// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "triangle.h" #include "intersector_epilog.h" /*! This intersector implements a modified version of the Moeller * Trumbore intersector from the paper "Fast, Minimum Storage * Ray-Triangle Intersection". In contrast to the paper we * precalculate some factors and factor the calculations differently * to allow precalculating the cross product e1 x e2. The resulting * algorithm is similar to the fastest one of the paper "Optimizing * Ray-Triangle Intersection via Automated Search". */ namespace embree { namespace isa { template<int M, typename UVMapper> struct MoellerTrumboreHitM { __forceinline MoellerTrumboreHitM(const UVMapper& mapUV) : mapUV(mapUV) {} __forceinline MoellerTrumboreHitM(const vbool<M>& valid, const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& T, const vfloat<M>& absDen, const Vec3vf<M>& Ng, const UVMapper& mapUV) : U(U), V(V), T(T), absDen(absDen), mapUV(mapUV), valid(valid), vNg(Ng) {} __forceinline void finalize() { const vfloat<M> rcpAbsDen = rcp(absDen); vt = T * rcpAbsDen; vu = U * rcpAbsDen; vv = V * rcpAbsDen; mapUV(vu,vv,vNg); } __forceinline Vec2vf<M> uv() const { return Vec2vf<M>(vu,vv); } __forceinline vfloat<M> t () const { return vt; } __forceinline Vec3vf<M> Ng() const { return vNg; } __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); } __forceinline float t (const size_t i) const { return vt[i]; } __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } public: vfloat<M> U; vfloat<M> V; vfloat<M> T; vfloat<M> absDen; UVMapper mapUV; public: vbool<M> valid; vfloat<M> vu; vfloat<M> vv; vfloat<M> vt; Vec3vf<M> vNg; }; template<int M, bool early_out = true> struct MoellerTrumboreIntersector1 { __forceinline MoellerTrumboreIntersector1() {} __forceinline MoellerTrumboreIntersector1(const Ray& ray, const void* ptr) {} template<typename UVMapper> __forceinline bool intersect(const vbool<M>& valid0, Ray& ray, const Vec3vf<M>& tri_v0, const Vec3vf<M>& tri_e1, const Vec3vf<M>& tri_e2, const Vec3vf<M>& tri_Ng, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { /* calculate denominator */ vbool<M> valid = valid0; const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); const Vec3vf<M> C = Vec3vf<M>(tri_v0) - O; const Vec3vf<M> R = cross(C,D); const vfloat<M> den = dot(Vec3vf<M>(tri_Ng),D); const vfloat<M> absDen = abs(den); const vfloat<M> sgnDen = signmsk(den); /* perform edge tests */ const vfloat<M> U = dot(R,Vec3vf<M>(tri_e2)) ^ sgnDen; const vfloat<M> V = dot(R,Vec3vf<M>(tri_e1)) ^ sgnDen; /* perform backface culling */ #if defined(EMBREE_BACKFACE_CULLING) valid &= (den < vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen); #else valid &= (den != vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen); #endif if (likely(early_out && none(valid))) return false; /* perform depth test */ const vfloat<M> T = dot(Vec3vf<M>(tri_Ng),C) ^ sgnDen; valid &= (absDen*vfloat<M>(ray.tnear()) < T) & (T <= absDen*vfloat<M>(ray.tfar)); if (likely(early_out && none(valid))) return false; /* update hit information */ new (&hit) MoellerTrumboreHitM<M,UVMapper>(valid,U,V,T,absDen,tri_Ng,mapUV); return true; } template<typename UVMapper> __forceinline bool intersectEdge(const vbool<M>& valid, Ray& ray, const Vec3vf<M>& tri_v0, const Vec3vf<M>& tri_e1, const Vec3vf<M>& tri_e2, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { const Vec3<vfloat<M>> tri_Ng = cross(tri_e2,tri_e1); return intersect(valid,ray,tri_v0,tri_e1,tri_e2,tri_Ng,mapUV,hit); } template<typename UVMapper> __forceinline bool