Commit Graph

283 Commits

Author SHA1 Message Date
a940630a27 Reduced max bvh tree depth.
Reduced from 64 to 42.  This still allows each BVH to hold 4.4
trillion elements, but it guarantees that the accel ray's
traversal bitstack can accommodate at least two nested max-depth
trees.
2017-04-22 12:51:35 -07:00
0cbf851451 Fixed a commandline argument that was broken.
Also removed a redundant statistics printout.
2017-04-22 12:50:28 -07:00
fdf2b4babf Print stats for BVH and BVH4 traversal, and working on speeding up BVH4 traversal. 2017-04-22 11:18:29 -07:00
597bcf0518 Sped up splitting rays by direction.
Turns out the is_sign_positive() method is slower than a simple
comparison.
2017-04-22 11:15:17 -07:00
8b14e46bc1 Added more detailed render stats. 2017-04-22 10:31:27 -07:00
7884cff604 Added unit tests for BitStack128. 2017-04-16 23:13:34 -07:00
725bbca6a1 Eliminated some unnecessary left drift in BVH4 code.
IMO this is much easier to read.
2017-04-16 17:27:29 -07:00
92fd83a766 Actually using the None match arm in BVH4 traversal now.
It seems to maybe be just a hair faster.  But, also, it sets the
code up to try some more optimizations.
2017-04-16 17:22:51 -07:00
f93dde1810 Changed the BBox4 data layout to give a small speed boost. 2017-04-16 15:54:02 -07:00
2c4f103db5 Factored some calculations into the outer loop of BVH4 traversal.
Provides a small but noticable speed boost.
2017-04-16 00:51:13 -07:00
7d5bda2a3b Print newline before exit.
Makes it easier to scan commandline history for multiple renders.
2017-04-14 23:22:38 -07:00
a6d8de43d7 Make BVH4 calculate and store its node count.
Useful for debugging.
2017-04-14 22:14:52 -07:00
0296fd2d34 Fixed a bunch of problems that came up when running debug build.
The worst offender was an obvious and nasty bug in the bitstack
implementation.  Hooray for debug asserts!
2017-04-14 21:37:29 -07:00
44e3ee8b4b Fixed nasty bug in BVH4 building.
In practice it worked fine, but only by accident.  NaN's were
being passed to the lerp_slice function, which led to the
correct result in this case but is icky and dependant
on how lerp_slice is implemented.
2017-04-14 20:25:12 -07:00
f8d47dc24a Fixed some things for building with SIMD support. 2017-04-13 23:28:26 -07:00
7f761a9489 Added custom aligned allocations to MemArena.
Used in BVH4.
2017-04-13 23:06:56 -07:00
8b1e3a3cdb Added some dev printing info. 2017-04-13 22:50:47 -07:00
573c5da5ab Got BVH4 working. Woo hoo! 2017-04-13 22:44:34 -07:00
53a14996c9 Completed first attempt at implementing BVH4.
Completely untested, so almost certainly non-functional.  But it
compiles!
2017-04-12 23:33:34 -07:00
e0c6dfbd76 Beginnings of BVH4 implementation.
- Created a traversal-order table.
- Created a function to help index into that table.
2017-04-11 23:10:54 -07:00
a2d7f9e149 Added BBox4 and BVH4 types.
BVH4 is just a skeleton (duplicated BVH) right now.  But BBox4
is complete (pending testing).
2017-04-11 14:22:11 -07:00
c05bae2636 Created a BitStack128 type and added it to Ray.
This will be used for BVH4 traversal.
2017-04-11 11:13:23 -07:00
f5ba119562 Switched to clap for command line argument parsing. 2017-04-11 10:15:32 -07:00
d9564bc005 Refactor and rework of BVH.
The BVH building code is now largely split out into a separate
type, BVHBase.  The intent is that this will also be used by
the BVH4 when I get around to it.

The BVH itself now uses references instead of indexes, allocating
and pointing directly into the MemArena.  This allows the nodes
to all be right next to their bounding boxes in memory.
2017-04-10 23:41:38 -07:00
db3e4ad129 MemArena now slowly increases the size of each subsequent block.
This seems to work more nicely than a fixed block size, because
it adapts to how much memory is being requested over-all.  For
example, a small scene won't allocate large amounts of RAM,
but a large scene with large data won't be penalized with a
lot of tiny allocations.
2017-04-10 20:49:55 -07:00
70f715ec2d MemArena now collects statistics about its usage.
You can print out statistics about the main arena used in
Psychopath by passing the new --stats flag.
2017-04-10 18:34:08 -07:00
9df864664e Fixed bug in Psychoblend. 2017-04-10 16:35:57 -07:00
6623443e2e Improved .psy file parsing error messages.
Biggest improvement: it gives you line numbers.  But also progress
on better descriptions.
2017-04-10 14:03:01 -07:00
f46e72b0ca Forgot to remove extraneous println's from MemArena.
Also updated MemArena documentation.
2017-04-10 00:50:51 -07:00
0672db3a46 Fixed some typos and formatting in mem_arena. 2017-04-10 00:32:34 -07:00
66eb01947f Improve MemArena to only do a large alloc if it doesn't fit in the current block. 2017-04-10 00:25:10 -07:00
d3b3a50a4d LightTree and Assemblies use MemArena now. 2017-04-10 00:03:49 -07:00
c82c821b31 BVH and objects now use MemArena. 2017-04-09 23:33:36 -07:00
e9e202933f Assembly type now partially uses MemArena. 2017-04-09 18:27:01 -07:00
fc15fa9192 World type uses memory arena now. 2017-04-09 17:56:06 -07:00
57aa9be496 First steps towards using the memory arena allocator.
Changed Camera to us the memory arena allocator, and worked out a
bunch of stuff through doing that.
2017-04-09 17:31:17 -07:00
a8bea5c09d Made MemArena so it will actually work for multiple allocations.
Silly mistake.
2017-04-09 17:29:42 -07:00
662f02a78d Derive Debug for MemArena. 2017-04-09 16:30:16 -07:00
276e3d361b Renamed Arena to MemArena. Less ambiguous. 2017-04-09 16:22:34 -07:00
6f043b575a Implemented a basic memory arena in a sub-crate. 2017-04-09 15:53:06 -07:00
f6ffd8d30b Fixed a typo in a comment. 2017-03-29 13:20:58 -07:00
7223f69151 Implemented a more efficient orthonormal basis function.
Algorithm taken from the paper "Building an Orthonormal
Basis, Revisited" by Duff et al.
2017-03-29 13:19:51 -07:00
4a86c4122a Laying some groundwork for a simple shading system. 2017-03-14 00:27:25 -07:00
114f11c583 Fixed bug in GTRClosure that was resulting in all NaN outputs. 2017-03-12 00:33:36 -08:00
0b05d364e4 Added GTR surface closure.
Not tested yet, just a straightforward conversion from the C++
Psychopath codebase.  So there are probably bugs in it from the
conversion.  But it compiles!
2017-03-07 08:31:57 -08:00
3842a8a9a6 Updated crate dependencies. 2017-03-07 08:26:38 -08:00
db1ddeb64d Updated .gitignore file. 2017-02-23 19:59:22 -08:00
f4445417dc Reorganizing the module tree.
Enough things had accumulated that it seemed to make sense to
group some stuff together.  So here it is.
2017-02-14 00:14:08 -08:00
d504ca5e6a Got DistantDiscLights working! Yay!
This involved fixing a bug in PsychoBlend.  It was including
translation in how it was transforming the sun lights' direction
vector.
2017-02-13 00:03:34 -08:00
3cbb816d4b Added DistantDiskLight (a.k.a. sun light) parsing and data structures.
Also created a proper World struct in the process, to store all
infinite-extent type stuff.

Note that I goofed and did a new rustfmt pass but forgot to
commit before making these changes, so there's a lot of
formatting changes in this too.  *sigh*
2017-02-12 20:29:08 -08:00