Generalized the BVH to... pretty much anything.

The BVH is now generic over any kind of data.  The building
function takes in a closure that can bound the given data type
in 3d space, and the rest just works.
This commit is contained in:
Nathan Vegdahl 2015-12-31 00:32:38 -08:00
parent f87a8b4934
commit 1c660dda13
3 changed files with 125 additions and 75 deletions

View File

@ -7,8 +7,10 @@ use triangle;
use algorithm::partition;
#[derive(Debug)]
pub struct BVH {
pub struct BVH<'a, T: 'a> {
nodes: Vec<BVHNode>,
objects: &'a [T],
depth: usize,
}
#[derive(Debug)]
@ -20,36 +22,51 @@ enum BVHNode {
Leaf {
bounds: BBox,
triangle: (Point, Point, Point),
object_index: usize,
},
}
impl BVH {
pub fn from_triangles(triangles: &mut [(Point, Point, Point)]) -> BVH {
let mut bvh = BVH { nodes: Vec::new() };
impl<'a, T> BVH<'a, T> {
pub fn from_objects<F>(objects: &'a mut [T], bounder: F) -> BVH<'a, T>
where F: Fn(&T) -> BBox
{
let mut bvh = BVH {
nodes: Vec::new(),
objects: &[],
depth: 0,
};
bvh.recursive_build(triangles);
bvh.recursive_build(0, 0, objects, &bounder);
bvh.objects = objects;
println!("BVH Depth: {}", bvh.depth);
bvh
}
// Recursively builds the BVH starting at the given node with the given
// first and last primitive indices (in bag).
fn recursive_build(&mut self, triangles: &mut [(Point, Point, Point)]) -> usize {
fn recursive_build<F>(&mut self,
offset: usize,
depth: usize,
objects: &mut [T],
bounder: &F)
-> usize
where F: Fn(&T) -> BBox
{
let me = self.nodes.len();
if triangles.len() == 1 {
if objects.len() == 0 {
return 0;
} else if objects.len() == 1 {
// Leaf node
let tri = triangles[0];
self.nodes.push(BVHNode::Leaf {
bounds: {
let minimum = tri.0.min(tri.1.min(tri.2));
let maximum = tri.0.max(tri.1.max(tri.2));
BBox::from_points(minimum, maximum)
},
triangle: tri,
bounds: bounder(&objects[0]),
object_index: offset,
});
if self.depth < depth {
self.depth = depth;
}
} else {
// Not a leaf node
self.nodes.push(BVHNode::Internal {
@ -58,18 +75,10 @@ impl BVH {
});
// Determine which axis to split on
fn tri_bounds(tri: (Point, Point, Point)) -> BBox {
let minimum = tri.0.min(tri.1.min(tri.2));
let maximum = tri.0.max(tri.1.max(tri.2));
BBox {
min: minimum,
max: maximum,
}
}
let bounds = {
let mut bounds = BBox::new();
for tri in &triangles[..] {
bounds = bounds | tri_bounds(*tri);
for obj in objects.iter() {
bounds = bounds | bounder(obj);
}
bounds
};
@ -87,10 +96,10 @@ impl BVH {
};
let split_pos = (bounds.min[split_axis] + bounds.max[split_axis]) * 0.5;
// Partition triangles based on split
// Partition objects based on split
let split_index = {
let mut split_i = partition(triangles, |tri| {
let tb = tri_bounds(*tri);
let mut split_i = partition(objects, |obj| {
let tb = bounder(obj);
let centroid = (tb.min[split_axis] + tb.max[split_axis]) * 0.5;
centroid < split_pos
});
@ -102,8 +111,11 @@ impl BVH {
};
// Create child nodes
self.recursive_build(&mut triangles[..split_index]);
let child2_index = self.recursive_build(&mut triangles[split_index..]);
self.recursive_build(offset, depth + 1, &mut objects[..split_index], bounder);
let child2_index = self.recursive_build(offset + split_index,
depth + 1,
&mut objects[split_index..],
bounder);
// Set node
self.nodes[me] = BVHNode::Internal {
@ -117,11 +129,18 @@ impl BVH {
}
pub fn intersect_bvh(bvh: &BVH, ray: &Ray) -> bool {
let mut i_stack = [0; 64];
let mut stack_ptr = 0;
pub fn intersect_bvh(bvh: &BVH<(Point, Point, Point)>, ray: &mut Ray) -> Option<(f32, f32, f32)> {
if bvh.nodes.len() == 0 {
return None;
}
loop {
let mut i_stack = [0; 65];
let mut stack_ptr: usize = 1;
let mut hit = false;
let mut u = 0.0;
let mut v = 0.0;
while stack_ptr > 0 {
match bvh.nodes[i_stack[stack_ptr]] {
BVHNode::Internal { bounds, second_child_index } => {
if bounds.intersect_ray(ray) {
@ -129,25 +148,29 @@ pub fn intersect_bvh(bvh: &BVH, ray: &Ray) -> bool {
i_stack[stack_ptr + 1] = second_child_index;
stack_ptr += 1;
} else {
if stack_ptr == 0 {
break;
}
stack_ptr -= 1;
}
}
BVHNode::Leaf{bounds: _, triangle: tri} => {
if let Some(_) = triangle::intersect_ray(ray, tri) {
return true;
} else {
if stack_ptr == 0 {
break;
BVHNode::Leaf { bounds: _, object_index } => {
if let Some((t, tri_u, tri_v)) =
triangle::intersect_ray(ray, bvh.objects[object_index]) {
if t < ray.max_t {
hit = true;
ray.max_t = t;
u = tri_u;
v = tri_v;
}
stack_ptr -= 1;
}
stack_ptr -= 1;
}
}
}
return false;
if hit {
return Some((ray.max_t, u, v));
} else {
return None;
}
}

