rtiow: better debugging, testing and fix some BVHTriangles bugs.

This commit is contained in:
Bill Thiede 2023-02-02 19:46:00 -08:00
parent 188b550fb7
commit eea5c7c61e

View File

@ -1,6 +1,7 @@
/// Implementation based on blog post @ /// Implementation based on blog post @
/// https://jacco.ompf2.com/2022/04/13/how-to-build-a-bvh-part-1-basics/ /// https://jacco.ompf2.com/2022/04/13/how-to-build-a-bvh-part-1-basics/
use std::f32::EPSILON; use std::f32::EPSILON;
use std::fmt;
use stl::STL; use stl::STL;
@ -12,7 +13,7 @@ use crate::{
vec3::{cross, dot, Vec3}, vec3::{cross, dot, Vec3},
}; };
#[derive(Debug)] #[derive(Debug, PartialEq)]
struct BVHNode { struct BVHNode {
aabb: AABB, aabb: AABB,
left_child: usize, left_child: usize,
@ -26,13 +27,21 @@ impl BVHNode {
} }
} }
#[derive(Debug)] #[derive(PartialEq)]
pub struct Triangle { pub struct Triangle {
centroid: Vec3, centroid: Vec3,
verts: [Vec3; 3], verts: [Vec3; 3],
} }
impl fmt::Debug for Triangle {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"Tri: <{}, {}, {}> @ {}",
self.verts[0], self.verts[1], self.verts[2], self.centroid
)
}
}
#[derive(Debug)]
pub struct BVHTriangles<M> pub struct BVHTriangles<M>
where where
M: Material, M: Material,
@ -42,12 +51,56 @@ where
bvh_nodes: Vec<BVHNode>, bvh_nodes: Vec<BVHNode>,
} }
impl<M> fmt::Debug for BVHTriangles<M>
where
M: Material,
{
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "{} triangles", self.triangles.len())?;
if f.alternate() {
writeln!(f)?;
}
for (i, t) in self.triangles.iter().enumerate() {
if f.alternate() {
write!(f, "\t")?;
}
write!(f, "{i:>3} {:?} ", t)?;
if f.alternate() {
writeln!(f)?;
}
}
if f.alternate() {
writeln!(f)?;
}
for (i, n) in self.bvh_nodes.iter().enumerate() {
write!(f, "N[{i}] {n:?}")?;
if f.alternate() {
writeln!(f)?;
}
let n = &self.bvh_nodes[i];
if n.is_leaf() {
for t_idx in n.first_prim..(n.first_prim + n.prim_count) {
if f.alternate() {
write!(f, "\t")?;
}
write!(f, "{:?} ", self.triangles[t_idx])?;
if f.alternate() {
writeln!(f)?;
}
}
}
}
Ok(())
}
}
const ROOT_NODE_IDX: usize = 0; const ROOT_NODE_IDX: usize = 0;
impl<M> BVHTriangles<M> impl<M> BVHTriangles<M>
where where
M: Material, M: Material,
{ {
pub fn new(stl: &STL, material: M) -> BVHTriangles<M> { pub fn new(stl: &STL, material: M) -> BVHTriangles<M> {
let div3 = 1. / 3.;
let triangles: Vec<_> = stl let triangles: Vec<_> = stl
.triangles .triangles
.iter() .iter()
@ -55,7 +108,7 @@ where
let v0 = t.verts[0]; let v0 = t.verts[0];
let v1 = t.verts[1]; let v1 = t.verts[1];
let v2 = t.verts[2]; let v2 = t.verts[2];
let centroid = (v0 + v1 + v2) * 0.3333; let centroid = (v0 + v1 + v2) * div3;
Triangle { Triangle {
centroid, centroid,
verts: [v0, v1, v2], verts: [v0, v1, v2],
@ -80,7 +133,7 @@ where
aabb: AABB::default(), aabb: AABB::default(),
left_child: 0, left_child: 0,
first_prim: 0, first_prim: 0,
prim_count: self.triangles.len() - 1, prim_count: self.triangles.len(),
}; };
self.bvh_nodes.push(root); self.bvh_nodes.push(root);
self.update_node_bounds(ROOT_NODE_IDX); self.update_node_bounds(ROOT_NODE_IDX);
@ -91,7 +144,7 @@ where
let node = &mut self.bvh_nodes[node_idx]; let node = &mut self.bvh_nodes[node_idx];
let mut aabb_min: Vec3 = f32::MAX.into(); let mut aabb_min: Vec3 = f32::MAX.into();
let mut aabb_max: Vec3 = f32::MIN.into(); let mut aabb_max: Vec3 = f32::MIN.into();
for i in node.first_prim..node.prim_count { for i in node.first_prim..(node.first_prim + node.prim_count) {
let leaf_tri = &self.triangles[i]; let leaf_tri = &self.triangles[i];
aabb_min = vec3::min(aabb_min, leaf_tri.verts[0]); aabb_min = vec3::min(aabb_min, leaf_tri.verts[0]);
aabb_min = vec3::min(aabb_min, leaf_tri.verts[1]); aabb_min = vec3::min(aabb_min, leaf_tri.verts[1]);
@ -111,7 +164,7 @@ where
let node = &self.bvh_nodes[idx]; let node = &self.bvh_nodes[idx];
// Compute split plane and position. // Compute split plane and position.
let extent = node.aabb.min() - node.aabb.max(); let extent = node.aabb.max() - node.aabb.min();
let axis = node.aabb.longest_axis(); let axis = node.aabb.longest_axis();
let split_pos = node.aabb.min()[axis] + extent[axis] * 0.5; let split_pos = node.aabb.min()[axis] + extent[axis] * 0.5;
@ -168,31 +221,37 @@ where
if !node.aabb.hit(r, t_min, t_max) { if !node.aabb.hit(r, t_min, t_max) {
return None; return None;
} }
//dbg!(&self);
if node.is_leaf() { if node.is_leaf() {
for tri in &self.triangles { return self
if let Some(RayTriangleResult { t, p }) = .triangles
ray_triangle_intersect_moller_trumbore(r, tri) .iter()
{ .map(|tri| {
//if let Some(RayTriangleResult { t, p }) = ray_triangle_intersect_geometric(r, tri) { if let Some(RayTriangleResult { t, p }) = intersect_tri(r, tri) {
// We don't support UV (yet?). // We don't support UV (yet?).
let uv = (0.5, 0.5); let uv = (0.5, 0.5);
let v0 = tri.verts[0]; let v0 = tri.verts[0];
let v1 = tri.verts[1]; let v1 = tri.verts[1];
let v2 = tri.verts[2]; let v2 = tri.verts[2];
let v0v1 = v1 - v0; let v0v1 = v1 - v0;
let v0v2 = v2 - v0; let v0v2 = v2 - v0;
let normal = cross(v0v1, v0v2).unit_vector(); let normal = cross(v0v1, v0v2).unit_vector();
return Some(HitRecord { //println!("hit triangle {tri:?}");
t, Some(HitRecord {
uv, t,
p, uv,
normal, p,
material: &self.material, normal,
}); material: &self.material,
} })
} } else {
None
}
})
.filter_map(|hr| hr)
.min_by(|a, b| a.t.partial_cmp(&b.t).unwrap());
} else { } else {
let r1 = self.intersect_bvh(r, node.left_child, t_min, t_max); let r1 = self.intersect_bvh(r, node.left_child, t_min, t_max);
let r2 = self.intersect_bvh(r, node.left_child + 1, t_min, t_max); let r2 = self.intersect_bvh(r, node.left_child + 1, t_min, t_max);
@ -209,26 +268,8 @@ where
} }
} }
impl<M> Hit for BVHTriangles<M>
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)
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
Some(self.bvh_nodes[0].aabb)
}
}
struct RayTriangleResult {
t: f32,
p: Vec3,
}
///
/// Based on https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection.html /// Based on https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection.html
fn ray_triangle_intersect_moller_trumbore(r: Ray, tri: &Triangle) -> Option<RayTriangleResult> { fn intersect_tri(r: Ray, tri: &Triangle) -> Option<RayTriangleResult> {
// #ifdef MOLLER_TRUMBORE // #ifdef MOLLER_TRUMBORE
// Vec3f v0v1 = v1 - v0; // Vec3f v0v1 = v1 - v0;
// Vec3f v0v2 = v2 - v0; // Vec3f v0v2 = v2 - v0;
@ -262,7 +303,7 @@ fn ray_triangle_intersect_moller_trumbore(r: Ray, tri: &Triangle) -> Option<RayT
let v0v2 = v2 - v0; let v0v2 = v2 - v0;
let p = cross(r.direction, v0v2); let p = cross(r.direction, v0v2);
let det = dot(v0v1, p); let det = dot(v0v1, p);
if det < EPSILON { if det.abs() < EPSILON {
return None; return None;
} }
@ -290,17 +331,97 @@ fn ray_triangle_intersect_moller_trumbore(r: Ray, tri: &Triangle) -> Option<RayT
None None
} }
impl<M> Hit for BVHTriangles<M>
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)
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
Some(self.bvh_nodes[0].aabb)
}
}
struct RayTriangleResult {
t: f32,
p: Vec3,
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*;
use crate::{ use crate::{
bvh_triangles::BVHTriangles, cuboid::Cuboid, hitable::Hit, material::Dielectric, ray::Ray, bvh_triangles::BVHTriangles,
cuboid::Cuboid,
hitable::Hit,
material::{Dielectric, Lambertian},
ray::Ray,
texture::ConstantTexture,
}; };
//use pretty_assertions::assert_eq;
use std::{ use std::{
io::{BufReader, Cursor}, io::{BufReader, Cursor},
sync::Arc, sync::Arc,
}; };
use stl::STL; 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] #[test]
fn compare_cuboid() { fn compare_cuboid() {
let c = Cuboid::new( let c = Cuboid::new(
@ -320,7 +441,8 @@ mod tests {
//Metal::new(Vec3::new(0.8, 0.8, 0.8), 0.2), //Metal::new(Vec3::new(0.8, 0.8, 0.8), 0.2),
//Lambertian::new(ConstantTexture::new(Vec3::new(1.0, 0.2, 0.2))), //Lambertian::new(ConstantTexture::new(Vec3::new(1.0, 0.2, 0.2))),
); );
let rays: Vec<_> = (1..20) //dbg!(&s);
let mut rays: Vec<_> = (1..20)
.flat_map(|y| { .flat_map(|y| {
(1..20).flat_map(move |x| { (1..20).flat_map(move |x| {
let x = x as f32; let x = x as f32;
@ -337,27 +459,28 @@ mod tests {
}) })
}) })
.collect(); .collect();
rays.push(Ray::new([10., 10., 10.], [1., 0., 0.], 0.));
for (i, r) in rays.into_iter().enumerate() { for r in rays.into_iter() {
let c_hit = c let c_hit = c
.hit(r, 0., f32::MAX) .hit(r, 0., f32::MAX)
.expect(&format!("c_hit missed {i}: {r:?}")); .expect(&format!("c_hit missed {r:#?}"));
let s_hit = s let s_hit = s
.hit(r, 0., f32::MAX) .hit(r, 0., f32::MAX)
.expect(&format!("s_hit missed {i}: {r:?}")); .expect(&format!("s_hit missed {r:#?}"));
assert_eq!( assert_eq!(
c_hit.t, s_hit.t, c_hit.t, s_hit.t,
"{i}: [t] c_hit: {c_hit:?}, s_hit: {s_hit:?}" "{r:?} [t] c_hit: {c_hit:#?}, s_hit: {s_hit:#?}"
); );
// uv isn't valid for BVHTriangles. // 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.uv, s_hit.uv, "{i}: [uv] c_hit: {c_hit:?}, s_hit: {s_hit:?}");
assert_eq!( assert_eq!(
c_hit.p, s_hit.p, c_hit.p, s_hit.p,
"{i}: [p] c_hit: {c_hit:?}, s_hit: {s_hit:?}" "{r:?}: [p] c_hit: {c_hit:?}, s_hit: {s_hit:?}"
); );
assert_eq!( assert_eq!(
c_hit.normal, s_hit.normal, c_hit.normal, s_hit.normal,
"{i}: [normal] c_hit: {c_hit:?}, s_hit: {s_hit:?}" "{r:?}: [normal] c_hit: {c_hit:?}, s_hit: {s_hit:?}"
); );
} }
} }