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BVH.cpp
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BVH.cpp
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/*
* Notice to this file:
* The basic part of this BVH implementation is inherited mostly from the BVH part in PBRT
* * this implementation by default uses the binning SAH method
*/
#include "precomp.h"
#include "BVH.h"
// This is the primitive information struct, which is mainly used to buffer
// all objects' informaion for normal BVH tree construction
struct BVHPrimitiveInfo
{
BVHPrimitiveInfo(){}
// Construct from an object index in array and the AABB thereof
BVHPrimitiveInfo(int objIndex, const AABB& BBox)
: objectIndex(objIndex), bbox(BBox)
{
centroid = BBox.centroid();
}
int objectIndex;
Point3D centroid;
AABB bbox;
};
// Normal BVH node, used for construction, which will later be flatterned
struct BVHBuildNode
{
BVHBuildNode(){ children[0] = children[1] = NULL; }
void initLeafNode(uint32_t first, uint32_t n, const AABB& BBox);
void initInteriorNode(uint32_t axis, BVHBuildNode *child0, BVHBuildNode *child1);
AABB bbox;
BVHBuildNode *children[2];
uint32_t splitAxis, firstPrimOffset, nPrimitives;
};
// Operatorator structs
struct CompareToMid
{
CompareToMid(int d, float m) { dim = d; mid = m; }
int dim;
float mid;
bool operator()(const BVHPrimitiveInfo &a) const;
};
struct ComparePoints
{
ComparePoints(int d) { dim = d; }
int dim;
bool operator()(const BVHPrimitiveInfo &a,
const BVHPrimitiveInfo &b) const;
};
struct CompareToBucket
{
CompareToBucket(int split, int num, int d, const AABB &b)
: centroidBounds(b), splitBucket(split), nBuckets(num), dim(d){}
bool operator()(const BVHPrimitiveInfo &p) const;
int splitBucket, nBuckets, dim;
const AABB ¢roidBounds;
};
// The linear BVH node
struct LinearBVHNode
{
AABB bbox;
union
{
uint32_t primitivesOffset; // leaf
uint32_t secondChildOffset; // interior
};
uint8_t nPrimitives; // 0 -> interior node
uint8_t axis; // interior node: xyz
uint8_t pad[2]; // ensure 32 byte total size :) EXCELLENT!
};
bool CompareToMid::operator()(const BVHPrimitiveInfo &a) const
{
switch (dim)
{
case 0:
return a.centroid.x < mid;
case 1:
return a.centroid.y < mid;
case 2:
return a.centroid.z < mid;
default:
return false;
}
}
bool ComparePoints::operator()( const BVHPrimitiveInfo &a,
const BVHPrimitiveInfo &b) const
{
switch (dim)
{
case 0:
return a.centroid.x < b.centroid.x;
case 1:
return a.centroid.y < b.centroid.y;
case 2:
return a.centroid.z < b.centroid.z;
default:
return false;
}
}
bool CompareToBucket::operator()(const BVHPrimitiveInfo &p) const
{
float numerator = 0.0f, denominator = 0.0f;
switch (dim)
{
case 0:
numerator = p.centroid.x - centroidBounds.x0;
denominator = centroidBounds.x1 - centroidBounds.x0;
break;
case 1:
numerator = p.centroid.y - centroidBounds.y0;
denominator = centroidBounds.y1 - centroidBounds.y0;
break;
case 2:
default:
numerator = p.centroid.z - centroidBounds.z0;
denominator = centroidBounds.z1 - centroidBounds.z0;
break;
}
int b = int((float)nBuckets * numerator / denominator);
if (b == nBuckets)
b = nBuckets - 1;
return b <= splitBucket;
}
// The method to initialize the node if it is a leaf node
void BVHBuildNode::initLeafNode(uint32_t first, uint32_t n, const AABB& BBox)
