rtiow: BVHTriangles faster BVH traversal.

This commit is contained in:
Bill Thiede 2023-02-12 13:04:08 -08:00
parent f51d3396f4
commit 7ec30d8557

View File

@ -29,7 +29,7 @@ impl BVHNode {
}
}
#[derive(PartialEq)]
#[derive(Clone, PartialEq)]
pub struct Triangle {
centroid: Vec3,
verts: [Vec3; 3],
@ -170,10 +170,11 @@ where
info!(" Predict: {}", bvh.bvh_nodes.capacity());
info!(" Actual: {}", bvh.bvh_nodes.len());
info!(
" Savings: {}",
" Savings: {} bytes",
(bvh.bvh_nodes.capacity() - bvh.bvh_nodes.len()) * std::mem::size_of::<BVHNode>()
);
bvh.bvh_nodes.shrink_to_fit();
//dbg!(&bvh);
bvh
}
@ -315,56 +316,72 @@ where
}
}
fn intersect_bvh(&self, r: Ray, node_idx: u32, t_min: f32, t_max: f32) -> Option<HitRecord> {
// TODO(wathiede): visit nodes front to back and remove recursion.
let node = &self.bvh_nodes[node_idx as usize];
if !node.aabb.hit(r, t_min, t_max) {
return None;
}
//dbg!(&self);
fn intersect_bvh(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
let mut node = &self.bvh_nodes[0];
let mut stack = Vec::with_capacity(2);
let mut nearest = None;
loop {
if node.is_leaf() {
let canditate = (node.left_first..(node.left_first + node.tri_count))
// Map from idx to Triangle
.map(|idx| &self.triangles[self.triangle_index[idx as usize]])
// Try to hit all triangles for this node, filtering out misses.
.filter_map(|tri| intersect_tri(r, &tri))
// Find the nearest hit (if any).
.min_by(|a, b| a.t.partial_cmp(&b.t).unwrap());
if node.is_leaf() {
return self
.triangles
.iter()
.map(|tri| {
if let Some(RayTriangleResult { t, p }) = intersect_tri(r, tri) {
// We don't support UV (yet?).
let uv = (0.5, 0.5);
let v0 = tri.verts[0];
let v1 = tri.verts[1];
let v2 = tri.verts[2];
let v0v1 = v1 - v0;
let v0v2 = v2 - v0;
let normal = cross(v0v1, v0v2).unit_vector();
//println!("hit triangle {tri:?}");
Some(HitRecord {
t,
uv,
p,
normal,
material: &self.material,
})
} else {
None
// merge candidate with nearest.
nearest = match (&canditate, &nearest) {
(Some(_), None) => canditate,
(None, Some(_)) => nearest,
(Some(c), Some(n)) => {
//info!("merging {c:#?} and {n:#?}");
if c.t < n.t {
canditate
} else {
nearest
}
}
})
.filter_map(|hr| hr)
.min_by(|a, b| a.t.partial_cmp(&b.t).unwrap());
} else {
let r1 = self.intersect_bvh(r, node.left_first, t_min, t_max);
let r2 = self.intersect_bvh(r, node.left_first + 1, t_min, t_max);
// Merge results, if both hit, take the one closest to the ray origin (smallest t
// value).
match (&r1, &r2) {
(Some(_), None) => return r1,
(None, Some(_)) => return r2,
(None, None) => (),
(Some(rp1), Some(rp2)) => return if rp1.t < rp2.t { r1 } else { r2 },
(None, None) => None,
};
if stack.is_empty() {
break;
}
node = stack.pop().unwrap();
continue;
}
let child1 = &self.bvh_nodes[node.left_first as usize];
let child2 = &self.bvh_nodes[node.left_first as usize + 1];
let dist1 = child1.aabb.hit_distance(r, t_min, t_max);
let dist2 = child2.aabb.hit_distance(r, t_min, t_max);
// Swap c1/c2 & d1/d2 based on d1/d2.
let (child1, child2, dist1, dist2) = match (dist1, dist2) {
(Some(d1), Some(d2)) if d1 > d2 => (child2, child1, dist2, dist1),
(None, Some(_)) => (child2, child1, dist2, dist1),
_ => (child1, child2, dist1, dist2),
};
// dist1/child1 should now be the nearest hit.
// If we missed dist1/child1, then we implicitly missed dist2/child2, so pop a child
// from the stack or exit the function.
if dist1.is_none() {
if stack.is_empty() {
break;
}
node = stack.pop().unwrap();
} else {
// We hit child1, so process it next.
node = child1;
// If we also hit child2 save it on the stack so we can process it later.
if dist2.is_some() {
stack.push(child2);
}
}
}
None
nearest
.and_then(|rtr: RayTriangleResult| Some(rtr.hit_record_with_material(&self.material)))
}
}
@ -426,6 +443,7 @@ fn intersect_tri(r: Ray, tri: &Triangle) -> Option<RayTriangleResult> {
return Some(RayTriangleResult {
t,
p: r.point_at_parameter(t),
tri: tri.clone(),
});
}
