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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