float idot_axis[13];
+ int index[6];
BVHTreeRayHit hit;
} BVHRayCastData;
@@ -1404,6 +1406,7 @@
* raycast is done by performing a DFS on the BVHTree and saving the closest hit
*/
+
//Determines the distance that the ray must travel to hit the bounding volume of the given node
static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
{
@@ -1443,13 +1446,40 @@
return low;
}
+//Determines the distance that the ray must travel to hit the bounding volume of the given node
+//Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
+//[http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
+//
+//TODO this doens't has data->ray.radius in consideration
+static float fast_ray_nearest_hit(const BVHRayCastData *data, const BVHNode *node)
+{
+ const float *bv = node->bv;
+ float dist;
+
+ float t1x = (bv[data->index[0]] - data->ray.origin[0]) * data->idot_axis[0];
+ float t2x = (bv[data->index[1]] - data->ray.origin[0]) * data->idot_axis[0];
+ float t1y = (bv[data->index[2]] - data->ray.origin[1]) * data->idot_axis[1];
+ float t2y = (bv[data->index[3]] - data->ray.origin[1]) * data->idot_axis[1];
+ float t1z = (bv[data->index[4]] - data->ray.origin[2]) * data->idot_axis[2];
+ float t2z = (bv[data->index[5]] - data->ray.origin[2]) * data->idot_axis[2];
+
+ if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return FLT_MAX;
+ if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return FLT_MAX;
+ if(t1x > data->hit.dist || t1y > data->hit.dist || t1z > data->hit.dist) return FLT_MAX;
+
+ dist = t1x;
+ if (t1y > dist) dist = t1y;
+ if (t1z > dist) dist = t1z;
+ return dist;
+}
+
static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
{
int i;
//ray-bv is really fast.. and simple tests revealed its worth to test it
//before calling the ray-primitive functions
- float dist = ray_nearest_hit(data, node);
+ float dist = fast_ray_nearest_hit(data, node);
if(dist >= data->hit.dist) return;
if(node->totnode == 0)
@@ -1503,9 +1533,16 @@
for(i=0; i<3; i++)
{
data.ray_dot_axis[i] = INPR( data.ray.direction, KDOP_AXES[i]);
+ data.idot_axis[i] = 1.0f / data.ray_dot_axis[i];
if(fabs(data.ray_dot_axis[i]) < FLT_EPSILON)
+ {
data.ray_dot_axis[i] = 0.0;
+ }
+ data.index[2*i] = data.idot_axis[i] < 0.0 ? 1 : 0;
+ data.index[2*i+1] = 1 - data.index[2*i];
+ data.index[2*i] += 2*i;
+ data.index[2*i+1] += 2*i;
}
Modified: branches/soc-2009-jaguarandi/source/blender/render/intern/source/rayshade.c
===================================================================
--- branches/soc-2009-jaguarandi/source/blender/render/intern/source/rayshade.c 2009-06-11 18:19:08 UTC (rev 20815)
+++ branches/soc-2009-jaguarandi/source/blender/render/intern/source/rayshade.c 2009-06-11 18:25:29 UTC (rev 20816)
@@ -177,8 +177,8 @@
//Create Ray cast accelaration structure
//TODO dynamic ocres
- raytree = obr->raytree = RE_rayobject_octree_create( re->r.ocres, faces );
-// raytree = obr->raytree = RE_rayobject_bvh_create( faces );
+// raytree = obr->raytree = RE_rayobject_octree_create( re->r.ocres, faces );
+ raytree = obr->raytree = RE_rayobject_bvh_create( faces );
face = obr->rayfaces = (RayFace*)MEM_callocN(faces*sizeof(RayFace), "ObjectRen faces");
obr->rayobi = obi;
@@ -284,7 +284,8 @@
}
//Create raytree
- raytree = re->raytree = RE_rayobject_octree_create(re->r.ocres, faces);
+// raytree = re->raytree = RE_rayobject_octree_create(re->r.ocres, faces);
+ raytree = re->raytree = RE_rayobject_bvh_create(faces);
face = re->rayfaces = (RayFace*)MEM_callocN(faces*sizeof(RayFace), "Render ray faces");
for(obi=re->instancetable.first; obi; obi=obi->next)
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