Implemented a very basic BVH for lists of triangles.

This isn't a good implementation by any means.  It's just to get
things started.
This commit is contained in:
Nathan Vegdahl 2015-12-29 16:56:33 -08:00
parent 9d03c53f4d
commit 7f7870534c
5 changed files with 204 additions and 26 deletions

View File

@ -5,6 +5,9 @@ use std::ops::BitOr;
use math::Point;
use lerp::{lerp, Lerp};
use ray::Ray;
const BBOX_MAXT_ADJUST: f32 = 1.00000024;
/// A 3D axis-aligned bounding box.
#[derive(Debug, Copy, Clone)]
@ -32,6 +35,24 @@ impl BBox {
max: max,
}
}
// Returns whether the given ray intersects with the bbox.
pub fn intersect_ray(&self, ray: &Ray) -> bool {
// Calculate slab intersections
let t1 = (self.min.co - ray.orig.co) * ray.dir_inv.co;
let t2 = (self.max.co - ray.orig.co) * ray.dir_inv.co;
// Find the far and near intersection
let hitt0 = (t1[0].min(t2[0]))
.max(t1[1].min(t2[1]))
.max(t1[2].min(t2[2]));
let hitt1 = (t1[0].max(t2[0]))
.min(t1[1].max(t2[1]))
.min(t1[2].max(t2[2]));
// Did we hit?
return hitt0.max(0.0) <= hitt1.min(ray.max_t);
}
}

153
src/bvh.rs Normal file
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@ -0,0 +1,153 @@
#![allow(dead_code)]
use bbox::BBox;
use math::Point;
use ray::Ray;
use triangle;
use algorithm::partition;
#[derive(Debug)]
pub struct BVH {
nodes: Vec<BVHNode>,
}
#[derive(Debug)]
enum BVHNode {
Internal {
bounds: BBox,
second_child_index: usize,
},
Leaf {
bounds: BBox,
triangle: (Point, Point, Point),
},
}
impl BVH {
pub fn from_triangles(triangles: &mut [(Point, Point, Point)]) -> BVH {
let mut bvh = BVH { nodes: Vec::new() };
bvh.recursive_build(triangles);
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 {
let me = self.nodes.len();
if triangles.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,
});
} else {
// Not a leaf node
self.nodes.push(BVHNode::Internal {
bounds: BBox::new(),
second_child_index: 0,
});
// 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);
}
bounds
};
let split_axis = {
let x_ext = bounds.max[0] - bounds.min[0];
let y_ext = bounds.max[1] - bounds.min[1];
let z_ext = bounds.max[2] - bounds.min[2];
if x_ext > y_ext && x_ext > z_ext {
0
} else if y_ext > z_ext {
1
} else {
2
}
};
let split_pos = (bounds.min[split_axis] + bounds.max[split_axis]) * 0.5;
// Partition triangles based on split
let split_index = {
let mut split_i = partition(triangles, |tri| {
let tb = tri_bounds(*tri);
let centroid = (tb.min[split_axis] + tb.max[split_axis]) * 0.5;
centroid < split_pos
});
if split_i < 1 {
split_i = 1;
}
split_i
};
// Create child nodes
self.recursive_build(&mut triangles[..split_index]);
let child2_index = self.recursive_build(&mut triangles[split_index..]);
// Set node
self.nodes[me] = BVHNode::Internal {
bounds: bounds,
second_child_index: child2_index,
};
}
return me;
}
}
pub fn intersect_bvh(bvh: &BVH, ray: &Ray) -> bool {
let mut i_stack = [0; 64];
let mut stack_ptr = 0;
loop {
match bvh.nodes[i_stack[stack_ptr]] {
BVHNode::Internal { bounds, second_child_index } => {
if bounds.intersect_ray(ray) {
i_stack[stack_ptr] += 1;
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;
}
stack_ptr -= 1;
}
}
}
}
return false;
}

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@ -10,6 +10,7 @@ mod bbox;
mod data_tree;
mod image;
mod triangle;
mod bvh;
mod halton;
use std::path::Path;
@ -17,7 +18,6 @@ use std::path::Path;
use docopt::Docopt;
use image::Image;
use data_tree::DataTree;
use math::{Point, Vector, fast_logit};
use ray::Ray;
@ -71,10 +71,24 @@ fn main() {
return;
}
// 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;
triangles.push((Point::new(cx, cy, 1.0),
Point::new(cx + 32.0, cy, 1.0),
Point::new(cx, cy + 32.0, 1.0)));
}
}
triangles
};
let scene = bvh::BVH::from_triangles(&mut triangles[..]);
println!("Scene built.");
// Write output image of ray-traced triangle
let p1 = Point::new(10.0, 80.0, 1.0);
let p2 = Point::new(420.0, 40.0, 1.0);
let p3 = Point::new(235.0, 490.0, 1.0);
let mut img = Image::new(512, 512);
for y in 0..img.height() {
for x in 0..img.width() {
@ -82,7 +96,7 @@ 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 = 16;
const SAMPLES: usize = 64;
for si in 0..SAMPLES {
let ray = Ray::new(Point::new(x as f32 +
fast_logit(halton::sample(0, offset + si as u32),
@ -92,10 +106,13 @@ fn main() {
1.5),
0.0),
Vector::new(0.0, 0.0, 1.0));
if let Some((_, u, v)) = triangle::intersect_ray(&ray, (p1, p2, p3)) {
r += u;
g += v;
b += (1.0 - u - v).max(0.0);
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);
}
}
r *= 255.0 / SAMPLES as f32;
@ -106,19 +123,4 @@ fn main() {
}
}
let _ = img.write_binary_ppm(Path::new(&args.arg_imgpath));
let test_string = r##"
Thing $yar { # A comment
Obj [Things and stuff\]]
}
Thing { # A comment
Obj [23]
Obj [42]
Obj ["The meaning of life!"]
}
"##;
let tree = DataTree::from_str(test_string);
println!("{:#?}", tree);
}

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@ -2,12 +2,14 @@
use std;
use float4::Float4;
use math::{Vector, Point, Matrix4x4};
#[derive(Debug, Copy, Clone)]
pub struct Ray {
pub orig: Point,
pub dir: Vector,
pub dir_inv: Vector,
pub max_t: f32,
pub time: f32,
}
@ -17,6 +19,7 @@ impl Ray {
Ray {
orig: orig,
dir: dir,
dir_inv: Vector { co: Float4::new(1.0, 1.0, 1.0, 1.0) / dir.co },
max_t: std::f32::INFINITY,
time: 0.0,
}

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@ -1,2 +1 @@
- Implement a basic camera.
- Implement a BVH for lists of triangles.