intersectEdge(Ray& ray, const Vec3vf<M>& tri_v0, const Vec3vf<M>& tri_e1, const Vec3vf<M>& tri_e2, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { vbool<M> valid = true; const Vec3<vfloat<M>> tri_Ng = cross(tri_e2,tri_e1); return intersect(valid,ray,tri_v0,tri_e1,tri_e2,tri_Ng,mapUV,hit); } template<typename UVMapper> __forceinline bool intersect(Ray& ray, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { const Vec3vf<M> e1 = v0-v1; const Vec3vf<M> e2 = v2-v0; return intersectEdge(ray,v0,e1,e2,mapUV,hit); } template<typename UVMapper> __forceinline bool intersect(const vbool<M>& valid, Ray& ray, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { const Vec3vf<M> e1 = v0-v1; const Vec3vf<M> e2 = v2-v0; return intersectEdge(valid,ray,v0,e1,e2,mapUV,hit); } template<typename UVMapper, typename Epilog> __forceinline bool intersectEdge(Ray& ray, const Vec3vf<M>& v0, const Vec3vf<M>& e1, const Vec3vf<M>& e2, const UVMapper& mapUV, const Epilog& epilog) const { MoellerTrumboreHitM<M,UVMapper> hit(mapUV); if (likely(intersectEdge(ray,v0,e1,e2,mapUV,hit))) return epilog(hit.valid,hit); return false; } template<typename UVMapper, typename Epilog> __forceinline bool intersect(Ray& ray, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const UVMapper& mapUV, const Epilog& epilog) const { MoellerTrumboreHitM<M,UVMapper> hit(mapUV); if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); return false; } template<typename Epilog> __forceinline bool intersect(Ray& ray, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Epilog& epilog) const { auto mapUV = UVIdentity<M>(); MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV); if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); return false; } template<typename UVMapper, typename Epilog> __forceinline bool intersect(const vbool<M>& valid, Ray& ray, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const UVMapper& mapUV, const Epilog& epilog) const { MoellerTrumboreHitM<M,UVMapper> hit(mapUV); if (likely(intersect(valid,ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); return false; } }; template<int K, typename UVMapper> struct MoellerTrumboreHitK { __forceinline MoellerTrumboreHitK(const UVMapper& mapUV) : mapUV(mapUV) {} __forceinline MoellerTrumboreHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& T, const vfloat<K>& absDen, const Vec3vf<K>& Ng, const UVMapper& mapUV) : U(U), V(V), T(T), absDen(absDen), Ng(Ng), mapUV(mapUV) {} __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const { const vfloat<K> rcpAbsDen = rcp(absDen); const vfloat<K> t = T * rcpAbsDen; vfloat<K> u = U * rcpAbsDen; vfloat<K> v = V * rcpAbsDen; Vec3vf<K> vNg = Ng; mapUV(u,v,vNg); return std::make_tuple(u,v,t,vNg); } vfloat<K> U; vfloat<K> V; const vfloat<K> T; const vfloat<K> absDen; const Vec3vf<K> Ng; const UVMapper& mapUV; }; template<int M, int K> struct MoellerTrumboreIntersectorK { __forceinline MoellerTrumboreIntersectorK() {} __forceinline MoellerTrumboreIntersectorK(const vbool<K>& valid, const RayK<K>& ray) {} /*! Intersects K rays with one of M triangles. */ template<typename UVMapper> __forceinline vbool<K> intersectK(const vbool<K>& valid0, //RayK<K>& ray, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir, const vfloat<K>& ray_tnear, const vfloat<K>& ray_tfar, const Vec3vf<K>& tri_v0, const Vec3vf<K>& tri_e1, const Vec3vf<K>& tri_e2, const Vec3vf<K>& tri_Ng, const UVMapper& mapUV, MoellerTrumboreHitK<K,UVMapper> &hit) const { /* calculate denominator */ vbool<K> valid = valid0; const Vec3vf<K> C = tri_v0 - ray_org; const Vec3vf<K> R = cross(C,ray_dir); const vfloat<K> den = dot(tri_Ng,ray_dir); const vfloat<K> absDen = abs(den); const vfloat<K> sgnDen = signmsk(den); /* test against edge p2 p0 */ const vfloat<K> U = dot(tri_e2,R) ^ sgnDen; valid &= U >= 0.0f; if (likely(none(valid))) return false; /* test against edge p0 p1 */ const vfloat<K> V = dot(tri_e1,R) ^ sgnDen; valid &= V >= 0.0f; if (likely(none(valid))) return false; /* test against edge p1 p2 */ const vfloat<K> W = absDen-U-V; valid &= W >= 0.0f; if (likely(none(valid))) return false; /* perform depth test */ const vfloat<K> T = dot(tri_Ng,C) ^ sgnDen; valid &= (absDen*ray_tnear < T) & (T <= absDen*ray_tfar); if (unlikely(none(valid))) return false; /* perform backface culling */ #if defined(EMBREE_BACKFACE_CULLING) valid &= den < vfloat<K>(zero); if (unlikely(none(valid))) return false; #else valid &= den != vfloat<K>(zero); if (unlikely(none(valid))) return false; #endif /* calculate hit information */ new (&hit) MoellerTrumboreHitK<K,UVMapper>(U,V,T,absDen,tri_Ng,mapUV); return valid; } /*! Intersects K rays with one of M triangles. */ template<typename UVMapper> __forceinline vbool<K> intersectK(const vbool<K>& valid0, RayK<K>& ray, const Vec3vf<K>& tri_v0, const Vec3vf<K>& tri_v1, const Vec3vf<K>& tri_v2, const UVMapper& mapUV, MoellerTrumboreHitK<K,UVMapper> &hit) const { const Vec3vf<K> e1 = tri_v0-tri_v1; const Vec3vf<K> e2 = tri_v2-tri_v0; const Vec3vf<K> Ng = cross(e2,e1); return intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,e1,e2,Ng,mapUV,hit); } /*! Intersects K rays with one of M triangles. */ template<typename UVMapper, typename Epilog> __forceinline vbool<K> intersectK(const vbool<K>& valid0, RayK<K>& ray, const Vec3vf<K>& tri_v0, const Vec3vf<K>& tri_v1, const Vec3vf<K>& tri_v2, const UVMapper& mapUV, const Epilog& epilog) const { MoellerTrumboreHitK<K,UVIdentity<K>> hit(mapUV); const Vec3vf<K> e1 = tri_v0-tri_v1; const Vec3vf<K> e2 = tri_v2-tri_v0; const Vec3vf<K> Ng = cross(e2,e1); const vbool<K> valid = intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,e1,e2,Ng,mapUV,hit); return epilog(valid,hit); } template<typename Epilog> __forceinline vbool<K> intersectK(const vbool<K>& valid0, RayK<K>& ray, const Vec3vf<K>& tri_v0, const Vec3vf<K>& tri_v1, const Vec3vf<K>& tri_v2, const Epilog& epilog) const { UVIdentity<K> mapUV; MoellerTrumboreHitK<K,UVIdentity<K>> hit(mapUV); const Vec3vf<K> e1 = tri_v0-tri_v1; const Vec3vf<K> e2 = tri_v2-tri_v0; const Vec3vf<K> Ng = cross(e2,e1); const vbool<K> valid = intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,e1,e2,Ng,mapUV,hit); return epilog(valid,hit); } /*! Intersects K rays with one of M triangles. */ template<typename UVMapper, typename Epilog> __forceinline vbool<K> intersectEdgeK(const vbool<K>& valid0, RayK<K>& ray, const Vec3vf<K>& tri_v0, const Vec3vf<K>& tri_e1, const Vec3vf<K>& tri_e2, const UVMapper& mapUV, const Epilog& epilog) const { MoellerTrumboreHitK<K,UVIdentity<K>> hit(mapUV); const Vec3vf<K> tri_Ng = cross(tri_e2,tri_e1); const vbool<K> valid = intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,tri_e1,tri_e2,tri_Ng,mapUV,hit); return epilog(valid,hit); } /*! Intersect k'th ray from ray packet of size K with M triangles. */ template<typename UVMapper> __forceinline bool intersectEdge(RayK<K>& ray, size_t k, const Vec3vf<M>& tri_v0, const Vec3vf<M>& tri_e1, const Vec3vf<M>& tri_e2, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { /* calculate denominator */ typedef Vec3vf<M> Vec3vfM; const Vec3vf<M> tri_Ng = cross(tri_e2,tri_e1); const Vec3vfM O = broadcast<vfloat<M>>(ray.org,k); const Vec3vfM D = broadcast<vfloat<M>>(ray.dir,k); const Vec3vfM C = Vec3vfM(tri_v0) - O; const Vec3vfM R = cross(C,D); const vfloat<M> den = dot(Vec3vfM(tri_Ng),D); const vfloat<M> absDen = abs(den); const vfloat<M> sgnDen = signmsk(den); /* perform edge tests */ const vfloat<M> U = dot(Vec3vf<M>(tri_e2),R) ^ sgnDen; const vfloat<M> V = dot(Vec3vf<M>(tri_e1),R) ^ sgnDen; /* perform backface culling */ #if defined(EMBREE_BACKFACE_CULLING) vbool<M> valid = (den < vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen); #else vbool<M> valid = (den != vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen); #endif if (likely(none(valid))) return false; /* perform depth test */ const vfloat<M> T = dot(Vec3vf<M>(tri_Ng),C) ^ sgnDen; valid &= (absDen*vfloat<M>(ray.tnear()[k]) < T) & (T <= absDen*vfloat<M>(ray.tfar[k])); if (likely(none(valid))) return false; /* calculate hit information */ new (&hit) MoellerTrumboreHitM<M,UVMapper>(valid,U,V,T,absDen,tri_Ng,mapUV); return true; } template<typename UVMapper> __forceinline bool intersectEdge(RayK<K>& ray, size_t k, const BBox<vfloat<M>>& time_range, const Vec3vf<M>& tri_v0, const Vec3vf<M>& tri_e1, const Vec3vf<M>& tri_e2, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { if (likely(intersect(ray,k,tri_v0,tri_e1,tri_e2,mapUV,hit))) { hit.valid &= time_range.lower <= vfloat<M>(ray.time[k]); hit.valid &= vfloat<M>(ray.time[k]) < time_range.upper; return any(hit.valid); } return false; } template<typename UVMapper> __forceinline bool intersect(RayK<K>& ray, size_t k, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const UVMapper& mapUV, MoellerTrumboreHitM<M,UVMapper>& hit) const { const Vec3vf<M> e1 = v0-v1; const Vec3vf<M> e2 = v2-v0; return intersectEdge(ray,k,v0,e1,e2,mapUV,hit); } template<typename UVMapper, typename Epilog> __forceinline bool intersectEdge(RayK<K>& ray, size_t k, const Vec3vf<M>& tri_v0, const Vec3vf<M>& tri_e1, const Vec3vf<M>& tri_e2, const UVMapper& mapUV, const Epilog& epilog) const { MoellerTrumboreHitM<M,UVMapper> hit(mapUV); if (likely(intersectEdge(ray,k,tri_v0,tri_e1,tri_e2,mapUV,hit))) return epilog(hit.valid,hit); return false; } template<typename UVMapper, typename Epilog> __forceinline bool intersectEdge(RayK<K>& ray, size_t k, const BBox<vfloat<M>>& time_range, const Vec3vf<M>& tri_v0, const Vec3vf<M>& tri_e1, const Vec3vf<M>& tri_e2, const UVMapper& mapUV, const Epilog& epilog) const { MoellerTrumboreHitM<M,UVMapper> hit(mapUV); if (likely(intersectEdge(ray,k,time_range,tri_v0,tri_e1,tri_e2,mapUV,hit))) return epilog(hit.valid,hit); return false; } template<typename UVMapper, typename Epilog> __forceinline bool intersect(RayK<K>& ray, size_t k, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const UVMapper& mapUV, const Epilog& epilog) const { const Vec3vf<M> e1 = v0-v1; const Vec3vf<M> e2 = v2-v0; return intersectEdge(ray,k,v0,e1,e2,mapUV,epilog); } template<typename Epilog> __forceinline bool intersect(RayK<K>& ray, size_t k, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Epilog& epilog) const { return intersect(ray,k,v0,v1,v2,UVIdentity<M>(),epilog); } template<typename UVMapper, typename Epilog> __forceinline bool intersect(RayK<K>& ray, size_t k, const BBox<vfloat<M>>& time_range, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const UVMapper& mapUV, const Epilog& epilog) const { const Vec3vf<M> e1 = v0-v1; const Vec3vf<M> e2 = v2-v0; return intersectEdge(ray,k,time_range,v0,e1,e2,mapUV,epilog); } }; } }