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										 |  |  | // Copyright 2009-2021 Intel Corporation
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										 |  |  | // SPDX-License-Identifier: Apache-2.0
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							|  |  |  | #pragma once
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							|  |  |  | #include "triangle.h"
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							|  |  |  | #include "trianglev.h"
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							|  |  |  | #include "trianglev_mb.h"
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							|  |  |  | #include "intersector_epilog.h"
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							|  |  |  | /*! Modified Pluecker ray/triangle intersector. The test first shifts
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							|  |  |  |  *  the ray origin into the origin of the coordinate system and then | 
					
						
							|  |  |  |  *  uses Pluecker coordinates for the intersection. Due to the shift, | 
					
						
							|  |  |  |  *  the Pluecker coordinate calculation simplifies and the tests get | 
					
						
							|  |  |  |  *  numerically stable. The edge equations are watertight along the | 
					
						
							|  |  |  |  *  edge for neighboring triangles. */ | 
					
						
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							|  |  |  | namespace embree | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   namespace isa | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     template<int M, typename UVMapper> | 
					
						
							|  |  |  |     struct PlueckerHitM | 
					
						
							|  |  |  |     { | 
					
						
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										 |  |  |       __forceinline PlueckerHitM(const UVMapper& mapUV) : mapUV(mapUV) {} | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline PlueckerHitM(const vbool<M>& valid, const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& UVW, const vfloat<M>& t, const Vec3vf<M>& Ng, const UVMapper& mapUV) | 
					
						
							|  |  |  |         :  U(U), V(V), UVW(UVW), mapUV(mapUV), valid(valid), vt(t), vNg(Ng) {} | 
					
						
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										 |  |  |        | 
					
						
							|  |  |  |       __forceinline void finalize()  | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vbool<M> invalid = abs(UVW) < min_rcp_input; | 
					
						
							|  |  |  |         const vfloat<M> rcpUVW = select(invalid,vfloat<M>(0.0f),rcp(UVW)); | 
					
						
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										 |  |  |         vu = min(U * rcpUVW,1.0f); | 
					
						
							|  |  |  |         vv = min(V * rcpUVW,1.0f);	 | 
					
						
							|  |  |  |         mapUV(vu,vv,vNg); | 
					
						
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										 |  |  |       } | 
					
						
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							|  |  |  |       __forceinline Vec2vf<M> uv() const { return Vec2vf<M>(vu,vv); } | 
					
						
							|  |  |  |       __forceinline vfloat<M> t () const { return vt; } | 
					
						
							|  |  |  |       __forceinline Vec3vf<M> Ng() const { return vNg; } | 
					
						
							|  |  |  |      | 
					
						
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										 |  |  |       __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]); } | 
					
						
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										 |  |  |     public: | 
					
						
							|  |  |  |       vfloat<M> U; | 
					
						
							|  |  |  |       vfloat<M> V; | 
					
						
							|  |  |  |       vfloat<M> UVW; | 
					
						
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										 |  |  |       const UVMapper& mapUV; | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |     public: | 
					
						
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										 |  |  |       vbool<M> valid;       | 
					
						
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										 |  |  |       vfloat<M> vu; | 
					
						
							|  |  |  |       vfloat<M> vv; | 
					
						
							|  |  |  |       vfloat<M> vt; | 
					
						
							|  |  |  |       Vec3vf<M> vNg; | 
					
						
							|  |  |  |     }; | 
					
						
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										 |  |  |     template<int M, bool early_out = true> | 
					
						
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										 |  |  |     struct PlueckerIntersector1 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline PlueckerIntersector1() {} | 
					
						
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							|  |  |  |       __forceinline PlueckerIntersector1(const Ray& ray, const void* ptr) {} | 
					
						
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										 |  |  |       template<typename UVMapper> | 
					
						
							|  |  |  |       __forceinline bool intersect(const vbool<M>& valid0, | 
					
						
							|  |  |  |                                    Ray& ray, | 
					
						
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										 |  |  |                                    const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  |                                    const UVMapper& mapUV, | 
					
