heightfield: fast start

metadata
Wenzel Jakob 2013-09-11 17:45:02 +02:00
parent 3ed7a518a3
commit a67da0ef9d
1 changed files with 80 additions and 29 deletions

View File

@ -28,7 +28,8 @@
#include <mitsuba/core/statistics.h>
#include <mitsuba/core/timer.h>
#define MTS_QTREE_MAXDEPTH 50
#define MTS_QTREE_MAXDEPTH 50
#define MTS_QTREE_FASTSTART 1
MTS_NAMESPACE_BEGIN
@ -38,11 +39,11 @@ namespace {
/// Find the smallest t >= 0 such that a*t + b is a multiple of c
inline Float nextMultiple(Float a, Float b, Float c) {
Float tmp = b/c,
rounded = (a > 0 ? std::ceil(tmp) : std::floor(tmp)) * c,
diff = rounded - b;
rounded = (a > 0 ? std::ceil(tmp) : std::floor(tmp)) * c,
diff = rounded - b;
if (diff == 0)
diff = signum(a) * c;
diff = math::signum(a) * c;
return diff / a;
}
@ -95,6 +96,7 @@ public:
delete[] m_levelSize;
delete[] m_numChildren;
delete[] m_blockSize;
delete[] m_blockSizeF;
}
if (m_normals)
freeAligned(m_normals);
@ -145,38 +147,78 @@ public:
iDeltaY = signumToInt(ray.d.y);
int stackIdx = 0;
stack[stackIdx].level = m_levelCount-1;
stack[stackIdx].x = 0;
stack[stackIdx].y = 0;
numTraversals.incrementBase();
#if MTS_QTREE_FASTSTART
/* If the entire ray is restricted to a subtree of the quadtree,
directly start the traversal from the there instead of the root
node. This can save some unnecessary work. */
{
Point enterPt, exitPt;
Float nearT = mint, farT = maxt;
if (!m_dataAABB.rayIntersect(ray, nearT, farT, enterPt, exitPt))
return false;
size_t nTraversals = 0;
/* Determine minima and maxima in integer coordinates (round down!) */
int minX = (int) std::min(enterPt.x, exitPt.x),
maxX = (int) std::max(enterPt.x, exitPt.x),
minY = (int) std::min(enterPt.y, exitPt.y),
maxY = (int) std::max(enterPt.y, exitPt.y);
/* Determine quadtree level */
int level = clamp(1 + log2i(
std::max((uint32_t) (minX ^ maxX), (uint32_t) (minY ^ maxY))),
0, m_levelCount-1);
/* Compute X and Y coordinates at that level */
const Vector2i &blockSize = m_blockSize[level];
int x = clamp(minX / blockSize.x, 0, m_levelSize[level].x-1),
y = clamp(minY / blockSize.y, 0, m_levelSize[level].y-1);
stack[stackIdx].level = level;
stack[stackIdx].x = x;
stack[stackIdx].y = y;
}
#else
/* Start traversal from the root node of the quadtree */
stack[stackIdx].level = m_levelCount-1;
stack[stackIdx].x = 0;
stack[stackIdx].y = 0;
#endif
//numTraversals.incrementBase();
//size_t nTraversals = 0;
while (stackIdx >= 0) {
StackEntry entry = stack[stackIdx--];
const Interval &interval = m_minmax[entry.level][entry.x + entry.y * m_levelSize[entry.level].x];
const Vector2 &blockSize = m_blockSize[entry.level];
Ray localRay(Point(ray.o.x - entry.x*blockSize.x, ray.o.y - entry.y*blockSize.y, ray.o.z), ray.d, 0);
//++nTraversals;
/* Intersect against the current min-max quadtree node */
/* Pop a node from the stack and compute its bounding box */
StackEntry entry = stack[stackIdx--];
const Interval &interval = m_minmax[entry.level][
entry.x + entry.y * m_levelSize[entry.level].x];
const Vector2 &blockSize = m_blockSizeF[entry.level];
AABB aabb(
Point3(0, 0, interval.min),
Point3(blockSize.x, blockSize.y, interval.max)
);
/* Intersect the ray against the bounding box, in local coordinates */
Ray localRay(Point(ray.o.x - entry.x*blockSize.x,
ray.o.y - entry.y*blockSize.y, ray.o.z), ray.d, 0);
Float nearT = mint, farT = maxt;
Point enterPt, exitPt;
++nTraversals;
if (!aabb.rayIntersect(localRay, nearT, farT, enterPt, exitPt))
if (!aabb.rayIntersect(localRay, nearT, farT, enterPt, exitPt)) {
/* The bounding box was not intersected -- skip */
continue;
}
Float tMax = farT - nearT;
if (entry.level > 0) {
/* Inner node -- push child nodes in 2D DDA order */
const Vector2i &numChildren = m_numChildren[entry.level];
const Vector2 &subBlockSize = m_blockSize[--entry.level];
const Vector2 &subBlockSize = m_blockSizeF[--entry.level];
entry.x *= numChildren.x; entry.y *= numChildren.y;
int x = (exitPt.x >= subBlockSize.x) ? numChildren.x-1 : 0;
@ -184,9 +226,9 @@ public:
Float tDeltaX = tDeltaXSingle * subBlockSize.x,
tDeltaY = tDeltaYSingle * subBlockSize.y,
tNextX = nextMultiple(-ray.d.x, exitPt.x, subBlockSize.x),
tNextY = nextMultiple(-ray.d.y, exitPt.y, subBlockSize.y),
t = 0;
tNextX = nextMultiple(-ray.d.x, exitPt.x, subBlockSize.x),
tNextY = nextMultiple(-ray.d.y, exitPt.y, subBlockSize.y),
t = 0;
while ((uint32_t) x < (uint32_t) numChildren.x &&
(uint32_t) y < (uint32_t) numChildren.y && t <= tMax) {
@ -205,6 +247,7 @@ public:
}
}
} else {
/* Intersect the ray against a bilinear patch */
Float
f00 = m_data[entry.y * m_dataSize.x + entry.x],
f01 = m_data[(entry.y + 1) * m_dataSize.x + entry.x],
@ -241,12 +284,12 @@ public:
temp.p = pLocal;
t += nearT;
}
numTraversals += nTraversals;
//numTraversals += nTraversals;
return true;
}
}
numTraversals += nTraversals;
//numTraversals += nTraversals;
return false;
}
@ -264,9 +307,11 @@ public:
Point pLocal(temp.p.x + temp.x, temp.p.y + temp.y, temp.p.z);
its.p = m_objectToWorld(pLocal);
its.uv = Point2(pLocal.x / m_levelSize[0].x, pLocal.y / m_levelSize[0].y);
its.dpdu = m_objectToWorld(Vector(1, 0, (1.0f - temp.p.y) * (f10 - f00) + temp.p.y * (f11 - f01)) * m_levelSize[0].x);
its.dpdv = m_objectToWorld(Vector(0, 1, (1.0f - temp.p.x) * (f01 - f00) + temp.p.x * (f11 - f10)) * m_levelSize[0].y);
its.uv = Point2(pLocal.x * m_invSize.x, pLocal.y / m_invSize.y);
its.dpdu = m_objectToWorld(Vector(1, 0,
(1.0f - temp.p.y) * (f10 - f00) + temp.p.y * (f11 - f01)) * m_levelSize[0].x);
its.dpdv = m_objectToWorld(Vector(0, 1,
(1.0f - temp.p.x) * (f01 - f00) + temp.p.x * (f11 - f10)) * m_levelSize[0].y);
its.geoFrame.s = normalize(its.dpdu);
its.geoFrame.t = normalize(its.dpdv - dot(its.dpdv, its.geoFrame.s) * its.geoFrame.s);
@ -353,11 +398,14 @@ public:
m_levelSize = new Vector2i[m_levelCount];
m_numChildren = new Vector2i[m_levelCount];
m_blockSize = new Vector2[m_levelCount];
m_blockSize = new Vector2i[m_levelCount];
m_blockSizeF = new Vector2[m_levelCount];
m_minmax = new Interval*[m_levelCount];
m_levelSize[0] = Vector2i(m_dataSize.x - 1, m_dataSize.y - 1);
m_blockSize[0] = Vector2(1, 1);
m_blockSize[0] = Vector2i(1, 1);
m_blockSizeF[0] = Vector2(1, 1);
m_invSize = Vector2((Float) 1 / m_levelSize[0].x, (Float) 1 / m_levelSize[0].y);
m_surfaceArea = 0;
size_t size = (size_t) m_levelSize[0].x * (size_t) m_levelSize[0].y * sizeof(Interval);
m_minmax[0] = (Interval *) allocAligned(size);
@ -392,10 +440,11 @@ public:
m_numChildren[level].x = prev.x > 1 ? 2 : 1;
m_numChildren[level].y = prev.y > 1 ? 2 : 1;
m_blockSize[level] = Vector2(
m_blockSize[level] = Vector2i(
m_levelSize[0].x / cur.x,
m_levelSize[0].y / cur.y
);
m_blockSizeF[level] = Vector2f(m_blockSize[level]);
/* Allocate memory for interval data */
Interval *prevBounds = m_minmax[level-1], *curBounds;
@ -490,13 +539,15 @@ private:
Float *m_data;
Normal *m_normals;
Vector2i m_dataSize;
Vector2 m_invSize;
Float m_surfaceArea;
/* Min-max quadtree data */
int m_levelCount;
Vector2i *m_levelSize;
Vector2i *m_numChildren;
Vector2 *m_blockSize;
Vector2i *m_blockSize;
Vector2 *m_blockSizeF;
Interval **m_minmax;
};