View File

@ -20,6 +20,7 @@ use docopt::Docopt;
use image::Image;
use math::{Point, Vector, fast_logit};
use ray::Ray;
use bbox::BBox;
// ----------------------------------------------------------------
@ -74,18 +75,32 @@ fn main() {
// Generate a scene of triangles
let mut triangles = {
let mut triangles = Vec::new();
for x in 0..10 {
for y in 0..10 {
let cx = x as f32 * 32.0;
let cy = y as f32 * 32.0;
let xres = 512;
let yres = 512;
let xinc = 512.0 / (xres as f32);
let yinc = 512.0 / (yres as f32);
for x in 0..xres {
for y in 0..yres {
let cx = x as f32 * xinc;
let cy = y as f32 * yinc;
triangles.push((Point::new(cx, cy, 1.0),
Point::new(cx + 32.0, cy, 1.0),
Point::new(cx, cy + 32.0, 1.0)));
Point::new(cx + xinc, cy, 1.1),
Point::new(cx, cy + yinc, 1.2)));
triangles.push((Point::new(cx + xinc, cy + yinc, 1.0),
Point::new(cx, cy + yinc, 1.1),
Point::new(cx + xinc, cy, 1.2)));
}
}
triangles
};
let scene = bvh::BVH::from_triangles(&mut triangles[..]);
let scene = bvh::BVH::from_objects(&mut triangles[..], |tri| {
let minimum = tri.0.min(tri.1.min(tri.2));
let maximum = tri.0.max(tri.1.max(tri.2));
BBox {
min: minimum,
max: maximum,
}
});
println!("Scene built.");
// Write output image of ray-traced triangle
@ -96,23 +111,29 @@ fn main() {
let mut g = 0.0;
let mut b = 0.0;
let offset = hash_u32(((x as u32) << 16) ^ (y as u32), 0);
const SAMPLES: usize = 64;
const SAMPLES: usize = 16;
for si in 0..SAMPLES {
let ray = Ray::new(Point::new(x as f32 +
fast_logit(halton::sample(0, offset + si as u32),
1.5),
y as f32 +
fast_logit(halton::sample(3, offset + si as u32),
1.5),
0.0),
Vector::new(0.0, 0.0, 1.0));
if bvh::intersect_bvh(&scene, &ray) {
r += 1.0;
g += 1.0;
b += 1.0;
// r += u;
// g += v;
// b += (1.0 - u - v).max(0.0);
let mut ray = Ray::new(Point::new(x as f32 +
fast_logit(halton::sample(0,
offset + si as u32),
1.5),
y as f32 +
fast_logit(halton::sample(3,
offset + si as u32),
1.5),
0.0),
Vector::new(0.0, 0.0, 1.0));
if let Some((_, u, v)) = bvh::intersect_bvh(&scene, &mut ray) {
r += u;
g += v;
b += (1.0 - u - v).max(0.0);
// r += 1.0;
// g += 1.0;
// b += 1.0;
} else {
r += 0.1;
g += 0.1;
b += 0.1;
}
}
r *= 255.0 / SAMPLES as f32;

View File

@ -40,14 +40,20 @@ pub fn fast_ln(x: f32) -> f32 {
return y - 87.989971088;
}
pub fn fast_logit(p: f32, width: f32) -> f32 {
let n = 0.001 + (p * 0.998);
fast_ln((n / (1.0 - n))) * width * (0.6266 / 4.0)
}
/// The logit function, scaled to approximate the probit function.
///
/// We use this as a close approximation to the gaussian inverse CDF,
/// since the gaussian inverse CDF (probit) has no analytic formula.
pub fn logit(p: f32, width: f32) -> f32 {
let n = 0.001 + (p * 0.998);
(n / (1.0 - n)).ln() * width * (0.6266 / 4.0)
}
pub fn fast_logit(p: f32, width: f32) -> f32 {
let n = 0.001 + (p * 0.998);
fast_ln((n / (1.0 - n))) * width * (0.6266 / 4.0)
}