						
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										 |  |  | 				   PlueckerHitM<M,UVMapper>& hit) const | 
					
						
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										 |  |  |       { | 
					
						
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										 |  |  |         vbool<M> valid = valid0; | 
					
						
							|  |  |  |          | 
					
						
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										 |  |  |         /* calculate vertices relative to ray origin */ | 
					
						
							|  |  |  |         const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); | 
					
						
							|  |  |  | 	const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); | 
					
						
							|  |  |  |         const Vec3vf<M> v0 = tri_v0-O; | 
					
						
							|  |  |  |         const Vec3vf<M> v1 = tri_v1-O; | 
					
						
							|  |  |  |         const Vec3vf<M> v2 = tri_v2-O; | 
					
						
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							|  |  |  |         /* calculate triangle edges */ | 
					
						
							|  |  |  |         const Vec3vf<M> e0 = v2-v0; | 
					
						
							|  |  |  |         const Vec3vf<M> e1 = v0-v1; | 
					
						
							|  |  |  |         const Vec3vf<M> e2 = v1-v2; | 
					
						
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							|  |  |  |         /* perform edge tests */ | 
					
						
							|  |  |  |         const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
					
						
							|  |  |  |         const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
					
						
							|  |  |  |         const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
					
						
							|  |  |  |         const vfloat<M> UVW = U+V+W; | 
					
						
							|  |  |  |         const vfloat<M> eps = float(ulp)*abs(UVW); | 
					
						
							|  |  |  | #if defined(EMBREE_BACKFACE_CULLING)
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										 |  |  |         valid &= max(U,V,W) <= eps; | 
					
						
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										 |  |  | #else
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										 |  |  |         valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
					
						
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										 |  |  | #endif
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										 |  |  |         if (unlikely(early_out && none(valid))) return false; | 
					
						
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										 |  |  | 
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							|  |  |  |         /* calculate geometry normal and denominator */ | 
					
						
							|  |  |  |         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
					
						
							|  |  |  |         const vfloat<M> den = twice(dot(Ng,D)); | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         /* perform depth test */ | 
					
						
							|  |  |  |         const vfloat<M> T = twice(dot(v0,Ng)); | 
					
						
							|  |  |  |         const vfloat<M> t = rcp(den)*T; | 
					
						
							|  |  |  |         valid &= vfloat<M>(ray.tnear()) <= t & t <= vfloat<M>(ray.tfar); | 
					
						
							|  |  |  |         valid &= den != vfloat<M>(zero); | 
					
						
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										 |  |  |         if (unlikely(early_out && none(valid))) return false; | 
					
						
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										 |  |  | 
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							|  |  |  |         /* update hit information */ | 
					
						
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										 |  |  |         new (&hit) PlueckerHitM<M,UVMapper>(valid,U,V,UVW,t,Ng,mapUV); | 
					
						
							|  |  |  |         return true; | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       template<typename UVMapper> | 
					
						
							|  |  |  |       __forceinline bool intersectEdge(const vbool<M>& valid, | 
					
						
							|  |  |  | 				       Ray& ray, | 
					
						
							|  |  |  | 				       const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  | 				       const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  | 				       const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  | 				       const UVMapper& mapUV, | 
					
						
							|  |  |  | 				       PlueckerHitM<M,UVMapper>& hit) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         return intersect(valid,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       template<typename UVMapper> | 
					
						
							|  |  |  |       __forceinline bool intersectEdge(Ray& ray, | 
					
						
							|  |  |  | 				       const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  | 				       const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  | 				       const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  | 				       const UVMapper& mapUV,				        | 
					
						
							|  |  |  | 				       PlueckerHitM<M,UVMapper>& hit) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  | 	vbool<M> valid = true; | 
					
						
							|  |  |  |         return intersect(valid,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       template<typename UVMapper> | 
					
						
							|  |  |  |       __forceinline bool intersect(Ray& ray, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  |                                    const UVMapper& mapUV,				    | 
					
