make intersection routines more robust vs NaNs

metadata
Wenzel Jakob 2013-01-22 19:33:08 -05:00
parent b25a662f23
commit 93ed76211e
6 changed files with 9 additions and 7 deletions

View File

@ -196,7 +196,7 @@ public:
if (!m_sceneBSphere.rayIntersect(ray, nearT, farT))
return Spectrum(0.0f);
if (nearT >= 0 || farT <= 0)
if (!(nearT < 0 && farT > 0))
return Spectrum(0.0f);
dRec.p = ray(farT);

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@ -145,11 +145,12 @@ public:
if (!solveQuadratic(A, B, C, nearT, farT))
return false;
if (nearT > maxt || farT < mint)
if (!(nearT <= maxt && farT >= mint)) /* NaN-aware conditionals */
return false;
const Float zPosNear = ray.o.z + ray.d.z * nearT;
const Float zPosFar = ray.o.z + ray.d.z * farT;
if (zPosNear >= 0 && zPosNear <= m_length && nearT >= mint) {
t = nearT;
} else if (zPosFar >= 0 && zPosFar <= m_length) {

View File

@ -136,7 +136,7 @@ public:
m_worldToObject.transformAffine(_ray, ray);
Float hit = -ray.o.z / ray.d.z;
if (hit < mint || hit > maxt)
if (!(hit >= mint && hit <= maxt))
return false;
Point local = ray(hit);

View File

@ -504,7 +504,7 @@ public:
if (!solveQuadraticDouble(A, B, C, nearT, farT))
return false;
if (nearT > maxt || farT < mint)
if (!(nearT <= maxt && farT >= mint)) /* NaN-aware conditionals */
return false;
/* Next check the intersection points against the miter planes */
@ -523,7 +523,7 @@ public:
p = Point(rayO + rayD * nearT);
t = (Float) nearT;
} else if (dot(pointFar - v1, n1) >= 0 &&
dot(pointFar - v2, n2) <= 0) {
dot(pointFar - v2, n2) <= 0) {
if (farT > maxt)
return false;
p = Point(rayO + rayD * nearT);

View File

@ -127,7 +127,7 @@ public:
m_worldToObject.transformAffine(_ray, ray);
Float hit = -ray.o.z / ray.d.z;
if (hit < mint || hit > maxt)
if (!(hit >= mint && hit <= maxt))
return false;
Point local = ray(hit);

View File

@ -172,8 +172,9 @@ public:
if (!solveQuadraticDouble(A, B, C, nearT, farT))
return false;
if (nearT > maxt || farT < mint)
if (!(nearT <= maxt && farT >= mint)) /* NaN-aware conditionals */
return false;
if (nearT < mint) {
if (farT > maxt)
return false;