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											2021-05-20 12:49:33 +02:00
										 |  |  | // Copyright 2009-2021 Intel Corporation
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											2021-04-20 18:38:09 +02:00
										 |  |  | // SPDX-License-Identifier: Apache-2.0
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							|  |  |  | #include "bvh_rotate.h"
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							|  |  |  | namespace embree | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   namespace isa  | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     /*! Computes half surface area of box. */ | 
					
						
							|  |  |  |     __forceinline float halfArea3f(const BBox<vfloat4>& box) { | 
					
						
							|  |  |  |       const vfloat4 d = box.size(); | 
					
						
							|  |  |  |       const vfloat4 a = d*shuffle<1,2,0,3>(d); | 
					
						
							|  |  |  |       return a[0]+a[1]+a[2]; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     size_t BVHNRotate<4>::rotate(NodeRef parentRef, size_t depth) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       /*! nothing to rotate if we reached a leaf node. */ | 
					
						
							|  |  |  |       if (parentRef.isBarrier()) return 0; | 
					
						
							|  |  |  |       if (parentRef.isLeaf()) return 0; | 
					
						
							|  |  |  |       AABBNode* parent = parentRef.getAABBNode(); | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! rotate all children first */ | 
					
						
							|  |  |  |       vint4 cdepth; | 
					
						
							|  |  |  |       for (size_t c=0; c<4; c++) | 
					
						
							|  |  |  | 	cdepth[c] = (int)rotate(parent->child(c),depth+1); | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /* compute current areas of all children */ | 
					
						
							|  |  |  |       vfloat4 sizeX = parent->upper_x-parent->lower_x; | 
					
						
							|  |  |  |       vfloat4 sizeY = parent->upper_y-parent->lower_y; | 
					
						
							|  |  |  |       vfloat4 sizeZ = parent->upper_z-parent->lower_z; | 
					
						
							|  |  |  |       vfloat4 childArea = madd(sizeX,(sizeY + sizeZ),sizeY*sizeZ); | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! get node bounds */ | 
					
						
							|  |  |  |       BBox<vfloat4> child1_0,child1_1,child1_2,child1_3; | 
					
						
							|  |  |  |       parent->bounds(child1_0,child1_1,child1_2,child1_3); | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! Find best rotation. We pick a first child (child1) and a sub-child 
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							|  |  |  | 	(child2child) of a different second child (child2), and swap child1  | 
					
						
							|  |  |  | 	and child2child. We perform the best such swap. */ | 
					
						
							|  |  |  |       float bestArea = 0; | 
					
						
							|  |  |  |       size_t bestChild1 = -1, bestChild2 = -1, bestChild2Child = -1; | 
					
						
							|  |  |  |       for (size_t c2=0; c2<4; c2++) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  | 	/*! ignore leaf nodes as we cannot descent into them */ | 
					
						
							|  |  |  | 	if (parent->child(c2).isBarrier()) continue; | 
					
						
							|  |  |  | 	if (parent->child(c2).isLeaf()) continue; | 
					
						
							|  |  |  | 	AABBNode* child2 = parent->child(c2).getAABBNode(); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/*! transpose child bounds */ | 
					
						
							|  |  |  | 	BBox<vfloat4> child2c0,child2c1,child2c2,child2c3; | 
					
						
							|  |  |  | 	child2->bounds(child2c0,child2c1,child2c2,child2c3); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/*! put child1_0 at each child2 position */ | 
					
						
							|  |  |  | 	float cost00 = halfArea3f(merge(child1_0,child2c1,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost01 = halfArea3f(merge(child2c0,child1_0,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost02 = halfArea3f(merge(child2c0,child2c1,child1_0,child2c3)); | 
					
						
							|  |  |  | 	float cost03 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_0)); | 
					
						
							|  |  |  | 	vfloat4 cost0 = vfloat4(cost00,cost01,cost02,cost03); | 
					
						
							|  |  |  | 	vfloat4 min0 = vreduce_min(cost0); | 
					
						
							|  |  |  | 	int pos0 = (int)bsf(movemask(min0 == cost0)); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/*! put child1_1 at each child2 position */ | 
					
						
							|  |  |  | 	float cost10 = halfArea3f(merge(child1_1,child2c1,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost11 = halfArea3f(merge(child2c0,child1_1,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost12 = halfArea3f(merge(child2c0,child2c1,child1_1,child2c3)); | 
					