						
							|  |  |  |                                    PlueckerHitM<M,UVMapper>& hit) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         return intersectEdge(ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       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 | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         PlueckerHitM<M,UVMapper> hit(mapUV); | 
					
						
							|  |  |  |         if (likely(intersectEdge(ray,v0,e1,e2,mapUV,hit))) return epilog(hit.valid,hit); | 
					
						
							|  |  |  |         return false; | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       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 | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         PlueckerHitM<M,UVMapper> hit(mapUV); | 
					
						
							|  |  |  |         if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); | 
					
						
							|  |  |  |         return false; | 
					
						
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										 |  |  |       } | 
					
						
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							|  |  |  |       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>(); | 
					
						
							|  |  |  |         PlueckerHitM<M,UVIdentity<M>> hit(mapUV); | 
					
						
							|  |  |  |         if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); | 
					
						
							|  |  |  |         return false; | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       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 | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         PlueckerHitM<M,UVMapper> hit(mapUV); | 
					
						
							|  |  |  |         if (likely(intersect(valid,ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); | 
					
						
							|  |  |  |         return false; | 
					
						
							|  |  |  |       } | 
					
						
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										 |  |  |     }; | 
					
						
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							|  |  |  |     template<int K, typename UVMapper> | 
					
						
							|  |  |  |     struct PlueckerHitK | 
					
						
							|  |  |  |     { | 
					
						
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										 |  |  |       __forceinline PlueckerHitK(const UVMapper& mapUV) : mapUV(mapUV) {} | 
					
						
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										 |  |  |       __forceinline PlueckerHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& UVW, const vfloat<K>& t, const Vec3vf<K>& Ng, const UVMapper& mapUV) | 
					
						
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										 |  |  |         :  U(U), V(V), UVW(UVW), t(t), Ng(Ng), mapUV(mapUV) {} | 
					
						
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										 |  |  |        | 
					
						
							|  |  |  |       __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vbool<K> invalid = abs(UVW) < min_rcp_input; | 
					
						
							|  |  |  |         const vfloat<K> rcpUVW = select(invalid,vfloat<K>(0.0f),rcp(UVW)); | 
					
						
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										 |  |  |         vfloat<K> u = min(U * rcpUVW,1.0f); | 
					
						
							|  |  |  |         vfloat<K> v = min(V * rcpUVW,1.0f); | 
					
						
							|  |  |  |         Vec3vf<K> vNg = Ng; | 
					
						
							|  |  |  |         mapUV(u,v,vNg); | 
					
						
							|  |  |  |         return std::make_tuple(u,v,t,vNg); | 
					
						
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										 |  |  |       } | 
					
						
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										 |  |  |       vfloat<K> U; | 
					
						
							|  |  |  |       vfloat<K> V; | 
					
						
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										 |  |  |       const vfloat<K> UVW; | 
					
						
							|  |  |  |       const vfloat<K> t; | 
					
						
							|  |  |  |       const Vec3vf<K> Ng; | 
					
						
							|  |  |  |       const UVMapper& mapUV; | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     template<int M, int K> | 
					
						
							|  |  |  |     struct PlueckerIntersectorK | 
					
						
							|  |  |  |     { | 
					
						
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										 |  |  |       __forceinline PlueckerIntersectorK() {}       | 
					
						
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										 |  |  |       __forceinline PlueckerIntersectorK(const vbool<K>& valid, const RayK<K>& ray) {} | 
					
						
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							|  |  |  |       /*! Intersects K rays with one of M triangles. */ | 
					
						
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										 |  |  |       template<typename UVMapper> | 
					
						
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										 |  |  |       __forceinline vbool<K> intersectK(const vbool<K>& valid0, | 
					
						
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										 |  |  | 				    RayK<K>& ray, | 
					
						
							|  |  |  | 				    const Vec3vf<K>& tri_v0, | 
					
						
							|  |  |  | 				    const Vec3vf<K>& tri_v1, | 
					
						
							|  |  |  | 				    const Vec3vf<K>& tri_v2, | 
					
						
							|  |  |  | 				    const UVMapper& mapUV, | 
					
						
							|  |  |  | 				    PlueckerHitK<K,UVMapper> &hit) const | 
					
						
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										 |  |  |       { | 
					
						
							|  |  |  |         /* calculate vertices relative to ray origin */ | 
					
						
							|  |  |  |         vbool<K> valid = valid0; | 
					
						
							|  |  |  |         const Vec3vf<K> O = ray.org; | 
					
						
							|  |  |  |         const Vec3vf<K> D = ray.dir; | 
					
						
							|  |  |  |         const Vec3vf<K> v0 = tri_v0-O; | 
					
						
							|  |  |  |         const Vec3vf<K> v1 = tri_v1-O; | 
					
						
							|  |  |  |         const Vec3vf<K> v2 = tri_v2-O; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         /* calculate triangle edges */ | 
					
						
							|  |  |  |         const Vec3vf<K> e0 = v2-v0; | 
					
						
							|  |  |  |         const Vec3vf<K> e1 = v0-v1; | 
					
						
							|  |  |  |         const Vec3vf<K> e2 = v1-v2; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         /* perform edge tests */ | 
					
						
							|  |  |  |         const vfloat<K> U = dot(Vec3vf<K>(cross(e0,v2+v0)),D); | 
					
						
							|  |  |  |         const vfloat<K> V = dot(Vec3vf<K>(cross(e1,v0+v1)),D); | 
					
						
							|  |  |  |         const vfloat<K> W = dot(Vec3vf<K>(cross(e2,v1+v2)),D); | 
					
						
							|  |  |  |         const vfloat<K> UVW = U+V+W; | 
					
						
							|  |  |  |         const vfloat<K> eps = float(ulp)*abs(UVW); | 
					
						
							|  |  |  | #if defined(EMBREE_BACKFACE_CULLING)
 | 
					
						
							|  |  |  |         valid &= max(U,V,W) <= eps; | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  |         valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
					
						
							|  |  |  | #endif
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										 |  |  |         if (unlikely(none(valid))) return valid; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |          /* calculate geometry normal and denominator */ | 
					
						
							|  |  |  |         const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2); | 
					
						
							|  |  |  |         const vfloat<K> den = twice(dot(Vec3vf<K>(Ng),D)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         /* perform depth test */ | 
					
						
							|  |  |  |         const vfloat<K> T = twice(dot(v0,Vec3vf<K>(Ng))); | 
					
						
							|  |  |  |         const vfloat<K> t = rcp(den)*T; | 
					
						
							|  |  |  |         valid &= ray.tnear() <= t & t <= ray.tfar; | 
					
						
							|  |  |  |         valid &= den != vfloat<K>(zero); | 
					
						
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										 |  |  |         if (unlikely(none(valid))) return valid; | 
					
						
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										 |  |  |          | 
					
						
							|  |  |  |         /* calculate hit information */ | 
					
						
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										 |  |  |         new (&hit) PlueckerHitK<K,UVMapper>(U,V,UVW,t,Ng,mapUV); | 
					
						
							|  |  |  |         return valid; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       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;	 | 
					
						
							|  |  |  |         PlueckerHitK<K,UVIdentity<K>> hit(mapUV);		 | 
					
						
							|  |  |  |         const vbool<K> valid = intersectK(valid0,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
					
						
							|  |  |  | 	return epilog(valid,hit); | 
					
						
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										 |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       template<typename UVMapper, typename Epilog> | 
					
						
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										 |  |  |       __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 | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         PlueckerHitK<K,UVMapper> hit(mapUV);		 | 
					
						
							|  |  |  |         const vbool<K> valid = intersectK(valid0,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
					
						
							|  |  |  | 	return epilog(valid,hit); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! Intersect k'th ray from ray packet of size K with M triangles. */ | 
					
						
							|  |  |  |       template<typename UVMapper> | 
					
						
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										 |  |  |       __forceinline bool intersect(RayK<K>& ray, size_t k, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  |                                    const UVMapper& mapUV, | 
					
						
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										 |  |  | 				   PlueckerHitM<M,UVMapper> &hit) const | 
					
						
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										 |  |  |       { | 
					
						
							|  |  |  |         /* calculate vertices relative to ray origin */ | 
					
						
							|  |  |  |         const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k); | 
					
						
							|  |  |  |         const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k); | 
					
						
							|  |  |  |         const Vec3vf<M> v0 = tri_v0-O; | 
					
						
							|  |  |  |         const Vec3vf<M> v1 = tri_v1-O; | 
					
						
							|  |  |  |         const Vec3vf<M> v2 = tri_v2-O; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         /* calculate triangle edges */ | 
					
						
							|  |  |  |         const Vec3vf<M> e0 = v2-v0; | 
					
						
							|  |  |  |         const Vec3vf<M> e1 = v0-v1; | 
					
						
							|  |  |  |         const Vec3vf<M> e2 = v1-v2; | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	 | 
					
						
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										 |  |  |         /* perform edge tests */ | 
					
						
							|  |  |  |         const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
					
						
							|  |  |  |         const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
					
						
							|  |  |  |         const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
					
						
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										 |  |  | 	 | 
					
						
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										 |  |  |         const vfloat<M> UVW = U+V+W; | 
					
						
							|  |  |  |         const vfloat<M> eps = float(ulp)*abs(UVW); | 
					
						
							|  |  |  | #if defined(EMBREE_BACKFACE_CULLING)
 | 
					
						
							|  |  |  |         vbool<M> valid = max(U,V,W) <= eps; | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  |         vbool<M> valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  |         if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         /* calculate geometry normal and denominator */ | 
					
						
							|  |  |  |         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
					
						
							|  |  |  |         const vfloat<M> den = twice(dot(Ng,D)); | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |         /* perform depth test */ | 
					
						
							|  |  |  |         const vfloat<M> T = twice(dot(v0,Ng)); | 
					
						
							|  |  |  |         const vfloat<M> t = rcp(den)*T; | 
					
						
							|  |  |  |         valid &= vfloat<M>(ray.tnear()[k]) <= t & t <= vfloat<M>(ray.tfar[k]); | 
					
						
							|  |  |  |         if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         /* avoid division by 0 */ | 
					
						
							|  |  |  |         valid &= den != vfloat<M>(zero); | 
					
						
							|  |  |  |         if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         /* update hit information */ | 
					
						
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										 |  |  |         new (&hit) PlueckerHitM<M,UVMapper>(valid,U,V,UVW,t,Ng,mapUV); | 
					
						
							|  |  |  |         return true; | 
					
						
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										 |  |  |       } | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |       template<typename UVMapper, typename Epilog> | 
					
						
							|  |  |  |       __forceinline bool intersect(RayK<K>& ray, size_t k, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  |                                    const UVMapper& mapUV,				    | 
					
						
							|  |  |  |                                    const Epilog& epilog) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         PlueckerHitM<M,UVMapper> hit(mapUV);	 | 
					
						
							|  |  |  |         if (intersect(ray,k,tri_v0,tri_v1,tri_v2,mapUV,hit)) | 
					
						
							|  |  |  | 	  return epilog(hit.valid,hit); | 
					
						
							|  |  |  | 	return false; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       template<typename Epilog> | 
					
						
							|  |  |  |       __forceinline bool intersect(RayK<K>& ray, size_t k, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  |                                    const Epilog& epilog) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  | 	UVIdentity<M> mapUV;	 | 
					
						
							|  |  |  |         PlueckerHitM<M,UVIdentity<M>> hit(mapUV);	 | 
					
						
							|  |  |  |         if (intersect(ray,k,tri_v0,tri_v1,tri_v2,mapUV,hit)) | 
					
						
							|  |  |  | 	  return epilog(hit.valid,hit); | 
					
						
							|  |  |  | 	return false; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
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										 |  |  |     }; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | } |