Optimize octree traversal

This commit is contained in:
Pavle Portic 2024-03-14 02:33:42 +01:00
parent 6f8ef6a7fe
commit f5ec79e841
Signed by: TheEdgeOfRage
GPG Key ID: 66AD4BA646FBC0D2
3 changed files with 51 additions and 35 deletions

View File

@ -14,10 +14,11 @@ public:
std::vector<uint32_t> triangles;
// Methods
explicit Octree(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> triangles) : bbox(bbox), mesh(mesh), triangles(triangles) {
explicit Octree(BoundingBox3f *bbox, Mesh *mesh) : bbox(bbox), mesh(mesh) {
children = std::vector<Octree*>(8, nullptr);
}
static Octree *build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> *triangles, int recursionDepth = 0);
void setTriangles(std::vector<uint32_t> triangles) { this->triangles = triangles; }
static Octree *build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> &triangles, int recursionDepth = 0);
uint32_t getIntersectingTriangle(Ray3f &ray, Intersection &its, bool shadowRay);
BoundingBox3f getBoundingBox() const { return *bbox; }

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@ -30,9 +30,9 @@ void Accel::addMesh(Mesh *mesh) {
}
void Accel::build() {
auto triangles = new std::vector<uint32_t>(m_mesh->getTriangleCount());
auto triangles = std::vector<uint32_t>(m_mesh->getTriangleCount());
for (uint32_t idx = 0; idx < m_mesh->getTriangleCount(); ++idx) {
(*triangles)[idx] = idx;
triangles[idx] = idx;
}
cout << "Building octree" << endl;

View File

@ -5,20 +5,22 @@
NORI_NAMESPACE_BEGIN
Octree *Octree::build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> *triangles, int recursionDepth) {
if (triangles->size() <= 10 || recursionDepth > 10) {
return new Octree(bbox, mesh, *triangles);
Octree *Octree::build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> &triangles, int recursionDepth) {
auto node = new Octree(bbox, mesh);
if (triangles.size() <= 20 || recursionDepth > 6) {
node->setTriangles(triangles);
return node;
}
auto m_F = mesh->getIndices();
auto m_V = mesh->getVertexPositions();
Octree *node = new Octree(bbox, mesh, std::vector<uint32_t>());
auto bMin = bbox->min;
auto w = bbox->max.x() - bMin.x();
auto h = bbox->max.y() - bMin.y();
auto d = bbox->max.z() - bMin.z();
auto w2 = w / 2.0f, h2 = h / 2.0f, d2 = d / 2.0f;
BoundingBox3f *newBboxes[8] = {
new BoundingBox3f(bMin + Vector3f(0, 0, 0), bMin + Vector3f(w2, h2, d2)),
new BoundingBox3f(bMin + Vector3f(w2, 0, 0), bMin + Vector3f(w, h2, d2)),
@ -30,44 +32,40 @@ Octree *Octree::build(BoundingBox3f *bbox, Mesh *mesh, std::vector<uint32_t> *tr
new BoundingBox3f(bMin + Vector3f(w2, h2, d2), bMin + Vector3f(w, h, d))
};
std::vector<uint32_t> *newTriangles[8];
std::vector<uint32_t> childTriangles[8];
BoundingBox3f triangleBbox;
for(int i = 0; i < 8; i++) {
newTriangles[i] = new std::vector<uint32_t>();
newTriangles[i]->reserve(triangles->size() / 8);
for (uint32_t idx : *triangles) {
childTriangles[i].reserve(triangles.size() / 8);
for (uint32_t idx : triangles) {
auto a = m_V.col(m_F(0, idx));
auto b = m_V.col(m_F(1, idx));
auto c = m_V.col(m_F(2, idx));
triangleBbox.min = a.cwiseMin(b).cwiseMin(c);
triangleBbox.max = a.cwiseMax(b).cwiseMax(c);
if (newBboxes[i]->overlaps(triangleBbox)) {
newTriangles[i]->push_back(idx);
childTriangles[i].push_back(idx);
}
}
newTriangles[i]->shrink_to_fit();
childTriangles[i].shrink_to_fit();
}
if (recursionDepth < 2) {
if (recursionDepth <= 2) {
tbb::parallel_for(tbb::blocked_range<size_t>(0, 8), [&](const tbb::blocked_range<size_t> &range) {
for (size_t i = range.begin(); i != range.end(); ++i) {
if (newTriangles[i]->empty()) {
if (childTriangles[i].empty()) {
node->children[i] = nullptr;
continue;
}
node->children[i] = build(newBboxes[i], mesh, newTriangles[i], recursionDepth + 1);
node->children[i] = build(newBboxes[i], mesh, childTriangles[i], recursionDepth + 1);
}
});
} else {
for (int i = 0; i < 8; i++) {
if (newTriangles[i]->empty()) {
if (childTriangles[i].empty()) {
node->children[i] = nullptr;
continue;
}
if (newTriangles[i]->size() > 10) {
node->children[i] = build(newBboxes[i], mesh, newTriangles[i], recursionDepth + 1);
}
node->children[i] = build(newBboxes[i], mesh, newTriangles[i], recursionDepth + 1);
node->children[i] = build(newBboxes[i], mesh, childTriangles[i], recursionDepth + 1);
}
}
@ -79,26 +77,43 @@ uint32_t Octree::getIntersectingTriangle(Ray3f &ray, Intersection &its, bool sha
float u, v, t;
uint32_t closestTriangle = -1;
uint32_t triangle;
Octree *tmpChildren[8];
double distances[8];
float nearT, farT;
int n = 0;
int i, j, k;
if (triangles.empty()) {
// std::sort(children.begin(), children.end(), [ray](Octree *a, Octree *b) {
// if (a == nullptr) {
// return false;
// }
// if (b == nullptr) {
// return true;
// }
// return a->bbox->distanceTo(ray.o) < b->bbox->distanceTo(ray.o);
// });
for (auto child : children) {
if (child == nullptr || !child->bbox->rayIntersect(ray)) {
for (i = 0; i < 8; i++) {
if (children[i] == nullptr) {
continue;
}
triangle = child->getIntersectingTriangle(ray, its, shadowRay);
if (!children[i]->bbox->rayIntersect(ray, nearT, farT)) {
continue;
}
for (j = 0; j < n; j++) {
if (farT >= distances[j]) {
continue;
}
for (k = n; k > j; k--) {
distances[k] = distances[k - 1];
tmpChildren[k] = tmpChildren[k - 1];
}
break;
}
distances[j] = farT;
tmpChildren[j] = children[i];
n++;
}
for (i = 0; i < n; i++) {
triangle = tmpChildren[i]->getIntersectingTriangle(ray, its, shadowRay);
if (triangle != (uint32_t) -1) {
return triangle;
}
}
return -1;
}