None
@ -436,7 +454,7 @@ where
M: Material,
{
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
self.intersect_bvh(r, 0, t_min, t_max)
self.intersect_bvh(r, t_min, t_max)
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
@ -444,9 +462,33 @@ where
}
}
#[derive(Debug)]
struct RayTriangleResult {
t: f32,
p: Vec3,
tri: Triangle,
}
impl RayTriangleResult {
fn hit_record_with_material<'m>(self, material: &'m dyn Material) -> HitRecord<'m> {
// We don't support UV (yet?).
let uv = (0.5, 0.5);
let v0 = self.tri.verts[0];
let v1 = self.tri.verts[1];
let v2 = self.tri.verts[2];
let v0v1 = v1 - v0;
let v0v2 = v2 - v0;
let normal = cross(v0v1, v0v2).unit_vector();
//println!("hit triangle {tri:?}");
HitRecord {
t: self.t,
uv,
p: self.p,
normal,
material,
}
}
}
#[cfg(test)]
@ -461,67 +503,13 @@ mod tests {
texture::ConstantTexture,
};
use pretty_assertions::assert_eq;
use proptest::prelude::*;
use std::{
io::{BufReader, Cursor},
sync::Arc,
};
use stl::STL;
/*
#[test]
fn build_bvh() {
let stl_triangles: Vec<_> = (0..4)
.flat_map(|y| {
(0..2).map(move |x| {
let x = x as f32;
let y = y as f32;
stl::Triangle {
normal: [1., 0., 0.].into(),
verts: [
[2. * x + 0., 2. * y + 0., 0.].into(),
[2. * x + 1., 2. * y + 0., 0.].into(),
[2. * x + 1., 2. * y + 1., 0.].into(),
],
attr: 0,
}
})
})
.collect();
let stl = STL {
header: [0; 80],
triangles: stl_triangles,
};
/*
let mut bvh_triangles: Vec<_> = stl_triangles
.iter()
.map(|tri| {
let div3 = 1. / 3.;
let v0 = tri.verts[0];
let v1 = tri.verts[1];
let v2 = tri.verts[2];
let centroid = (v0 + v1 + v2) * div3;
Triangle {
centroid,
verts: tri.verts,
}
})
.collect();
bvh_triangles.sort_by(|a, b| a.centroid.y.partial_cmp(&b.centroid.y).unwrap());
let material = Lambertian::new(ConstantTexture::new([0., 0., 0.]));
let bvh_nodes = Default::default();
let want = BVHTriangles {
triangles: bvh_triangles,
bvh_nodes,
material,
};
*/
let material = Lambertian::new(ConstantTexture::new([0., 0., 0.]));
let bvh = BVHTriangles::new(&stl, material);
dbg!(&bvh);
assert_eq!(bvh.bvh_nodes.len(), 2 * bvh.triangles.len() - 2);
}
*/
#[test]
fn compare_cuboid() {
let c = Cuboid::new(
@ -579,7 +567,6 @@ mod tests {
})
})
.collect();
// These currently differ between STL and cuboid.
if false {
// Outward in at an angle.
let sqrt2 = 2f32.sqrt();
@ -591,8 +578,6 @@ mod tests {
]);
}
// TODO(wathiede): proptest this, it's still not perfectly equal when rendering.
for r in rays.into_iter() {
let c_hit = c
.hit(r, 0., f32::MAX)
@ -616,4 +601,62 @@ mod tests {
);
}
}
proptest! {
// TODO(wathiede): make this work.
//#[test]
fn compare_cuboid_proptest(
ox in -20.0f32..40.0,
oy in -20.0f32..40.0,
oz in -20.0f32..40.0,
dx in -1.0f32..1.0,
dy in -1.0f32..1.0,
dz in -1.0f32..1.0,
) {
let r = Ray::new([ox,oy,oz].into(), Vec3::new(dx, dy, dz).unit_vector(), 0.5);
let c = Cuboid::new(
[0., 0., 0.].into(),
[20., 20., 20.].into(),
Arc::new(Dielectric::new(1.5)),
);
let stl_cube = STL::parse(
BufReader::new(Cursor::new(include_bytes!("../stls/cube.stl"))),
false,
)
.expect("failed to parse cube");
let s = BVHTriangles::new(
&stl_cube,
Dielectric::new(1.5),
//Metal::new(Vec3::new(0.8, 0.8, 0.8), 0.2),
//Lambertian::new(ConstantTexture::new(Vec3::new(1.0, 0.2, 0.2))),
);
let c_hit = c .hit(r, 0., f32::MAX);
let s_hit = s .hit(r, 0., f32::MAX);
match (c_hit, s_hit) {
(Some(_), None)=>assert!(false, "hit cuboid but not STL"),
(None, Some(_))=>assert!(false, "hit STL but not cuboid"),
(Some(c_hit), Some(s_hit))=> {
assert!(
(c_hit.t - s_hit.t).abs() < 0.00001,
"{r:?} [t] c_hit: {c_hit:#?}, s_hit: {s_hit:#?}"
);
// uv isn't valid for BVHTriangles.
// assert_eq!( c_hit.uv, s_hit.uv, "{i}: [uv] c_hit: {c_hit:?}, s_hit: {s_hit:?}");
assert_eq!(
c_hit.p, s_hit.p,
"{r:?}: [p] c_hit: {c_hit:#?}, s_hit: {s_hit:#?}"
);
assert_eq!(
c_hit.normal, s_hit.normal,
"{r:?}: [normal] c_hit: {c_hit:?}, s_hit: {s_hit:?}"
);
},
// It's okay if they both miss.
(None,None)=>(),
}
}
}
}