{
firstPrimOffset = first;
nPrimitives = n;
bbox = BBox;
}
// The method to initialize the node if it is an interior node
void BVHBuildNode::initInteriorNode(uint32_t axis, BVHBuildNode *child0, BVHBuildNode *child1)
{
children[0] = child0;
children[1] = child1;
bbox = Union(child0->bbox, child1->bbox);
splitAxis = axis;
nPrimitives = 0;
}
// The inline function to test ray<->AABB intersection
static inline bool rayHitBvhAABB( const AABB &bounds, Ray &ray,
const Vector3D &invDir, const uint32_t dirIsNeg[3] )
{
ray.counter++;
// Check for ray intersection against $x$ and $y$ slabs
float txmin = (dirIsNeg[0] == 0) ? (bounds.x0 - ray.o.x) : (bounds.x1 - ray.o.x);
txmin *= invDir.x;
float txmax = (dirIsNeg[0] == 1) ? (bounds.x0 - ray.o.x) : (bounds.x1 - ray.o.x);
txmax *= invDir.x;
float tymin = (dirIsNeg[1] == 0) ? (bounds.y0 - ray.o.y) : (bounds.y1 - ray.o.y);
tymin *= invDir.y;
float tymax = (dirIsNeg[1] == 1) ? (bounds.y0 - ray.o.y) : (bounds.y1 - ray.o.y);
tymax *= invDir.y;
if ((txmin > tymax) || (tymin > txmax))
return false;
if (tymin > txmin)
txmin = tymin;
if (tymax < txmax)
txmax = tymax;
// Check for ray intersection against $z$ slab
float tzmin = (dirIsNeg[2] == 0) ? (bounds.z0 - ray.o.z) : (bounds.z1 - ray.o.z);
tzmin *= invDir.z;
float tzmax = (dirIsNeg[2] == 1) ? (bounds.z0 - ray.o.z) : (bounds.z1 - ray.o.z);
tzmax *= invDir.z;
if ((txmin > tzmax) || (tzmin > txmax))
return false;
if (tzmin > txmin)
txmin = tzmin;
if (tzmax < txmax)
txmax = tzmax;
if ((txmin < ray.t) && (txmax > EPSILON) && (txmin < txmax))
{
ray.counter++;
return true;
}
return false;
//return (txmin < ray.t) && (txmax > EPSILON) && (txmin < txmax);
}
// The inline function to test frustum<->AABB intersection
static inline bool frustumHitBvhAABB( const AABB &bounds, const RayPacket& packet )
{
Point3D startPoint = packet.rays[packet.frustum[0]].o;
Vector3D N1 = packet.rays[packet.frustum[1]].d ^ packet.rays[packet.frustum[0]].d;
Vector3D N2 = packet.rays[packet.frustum[3]].d ^ packet.rays[packet.frustum[1]].d;
Vector3D N3 = packet.rays[packet.frustum[2]].d ^ packet.rays[packet.frustum[3]].d;
Vector3D N4 = packet.rays[packet.frustum[0]].d ^ packet.rays[packet.frustum[2]].d;
Vector3D Va = Point3D(bounds.x0, bounds.y0, bounds.z0) - startPoint;
Vector3D Vb = Point3D(bounds.x0, bounds.y1, bounds.z0) - startPoint;
Vector3D Vc = Point3D(bounds.x1, bounds.y0, bounds.z0) - startPoint;
Vector3D Vd = Point3D(bounds.x0, bounds.y0, bounds.z1) - startPoint;
Vector3D Ve = Point3D(bounds.x0, bounds.y1, bounds.z1) - startPoint;
Vector3D Vf = Point3D(bounds.x1, bounds.y0, bounds.z1) - startPoint;
return !( (N1*Va > 0 || N1*Vd > 0) &&
(N2*Va > 0 || N2*Vd > 0) &&
(N3*Vb > 0 || N3*Ve > 0) &&
(N4*Vc > 0 || N4*Vf > 0) );
}
// The inline function to test packet<->AABB intersection
static inline bool packetHitBvhAABB(const AABB &bounds, RayPacket& packet, uint32_t& index)
{
for (uint32_t i = 0; i < RAY_PACKET_SIZE; ++i)
{
Vector3D invDir(1.0f / packet.rays[i].d.x,
1.0f / packet.rays[i].d.y,
1.0f / packet.rays[i].d.z);
uint32_t dirIsNeg[3] = { invDir.x < 0.0f, invDir.y < 0.0f, invDir.z < 0.0f };
if (rayHitBvhAABB(bounds, packet.rays[i], invDir, dirIsNeg))
{
index = i;
return true;
}
}
return false;
}
// Default Constructor, construct from objects input
BVH::BVH(const std::vector<GeoPrimitive*> objectsInput)
{
// Time counter
clock_t begin = clock();
// Return if empty input size
if (objectsInput.size() == 0)
{
root = NULL;
bbox = AABB();
number = 0;
return;
}
// Initialize buildData vector for input objects
objects.clear();
vector<BVHPrimitiveInfo> buildData;
buildData.reserve(objectsInput.size());
for (vector<BVHPrimitiveInfo>::size_type i = 0; i < objectsInput.size(); ++i)
{
objects.push_back(objectsInput[i]);
AABB BBox = objectsInput[i]->get_AABB();
buildData.push_back(BVHPrimitiveInfo((int)i, BBox));
}
// Recursively build BVH tree for objects
uint32_t totalNodes = 0;
vector<GeoPrimitive*> orderedObjects;
orderedObjects.reserve(objects.size());
BVHBuildNode *buildRoot = recursiveBuild(buildData, 0, (uint32_t)objects.size(), &totalNodes, orderedObjects);
objects.swap(orderedObjects);
// Allocate alligned memory for the root ptr to point to
root = (LinearBVHNode*)malloc(sizeof(LinearBVHNode)* totalNodes);
// Set each to a new LinearBVHNode*
for (uint32_t i = 0; i < totalNodes; i++)
{
new (&root[i]) LinearBVHNode;
}
// Flattern the build tree to a linear tree
uint32_t offset = 0;
flattenBVHTree(buildRoot, &offset);
clock_t finish = clock();
float duration = (float)(finish - begin);
bbox = root->bbox;
number = (int)totalNodes;
// Print BVH construction info:
std::cout << "\nBVH constructed:\n " << totalNodes
<< " nodes for " << (int)objects.size() << " objects\n using "
<< float(totalNodes * sizeof(LinearBVHNode)) / (1024.f*1024.f)
<< " MB space\n taking " << duration << " ms." << std::endl;
}
// Destructor
BVH::~BVH()
{}
// Return the AABB of root node
AABB BVH::worldBBox() const
{
return bbox;
}
// The method to recursively build the normal BVH tree
BVHBuildNode *BVH::recursiveBuild( std::vector<BVHPrimitiveInfo> &buildData, uint32_t start, uint32_t end,
uint32_t *totalNodes, std::vector<GeoPrimitive*> &orderedPrims)
{
// Handle zero-size input
if (end == start)
return NULL;
(*totalNodes)++;
// Allocate a pointer to BVHBuildNode
BVHBuildNode* node = (BVHBuildNode*)malloc(sizeof(BVHBuildNode));
// Add all objects' AABB into one AABB
AABB bbox;
for (uint32_t i = start; i < end; ++i)
{
bbox = Union(bbox, buildData[i].bbox);
}
uint32_t nPrimitives = end - start;
float currentCost = (float)nPrimitives * bbox.area();
// Create current node as a leaf node
if (nPrimitives == 1)
{
// Create leaf node BVHBuildNode
uint32_t firstPrimOffset = (uint32_t)orderedPrims.size();
for (uint32_t i = start; i < end; ++i)
{
uint32_t primNum = buildData[i].objectIndex;
orderedPrims.push_back(objects[primNum]);
}
node->initLeafNode(firstPrimOffset, nPrimitives, bbox);
}
else
{
// Current node division and recursive build
// Compute Centroid Bounds and determine divide dimension
AABB centroidBounds;
for (uint32_t i = start; i < end; ++i)
{
centroidBounds = Union(centroidBounds, buildData[i].centroid);
}
// The dimension to divide
int dim = centroidBounds.principleAxis();
// Divide objects into two groups and build children
uint32_t mid = (uint32_t)((start + end) * 0.5f);
if (centroidBounds.dimMax(dim) == centroidBounds.dimMin(dim))
{
// If nPrimitives is no greater than BVH_MAX_INLEAF,
// then all the nodes can be stored in a compact bvh leaf node.
if (nPrimitives <= BVH_MAX_INLEAF)
{
// Create leaf _BVHBuildNode_
uint32_t firstPrimOffset = (uint32_t)orderedPrims.size();
for (uint32_t i = start; i < end; ++i)
{
uint32_t primNum = buildData[i].objectIndex;
orderedPrims.push_back(objects[primNum]);
}
node->initLeafNode(firstPrimOffset, nPrimitives, bbox);
return node;
}
else
{
// else if nPrimitives is greater than BVH_MAX_INLEAF, we
// need to split it further to guarantee each node contains
// no more than maxPrimsInNode primitives.
node->initInteriorNode( dim,
recursiveBuild( buildData, start, mid,
totalNodes, orderedPrims),
recursiveBuild( buildData, mid, end,
totalNodes, orderedPrims));
return node;
}
}
// The binning-SAH construction, here we use BVH_BINS bins
// Partition primitives using approximate SAH
if (nPrimitives <= 4)
{
// Partition primitives into equally-sized subsets
mid = (start + end) / 2;
std::nth_element( &buildData[start], &buildData[mid],
&buildData[end - 1] + 1, ComparePoints(dim));
}
else
{
// Allocate _BucketInfo_ for SAH partition buckets
struct BucketInfo
{
BucketInfo() { count = 0; }
int count;
AABB bounds;
};
BucketInfo buckets[BVH_BINS];
// Initialize _BucketInfo_ for SAH partition buckets
float denominatorInv = 1.0f / (centroidBounds.dimMax(dim) - centroidBounds.dimMin(dim));
for (uint32_t i = start; i < end; ++i)
{
int b = int( BVH_BINS *
(buildData[i].centroid.dim(dim) - centroidBounds.dimMin(dim)) *
denominatorInv );
if (b == BVH_BINS)
b = BVH_BINS - 1;
buckets[b].count++;
buckets[b].bounds = Union(buckets[b].bounds, buildData[i].bbox);
}
// Compute costs for splitting after each bucket
float cost[BVH_BINS - 1];
for (int i = 0; i < BVH_BINS - 1; ++i)
{
AABB b0, b1;
int count0 = 0, count1 = 0;
for (int j = 0; j <= i; ++j)
{
b0 = Union(b0, buckets[j].bounds);
count0 += buckets[j].count;
}
for (int j = i + 1; j < BVH_BINS; ++j)
{
b1 = Union(b1, buckets[j].bounds);
count1 += buckets[j].count;
}
// The simplified version of SAH, i.e. removing constants
cost[i] = count0*b0.area() + count1*b1.area();
}
// Find bucket to split at that minimizes SAH metric
float minCost = cost[0];
uint32_t minCostSplit = 0;
for (int i = 1; i < BVH_BINS - 1; ++i)
{
if (cost[i] < minCost)
{
minCost = cost[i];
minCostSplit = i;
}
}
// Either create leaf or split objects at selected SAH bucket
// The original PBRT way, stil prone to Bad Artists, see below
if (nPrimitives > BVH_MAX_INLEAF || minCost < currentCost)
{
// Divide the objects (calculate middle point) when:
// i, there are more objects under current node than BVH_MAX_INLEAF, or
// ii, there is a SAH cost smaller than current cost
// * As for the worst case, when i. is true and ii. is not, and there are
// * (more than BVH_MAX_INLEAF) objects to divide, errors might occur.
BVHPrimitiveInfo *pmid = std::partition(&buildData[start],
&buildData[end - 1] + 1,
CompareToBucket(minCostSplit, BVH_BINS,
dim, centroidBounds) );
mid = (uint32_t)(pmid - &buildData[0]);
}
else
{
// Create a leaf node when the minimum cost is no smaller than current cost
uint32_t firstPrimOffset = (uint32_t)orderedPrims.size();
for (uint32_t i = start; i < end; ++i)
{
uint32_t primNum = buildData[i].objectIndex;
orderedPrims.push_back(objects[primNum]);
}
node->initLeafNode(firstPrimOffset, nPrimitives, bbox);
return node;
}
}
// Finally made it to initInteriorNode, make this a interior and recursively build on it
node->initInteriorNode( dim,
recursiveBuild( buildData, start, mid,
totalNodes, orderedPrims),
recursiveBuild( buildData, mid, end,
totalNodes, orderedPrims));
}
return node;
}
// The method to flatten the normal BVH tree to a linear one
uint32_t BVH::flattenBVHTree(BVHBuildNode *node, uint32_t *offset)
{
LinearBVHNode *linearNode = &root[*offset];
linearNode->bbox = node->bbox;
uint32_t myOffset = (*offset)++;
if (node->nPrimitives > 0)
{
// Create leaf flattened BVH node
linearNode->primitivesOffset = node->firstPrimOffset;
linearNode->nPrimitives = node->nPrimitives;
}
else
{
// Creater interior flattened BVH node
linearNode->axis = node->splitAxis;
linearNode->nPrimitives = 0;
flattenBVHTree(node->children[0], offset);
linearNode->secondChildOffset = flattenBVHTree(node->children[1], offset);
}
return myOffset;
}
// The Ray<->BVH hit traversal quick check method, for BVH traversal
bool BVH::hit_check(Ray& ray)
{
bool hit = false;
if (!root)
return hit;
Vector3D invDir(1.0f / ray.d.x, 1.0f / ray.d.y, 1.0f / ray.d.z);
uint32_t dirIsNeg[3] = { invDir.x < 0.0f, invDir.y < 0.0f, invDir.z < 0.0f };
// Follow ray through BVH nodes to find primitive intersections
uint32_t todoOffset = 0, nodeNum = 0;
uint32_t todo[64];
while (true)
{
const LinearBVHNode *node = &root[nodeNum];
// Check ray against BVH node
if (::rayHitBvhAABB(node->bbox, ray, invDir, dirIsNeg))
{
if (node->nPrimitives > 0)
{
hit = true;
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
else
{
// Put far BVH node on _todo_ stack, advance to near node
if (dirIsNeg[node->axis])
{
todo[todoOffset++] = nodeNum + 1;
nodeNum = node->secondChildOffset;
}
else
{
todo[todoOffset++] = node->secondChildOffset;
nodeNum = nodeNum + 1;
}
}
}
else
{
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
}
return hit;
}
// The Ray<->BVH hit traversal method, for shadow rays
bool BVH::hit(Ray& ray)
{
bool hit = false;
if (!root)
return hit;
Vector3D invDir(1.0f / ray.d.x, 1.0f / ray.d.y, 1.0f / ray.d.z);
uint32_t dirIsNeg[3] = { invDir.x < 0.0f, invDir.y < 0.0f, invDir.z < 0.0f };
// Follow ray through BVH nodes to find primitive intersections
uint32_t todoOffset = 0, nodeNum = 0;
uint32_t todo[64];
while (true)
{
const LinearBVHNode *node = &root[nodeNum];
// Check ray against BVH node
if (::rayHitBvhAABB(node->bbox, ray, invDir, dirIsNeg))
{
if (node->nPrimitives > 0)
{
// Intersect ray with primitives in leaf BVH node
for (uint32_t i = 0; i < node->nPrimitives; ++i)
{
// Ckeck with all primitives
if (objects[node->primitivesOffset + i]->hit(ray))
{
hit = true;
}
}
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
else
{
// Put far BVH node on _todo_ stack, advance to near node
if (dirIsNeg[node->axis])
{
todo[todoOffset++] = nodeNum + 1;
nodeNum = node->secondChildOffset;
}
else
{
todo[todoOffset++] = node->secondChildOffset;
nodeNum = nodeNum + 1;
}
}
}
else
{
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
}
return hit;
}
// The Ray<->BVH hit traversal method, with HitPoint
bool BVH::hit(Ray& ray, HitPoint& hitPoint)
{
bool hit = false;
if (!root)
return hit;
Vector3D invDir(1.0f / ray.d.x, 1.0f / ray.d.y, 1.0f / ray.d.z);
uint32_t dirIsNeg[3] = { invDir.x < 0.0f, invDir.y < 0.0f, invDir.z < 0.0f };
// Follow ray through BVH nodes to find primitive intersections
uint32_t todoOffset = 0, nodeNum = 0;
uint32_t todo[64];
while (true)
{
const LinearBVHNode *node = &root[nodeNum];
// Check ray against BVH node
if (::rayHitBvhAABB(node->bbox, ray, invDir, dirIsNeg))
{
if (node->nPrimitives > 0)
{
// Intersect ray with primitives in leaf BVH node
for (uint32_t i = 0; i < node->nPrimitives; ++i)
{
if (objects[node->primitivesOffset + i]->hit(ray, hitPoint))
{
hit = true;
}
}
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
else
{
// Put far BVH node on _todo_ stack, advance to near node
if (dirIsNeg[node->axis])
{
todo[todoOffset++] = nodeNum + 1;
nodeNum = node->secondChildOffset;
}
else
{
todo[todoOffset++] = node->secondChildOffset;
nodeNum = nodeNum + 1;
}
}
}
else
{
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
}
return hit;
}
// The RayPacket<->BVH hit traversal method
bool BVH::hit_packet(RayPacket& packet)
{
bool hit = false;
if (!root)
return hit;
// The initial firstActive Ray info
Vector3D invDir(1.0f / packet.rays[packet.firstActive].d.x,
1.0f / packet.rays[packet.firstActive].d.y,
1.0f / packet.rays[packet.firstActive].d.z);
uint32_t dirIsNeg[3] = { invDir.x < 0.0f, invDir.y < 0.0f, invDir.z < 0.0f };
// Follow ray through BVH nodes to find primitive intersections
uint32_t todoOffset = 0, nodeNum = 0;
uint32_t todo[64];
// This is for a smarter way, but not yet ready to use
//uint32_t preActive[64]; preActive[0] = packet.firstActive;
while (true)
{
const LinearBVHNode *node = &root[nodeNum];
uint32_t newActive = 0;
/// First hit test
/// Check current firstActive ray against BVH Node
if (::rayHitBvhAABB(node->bbox, packet.rays[packet.firstActive], invDir, dirIsNeg))
{
if (node->nPrimitives > 0)
{
// Intersect RayPacket.rays with primitives in leaf BVH node
for (uint32_t p = 0; p < node->nPrimitives; ++p)
{
for (uint32_t r = packet.firstActive; r < RAY_PACKET_SIZE; ++r)
{
if (objects[node->primitivesOffset + p]->hit(packet.rays[r], packet.hitPoints[r]))
{
hit = true;
}
}
}
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
else
{
//preActive[todoOffset] = packet.firstActive;
// Put far BVH node on _todo_ stack, advance to near node
if (dirIsNeg[node->axis])
{
todo[todoOffset++] = nodeNum + 1;
nodeNum = node->secondChildOffset;
}
else
{
todo[todoOffset++] = node->secondChildOffset;
nodeNum = nodeNum + 1;
}
}
}
else if (packetHitBvhAABB(node->bbox, packet, newActive))
{
if (node->nPrimitives > 0)
{
// Intersect RayPacket.rays with primitives in leaf BVH node, from the new firstActive
for (uint32_t p = 0; p < node->nPrimitives; ++p)
{
for (uint32_t r = newActive; r < RAY_PACKET_SIZE; ++r)
{
if (objects[node->primitivesOffset + p]->hit(packet.rays[r], packet.hitPoints[r]))
{
hit = true;
}
}
}
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
else
{
//preActive[todoOffset] = newActive;
// Put far BVH node on _todo_ stack, advance to near node
if (dirIsNeg[node->axis])
{
todo[todoOffset++] = nodeNum + 1;
nodeNum = node->secondChildOffset;
}
else
{
todo[todoOffset++] = node->secondChildOffset;
nodeNum = nodeNum + 1;
}
}
}
else
{
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
}
return hit;
}
// Get how many nodes in current BVH
int BVH::node_count() const
{
return this->number;
}