Optimize octree generation and traversal
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@ -17,7 +17,7 @@ public:
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explicit Octree(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> triangles) : bbox(bbox), mesh(mesh), triangles(triangles) {
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children = std::vector<Octree*>(8, nullptr);
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}
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static Octree *build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> triangles, int recursionDepth = 0);
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static Octree *build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> *triangles, int recursionDepth = 0);
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uint32_t getIntersectingTriangle(Ray3f &ray, Intersection &its, bool shadowRay);
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BoundingBox3f getBoundingBox() const { return *bbox; }
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@ -30,9 +30,9 @@ void Accel::addMesh(Mesh *mesh) {
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}
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void Accel::build() {
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auto triangles = std::vector<uint32_t>(m_mesh->getTriangleCount());
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auto triangles = new std::vector<uint32_t>(m_mesh->getTriangleCount());
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for (uint32_t idx = 0; idx < m_mesh->getTriangleCount(); ++idx) {
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triangles[idx] = idx;
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(*triangles)[idx] = idx;
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}
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cout << "Building octree" << endl;
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@ -40,7 +40,7 @@ void Accel::build() {
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m_octree = Octree::build(&m_bbox, m_mesh, triangles);
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auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - start);
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std::cout << "Octree build took " << duration.count()/1000.0f << " s" << std::endl;
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std::cout << "Octree build took " << duration.count() << "ms" << std::endl;
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}
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bool Accel::rayIntersect(const Ray3f &ray_, Intersection &its, bool shadowRay) const {
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@ -5,12 +5,9 @@
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NORI_NAMESPACE_BEGIN
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Octree *Octree::build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> triangles, int recursionDepth) {
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if (triangles.empty()) {
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return nullptr;
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}
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if (triangles.size() <= 20 || recursionDepth > 10 || bbox->getVolume() < 0.001f) {
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return new Octree(bbox, mesh, triangles);
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Octree *Octree::build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> *triangles, int recursionDepth) {
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if (triangles->size() <= 10 || recursionDepth > 10) {
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return new Octree(bbox, mesh, *triangles);
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}
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auto m_F = mesh->getIndices();
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@ -33,31 +30,43 @@ Octree *Octree::build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> tri
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new BoundingBox3f(bMin + Vector3f(w2, h2, d2), bMin + Vector3f(w, h, d))
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};
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std::vector<uint32_t> newTriangles[8];
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std::vector<uint32_t> *newTriangles[8];
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BoundingBox3f triangleBbox;
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for(int i = 0; i < 8; i++) {
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newTriangles[i].reserve(triangles.size() / 8);
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for (uint32_t idx : triangles) {
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newTriangles[i] = new std::vector<uint32_t>();
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newTriangles[i]->reserve(triangles->size() / 8);
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for (uint32_t idx : *triangles) {
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auto a = m_V.col(m_F(0, idx));
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auto b = m_V.col(m_F(1, idx));
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auto c = m_V.col(m_F(2, idx));
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triangleBbox.min = a.cwiseMin(b).cwiseMin(c);
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triangleBbox.max = a.cwiseMax(b).cwiseMax(c);
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if (newBboxes[i]->overlaps(triangleBbox)) {
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newTriangles[i].push_back(idx);
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newTriangles[i]->push_back(idx);
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}
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}
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newTriangles[i].shrink_to_fit();
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newTriangles[i]->shrink_to_fit();
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}
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if (recursionDepth < 2) {
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tbb::parallel_for(tbb::blocked_range<size_t>(0, 8), [&](const tbb::blocked_range<size_t> &range) {
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for (size_t i = range.begin(); i != range.end(); ++i) {
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if (newTriangles[i]->empty()) {
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node->children[i] = nullptr;
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continue;
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}
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node->children[i] = build(newBboxes[i], mesh, newTriangles[i], recursionDepth + 1);
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}
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});
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} else {
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for (int i = 0; i < 8; i++) {
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if (newTriangles[i]->empty()) {
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node->children[i] = nullptr;
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continue;
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}
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if (newTriangles[i]->size() > 10) {
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node->children[i] = build(newBboxes[i], mesh, newTriangles[i], recursionDepth + 1);
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}
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node->children[i] = build(newBboxes[i], mesh, newTriangles[i], recursionDepth + 1);
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}
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}
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@ -72,15 +81,15 @@ uint32_t Octree::getIntersectingTriangle(Ray3f &ray, Intersection &its, bool sha
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uint32_t triangle;
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if (triangles.empty()) {
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std::sort(children.begin(), children.end(), [ray](Octree *a, Octree *b) {
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if (a == nullptr) {
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return false;
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}
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if (b == nullptr) {
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return true;
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}
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return a->bbox->distanceTo(ray.o) < b->bbox->distanceTo(ray.o);
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});
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// std::sort(children.begin(), children.end(), [ray](Octree *a, Octree *b) {
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// if (a == nullptr) {
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// return false;
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// }
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// if (b == nullptr) {
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// return true;
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// }
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// return a->bbox->distanceTo(ray.o) < b->bbox->distanceTo(ray.o);
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// });
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for (auto child : children) {
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if (child == nullptr || !child->bbox->rayIntersect(ray)) {
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continue;
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@ -90,8 +99,7 @@ uint32_t Octree::getIntersectingTriangle(Ray3f &ray, Intersection &its, bool sha
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return triangle;
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}
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}
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return closestTriangle;
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return -1;
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}
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for (auto triangle : triangles) {
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