						
							|  |  |  | 	float cost13 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_1)); | 
					
						
							|  |  |  | 	vfloat4 cost1 = vfloat4(cost10,cost11,cost12,cost13); | 
					
						
							|  |  |  | 	vfloat4 min1 = vreduce_min(cost1); | 
					
						
							|  |  |  | 	int pos1 = (int)bsf(movemask(min1 == cost1)); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/*! put child1_2 at each child2 position */ | 
					
						
							|  |  |  | 	float cost20 = halfArea3f(merge(child1_2,child2c1,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost21 = halfArea3f(merge(child2c0,child1_2,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost22 = halfArea3f(merge(child2c0,child2c1,child1_2,child2c3)); | 
					
						
							|  |  |  | 	float cost23 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_2)); | 
					
						
							|  |  |  | 	vfloat4 cost2 = vfloat4(cost20,cost21,cost22,cost23); | 
					
						
							|  |  |  | 	vfloat4 min2 = vreduce_min(cost2); | 
					
						
							|  |  |  | 	int pos2 = (int)bsf(movemask(min2 == cost2)); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/*! put child1_3 at each child2 position */ | 
					
						
							|  |  |  | 	float cost30 = halfArea3f(merge(child1_3,child2c1,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost31 = halfArea3f(merge(child2c0,child1_3,child2c2,child2c3)); | 
					
						
							|  |  |  | 	float cost32 = halfArea3f(merge(child2c0,child2c1,child1_3,child2c3)); | 
					
						
							|  |  |  | 	float cost33 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_3)); | 
					
						
							|  |  |  | 	vfloat4 cost3 = vfloat4(cost30,cost31,cost32,cost33); | 
					
						
							|  |  |  | 	vfloat4 min3 = vreduce_min(cost3); | 
					
						
							|  |  |  | 	int pos3 = (int)bsf(movemask(min3 == cost3)); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/*! find best other child */ | 
					
						
							|  |  |  | 	vfloat4 area0123 = vfloat4(extract<0>(min0),extract<0>(min1),extract<0>(min2),extract<0>(min3)) - vfloat4(childArea[c2]); | 
					
						
							|  |  |  | 	int pos[4] = { pos0,pos1,pos2,pos3 }; | 
					
						
							|  |  |  | 	const size_t mbd = BVH4::maxBuildDepth; | 
					
						
							|  |  |  | 	vbool4 valid = vint4(int(depth+1))+cdepth <= vint4(mbd); // only select swaps that fulfill depth constraints
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							|  |  |  | 	valid &= vint4(int(c2)) != vint4(step); | 
					
						
							|  |  |  | 	if (none(valid)) continue; | 
					
						
							|  |  |  | 	size_t c1 = select_min(valid,area0123); | 
					
						
							|  |  |  | 	float area = area0123[c1];  | 
					
						
							|  |  |  |         if (c1 == c2) continue; // can happen if bounds are NANs
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							|  |  |  | 	 | 
					
						
							|  |  |  | 	/*! accept a swap when it reduces cost and is not swapping a node with itself */ | 
					
						
							|  |  |  | 	if (area < bestArea) { | 
					
						
							|  |  |  | 	  bestArea = area; | 
					
						
							|  |  |  | 	  bestChild1 = c1; | 
					
						
							|  |  |  | 	  bestChild2 = c2; | 
					
						
							|  |  |  | 	  bestChild2Child = pos[c1]; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! if we did not find a swap that improves the SAH then do nothing */ | 
					
						
							|  |  |  |       if (bestChild1 == size_t(-1)) return 1+reduce_max(cdepth); | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! perform the best found tree rotation */ | 
					
						
							|  |  |  |       AABBNode* child2 = parent->child(bestChild2).getAABBNode(); | 
					
						
							|  |  |  |       AABBNode::swap(parent,bestChild1,child2,bestChild2Child); | 
					
						
							|  |  |  |       parent->setBounds(bestChild2,child2->bounds()); | 
					
						
							|  |  |  |       AABBNode::compact(parent); | 
					
						
							|  |  |  |       AABBNode::compact(child2); | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! This returned depth is conservative as the child that was
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							|  |  |  |        *  pulled up in the tree could have been on the critical path. */ | 
					
						
							|  |  |  |       cdepth[bestChild1]++; // bestChild1 was pushed down one level
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							|  |  |  |       return 1+reduce_max(cdepth);  | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | } |