+1
This commit is contained in:
@@ -1,305 +0,0 @@
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// -*- mode: c++ -*-
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/*
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Copyright (c) 2010-2011, Intel Corporation
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the name of Intel Corporation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
/*
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||||
Based on Syoyo Fujita's aobench: http://code.google.com/p/aobench
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*/
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#define NAO_SAMPLES 8
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#define M_PI 3.1415926535f
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typedef float<3> vec;
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struct Isect {
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float t;
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vec p;
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vec n;
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int hit;
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};
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struct Sphere {
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vec center;
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float radius;
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};
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struct Plane {
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vec p;
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vec n;
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};
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struct Ray {
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vec org;
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vec dir;
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};
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static inline float dot(vec a, vec b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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static inline vec vcross(vec v0, vec v1) {
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vec ret;
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ret.x = v0.y * v1.z - v0.z * v1.y;
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ret.y = v0.z * v1.x - v0.x * v1.z;
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ret.z = v0.x * v1.y - v0.y * v1.x;
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return ret;
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}
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static inline void vnormalize(vec &v) {
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float len2 = dot(v, v);
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float invlen = rsqrt(len2);
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v *= invlen;
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}
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#if 1
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inline
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#endif
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static void
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ray_plane_intersect(Isect &isect, Ray &ray, const Plane &plane) {
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float d = -dot(plane.p, plane.n);
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float v = dot(ray.dir, plane.n);
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cif (abs(v) < 1.0e-17)
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return;
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else {
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float t = -(dot(ray.org, plane.n) + d) / v;
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cif ((t > 0.0) && (t < isect.t)) {
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isect.t = t;
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isect.hit = 1;
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isect.p = ray.org + ray.dir * t;
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isect.n = plane.n;
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}
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}
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}
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static inline void
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ray_sphere_intersect(Isect &isect, Ray &ray, const Sphere &sphere) {
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vec rs = ray.org - sphere.center;
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float B = dot(rs, ray.dir);
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float C = dot(rs, rs) - sphere.radius * sphere.radius;
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float D = B * B - C;
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cif (D > 0.) {
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float t = -B - sqrt(D);
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cif ((t > 0.0) && (t < isect.t)) {
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isect.t = t;
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isect.hit = 1;
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isect.p = ray.org + t * ray.dir;
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isect.n = isect.p - sphere.center;
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vnormalize(isect.n);
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}
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}
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}
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#if 1
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inline
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#endif
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static void
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orthoBasis(vec basis[3], vec n) {
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basis[2] = n;
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basis[1].x = 0.0; basis[1].y = 0.0; basis[1].z = 0.0;
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if ((n.x < 0.6) && (n.x > -0.6)) {
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basis[1].x = 1.0;
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} else if ((n.y < 0.6) && (n.y > -0.6)) {
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basis[1].y = 1.0;
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} else if ((n.z < 0.6) && (n.z > -0.6)) {
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basis[1].z = 1.0;
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} else {
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basis[1].x = 1.0;
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}
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basis[0] = vcross(basis[1], basis[2]);
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vnormalize(basis[0]);
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basis[1] = vcross(basis[2], basis[0]);
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vnormalize(basis[1]);
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}
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#if 1
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inline
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#endif
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static float
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ambient_occlusion(Isect &isect, const Plane &plane, const Sphere spheres[3],
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RNGState &rngstate) {
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float eps = 0.0001f;
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vec p, n;
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vec basis[3];
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float occlusion = 0.0;
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p = isect.p + eps * isect.n;
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orthoBasis(basis, isect.n);
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static const uniform int ntheta = NAO_SAMPLES;
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static const uniform int nphi = NAO_SAMPLES;
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for (uniform int j = 0; j < ntheta; j++) {
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for (uniform int i = 0; i < nphi; i++) {
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Ray ray;
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Isect occIsect;
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float theta = sqrt(frandom(&rngstate));
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float phi = 2.0f * M_PI * frandom(&rngstate);
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float x = cos(phi) * theta;
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float y = sin(phi) * theta;
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float z = sqrt(1.0 - theta * theta);
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// local . global
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float rx = x * basis[0].x + y * basis[1].x + z * basis[2].x;
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float ry = x * basis[0].y + y * basis[1].y + z * basis[2].y;
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float rz = x * basis[0].z + y * basis[1].z + z * basis[2].z;
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ray.org = p;
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ray.dir.x = rx;
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ray.dir.y = ry;
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ray.dir.z = rz;
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occIsect.t = 1.0e+17;
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occIsect.hit = 0;
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for (uniform int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(occIsect, ray, spheres[snum]);
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ray_plane_intersect (occIsect, ray, plane);
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if (occIsect.hit) occlusion += 1.0;
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}
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}
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occlusion = (ntheta * nphi - occlusion) / (float)(ntheta * nphi);
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return occlusion;
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}
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static inline void ao_tiles(
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uniform int x0, uniform int x1,
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uniform int y0, uniform int y1,
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uniform int w, uniform int h,
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uniform int nsubsamples,
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uniform float image[])
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{
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const Plane plane = { { 0.0f, -0.5f, 0.0f }, { 0.f, 1.f, 0.f } };
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const Sphere spheres[3] = {
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{ { -2.0f, 0.0f, -3.5f }, 0.5f },
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{ { -0.5f, 0.0f, -3.0f }, 0.5f },
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{ { 1.0f, 0.0f, -2.2f }, 0.5f } };
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RNGState rngstate;
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seed_rng(&rngstate, programIndex + (y0 << (programIndex & 15)));
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float invSamples = 1.f / nsubsamples;
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foreach_tiled (y = y0 ... y1, x = x0 ... x1)
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{
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const int offset = 3 * (y * w + x);
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float res = 0.0f;
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for (uniform int u = 0; u < nsubsamples; u++)
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for (uniform int v = 0; v < nsubsamples; v++)
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{
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float du = (float)u * invSamples, dv = (float)v * invSamples;
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// Figure out x,y pixel in NDC
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float px = (x + du - (w / 2.0f)) / (w / 2.0f);
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float py = -(y + dv - (h / 2.0f)) / (h / 2.0f);
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float ret = 0.f;
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Ray ray;
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Isect isect;
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ray.org = 0.f;
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// Poor man's perspective projection
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ray.dir.x = px;
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ray.dir.y = py;
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ray.dir.z = -1.0;
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vnormalize(ray.dir);
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isect.t = 1.0e+17;
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isect.hit = 0;
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for (uniform int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(isect, ray, spheres[snum]);
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ray_plane_intersect(isect, ray, plane);
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// Note use of 'coherent' if statement; the set of rays we
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// trace will often all hit or all miss the scene
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if (isect.hit) {
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ret = ambient_occlusion(isect, plane, spheres, rngstate);
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ret *= invSamples * invSamples;
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res += ret;
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}
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}
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image[offset ] = res;
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image[offset+1] = res;
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image[offset+2] = res;
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}
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}
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#define TILEX max(64,programCount*2)
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#define TILEY 4
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export void ao_ispc(uniform int w, uniform int h, uniform int nsubsamples,
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uniform float image[]) {
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const uniform int x0 = 0;
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const uniform int x1 = w;
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const uniform int y0 = 0;
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const uniform int y1 = h;
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ao_tiles(x0,x1,y0,y1, w, h, nsubsamples, image);
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}
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void task ao_task(uniform int width, uniform int height,
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uniform int nsubsamples, uniform float image[])
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{
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if (taskIndex0 >= taskCount0) return;
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||||
if (taskIndex1 >= taskCount1) return;
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||||
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||||
const uniform int x0 = taskIndex0 * TILEX;
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||||
const uniform int x1 = min(x0 + TILEX, width);
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const uniform int y0 = taskIndex1 * TILEY;
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const uniform int y1 = min(y0 + TILEY, height);
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ao_tiles(x0,x1,y0,y1, width, height, nsubsamples, image);
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}
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export void ao_ispc_tasks(uniform int w, uniform int h, uniform int nsubsamples,
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uniform float image[])
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{
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const uniform int ntilex = (w+TILEX-1)/TILEX;
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const uniform int ntiley = (h+TILEY-1)/TILEY;
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launch[ntilex,ntiley] ao_task(w, h, nsubsamples, image);
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||||
sync;
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||||
}
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||||
@@ -1,419 +0,0 @@
|
||||
// -*- mode: c++ -*-
|
||||
/*
|
||||
Copyright (c) 2010-2011, Intel Corporation
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the name of Intel Corporation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
/*
|
||||
Based on Syoyo Fujita's aobench: http://code.google.com/p/aobench
|
||||
*/
|
||||
|
||||
#include "cuda_helpers.cuh"
|
||||
|
||||
#define NAO_SAMPLES 8
|
||||
//#define M_PI 3.1415926535f
|
||||
|
||||
#define vec Float3
|
||||
struct Float3
|
||||
{
|
||||
float x,y,z;
|
||||
|
||||
__device__ friend Float3 operator+(const Float3 a, const Float3 b)
|
||||
{
|
||||
Float3 c;
|
||||
c.x = a.x+b.x;
|
||||
c.y = a.y+b.y;
|
||||
c.z = a.z+b.z;
|
||||
return c;
|
||||
}
|
||||
__device__ friend Float3 operator-(const Float3 a, const Float3 b)
|
||||
{
|
||||
Float3 c;
|
||||
c.x = a.x-b.x;
|
||||
c.y = a.y-b.y;
|
||||
c.z = a.z-b.z;
|
||||
return c;
|
||||
}
|
||||
__device__ friend Float3 operator/(const Float3 a, const Float3 b)
|
||||
{
|
||||
Float3 c;
|
||||
c.x = a.x/b.x;
|
||||
c.y = a.y/b.y;
|
||||
c.z = a.z/b.z;
|
||||
return c;
|
||||
}
|
||||
__device__ friend Float3 operator/(const float a, const Float3 b)
|
||||
{
|
||||
Float3 c;
|
||||
c.x = a/b.x;
|
||||
c.y = a/b.y;
|
||||
c.z = a/b.z;
|
||||
return c;
|
||||
}
|
||||
__device__ friend Float3 operator*(const Float3 a, const Float3 b)
|
||||
{
|
||||
Float3 c;
|
||||
c.x = a.x*b.x;
|
||||
c.y = a.y*b.y;
|
||||
c.z = a.z*b.z;
|
||||
return c;
|
||||
}
|
||||
__device__ friend Float3 operator*(const Float3 a, const float b)
|
||||
{
|
||||
Float3 c;
|
||||
c.x = a.x*b;
|
||||
c.y = a.y*b;
|
||||
c.z = a.z*b;
|
||||
return c;
|
||||
}
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// RNG stuff
|
||||
|
||||
struct RNGState {
|
||||
unsigned int z1, z2, z3, z4;
|
||||
};
|
||||
|
||||
__device__
|
||||
static inline unsigned int random(RNGState * state)
|
||||
{
|
||||
unsigned int b;
|
||||
|
||||
b = ((state->z1 << 6) ^ state->z1) >> 13;
|
||||
state->z1 = ((state->z1 & 4294967294U) << 18) ^ b;
|
||||
b = ((state->z2 << 2) ^ state->z2) >> 27;
|
||||
state->z2 = ((state->z2 & 4294967288U) << 2) ^ b;
|
||||
b = ((state->z3 << 13) ^ state->z3) >> 21;
|
||||
state->z3 = ((state->z3 & 4294967280U) << 7) ^ b;
|
||||
b = ((state->z4 << 3) ^ state->z4) >> 12;
|
||||
state->z4 = ((state->z4 & 4294967168U) << 13) ^ b;
|
||||
return (state->z1 ^ state->z2 ^ state->z3 ^ state->z4);
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline float frandom(RNGState * state)
|
||||
{
|
||||
unsigned int irand = random(state);
|
||||
irand &= (1ul<<23)-1;
|
||||
return __int_as_float(0x3F800000 | irand)-1.0f;
|
||||
}
|
||||
|
||||
__device__
|
||||
static inline void seed_rng(RNGState * state,
|
||||
unsigned int seed) {
|
||||
state->z1 = seed;
|
||||
state->z2 = seed ^ 0xbeeff00d;
|
||||
state->z3 = ((seed & 0xfffful) << 16) | (seed >> 16);
|
||||
state->z4 = (((seed & 0xfful) << 24) | ((seed & 0xff00ul) << 8) |
|
||||
((seed & 0xff0000ul) >> 8) | (seed & 0xff000000ul) >> 24);
|
||||
}
|
||||
|
||||
|
||||
|
||||
struct Isect {
|
||||
float t;
|
||||
vec p;
|
||||
vec n;
|
||||
int hit;
|
||||
};
|
||||
|
||||
struct Sphere {
|
||||
vec center;
|
||||
float radius;
|
||||
};
|
||||
|
||||
struct Plane {
|
||||
vec p;
|
||||
vec n;
|
||||
};
|
||||
|
||||
struct Ray {
|
||||
vec org;
|
||||
vec dir;
|
||||
};
|
||||
|
||||
__device__
|
||||
static inline float dot(vec a, vec b) {
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
__device__
|
||||
static inline vec vcross(vec v0, vec v1) {
|
||||
vec ret;
|
||||
ret.x = v0.y * v1.z - v0.z * v1.y;
|
||||
ret.y = v0.z * v1.x - v0.x * v1.z;
|
||||
ret.z = v0.x * v1.y - v0.y * v1.x;
|
||||
return ret;
|
||||
}
|
||||
|
||||
__device__
|
||||
static inline void vnormalize(vec &v) {
|
||||
float len2 = dot(v, v);
|
||||
float invlen = rsqrt(len2);
|
||||
v = v*invlen;
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline void
|
||||
ray_plane_intersect(Isect &isect,const Ray &ray, const Plane &plane) {
|
||||
float d = -dot(plane.p, plane.n);
|
||||
float v = dot(ray.dir, plane.n);
|
||||
|
||||
if (abs(v) < 1.0f-17)
|
||||
return;
|
||||
else {
|
||||
float t = -(dot(ray.org, plane.n) + d) / v;
|
||||
|
||||
if ((t > 0.0) && (t < isect.t)) {
|
||||
isect.t = t;
|
||||
isect.hit = 1;
|
||||
isect.p = ray.org + ray.dir * t;
|
||||
isect.n = plane.n;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline void
|
||||
ray_sphere_intersect(Isect &isect,const Ray &ray, const Sphere &sphere) {
|
||||
vec rs = ray.org - sphere.center;
|
||||
|
||||
float B = dot(rs, ray.dir);
|
||||
float C = dot(rs, rs) - sphere.radius * sphere.radius;
|
||||
float D = B * B - C;
|
||||
|
||||
if (D > 0.) {
|
||||
float t = -B - sqrt(D);
|
||||
|
||||
if ((t > 0.0) && (t < isect.t)) {
|
||||
isect.t = t;
|
||||
isect.hit = 1;
|
||||
isect.p = ray.org + ray.dir * t;
|
||||
isect.n = isect.p - sphere.center;
|
||||
vnormalize(isect.n);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline void
|
||||
orthoBasis(vec basis[3], vec n) {
|
||||
basis[2] = n;
|
||||
basis[1].x = 0.0f; basis[1].y = 0.0f; basis[1].z = 0.0f;
|
||||
|
||||
if ((n.x < 0.6f) && (n.x > -0.6f)) {
|
||||
basis[1].x = 1.0f;
|
||||
} else if ((n.y < 0.6f) && (n.y > -0.6f)) {
|
||||
basis[1].y = 1.0f;
|
||||
} else if ((n.z < 0.6f) && (n.z > -0.6f)) {
|
||||
basis[1].z = 1.0f;
|
||||
} else {
|
||||
basis[1].x = 1.0f;
|
||||
}
|
||||
|
||||
basis[0] = vcross(basis[1], basis[2]);
|
||||
vnormalize(basis[0]);
|
||||
|
||||
basis[1] = vcross(basis[2], basis[0]);
|
||||
vnormalize(basis[1]);
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline float
|
||||
ambient_occlusion(Isect &isect, const Plane &plane, const Sphere spheres[3],
|
||||
RNGState &rngstate) {
|
||||
float eps = 0.0001f;
|
||||
vec p; //, n;
|
||||
vec basis[3];
|
||||
float occlusion = 0.0f;
|
||||
|
||||
p = isect.p + isect.n * eps;
|
||||
|
||||
orthoBasis(basis, isect.n);
|
||||
|
||||
const int ntheta = NAO_SAMPLES;
|
||||
const int nphi = NAO_SAMPLES;
|
||||
for ( int j = 0; j < ntheta; j++) {
|
||||
for ( int i = 0; i < nphi; i++) {
|
||||
Ray ray;
|
||||
Isect occIsect;
|
||||
|
||||
float theta = sqrt(frandom(&rngstate));
|
||||
float phi = 2.0f * M_PI * frandom(&rngstate);
|
||||
float x = cos(phi) * theta;
|
||||
float y = sin(phi) * theta;
|
||||
float z = sqrtf(1.0f - theta * theta);
|
||||
|
||||
// local . global
|
||||
float rx = x * basis[0].x + y * basis[1].x + z * basis[2].x;
|
||||
float ry = x * basis[0].y + y * basis[1].y + z * basis[2].y;
|
||||
float rz = x * basis[0].z + y * basis[1].z + z * basis[2].z;
|
||||
|
||||
ray.org = p;
|
||||
ray.dir.x = rx;
|
||||
ray.dir.y = ry;
|
||||
ray.dir.z = rz;
|
||||
|
||||
occIsect.t = 1.0f+17;
|
||||
occIsect.hit = 0;
|
||||
|
||||
for ( int snum = 0; snum < 3; ++snum)
|
||||
ray_sphere_intersect(occIsect, ray, spheres[snum]);
|
||||
ray_plane_intersect (occIsect, ray, plane);
|
||||
|
||||
if (occIsect.hit) occlusion += 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
occlusion = (ntheta * nphi - occlusion) / (float)(ntheta * nphi);
|
||||
return occlusion;
|
||||
}
|
||||
|
||||
|
||||
/* Compute the image for the scanlines from [y0,y1), for an overall image
|
||||
of width w and height h.
|
||||
*/
|
||||
__device__
|
||||
static inline void ao_tiles(
|
||||
int x0, int x1,
|
||||
int y0, int y1,
|
||||
int w, int h,
|
||||
int nsubsamples,
|
||||
float image[])
|
||||
{
|
||||
const Plane plane = { { 0.0f, -0.5f, 0.0f }, { 0.f, 1.f, 0.f } };
|
||||
const Sphere spheres[3] = {
|
||||
{ { -2.0f, 0.0f, -3.5f }, 0.5f },
|
||||
{ { -0.5f, 0.0f, -3.0f }, 0.5f },
|
||||
{ { 1.0f, 0.0f, -2.2f }, 0.5f } };
|
||||
RNGState rngstate;
|
||||
|
||||
seed_rng(&rngstate, programIndex + (y0 << (programIndex & 15)));
|
||||
float invSamples = 1.f / nsubsamples;
|
||||
for ( int y = y0; y < y1; y++)
|
||||
for ( int x = programIndex+x0; x < x1; x += programCount)
|
||||
{
|
||||
const int offset = 3 * (y * w + x);
|
||||
float res = 0.0f;
|
||||
|
||||
for ( int u = 0; u < nsubsamples; u++)
|
||||
for ( int v = 0; v < nsubsamples; v++)
|
||||
{
|
||||
float du = (float)u * invSamples, dv = (float)v * invSamples;
|
||||
|
||||
// Figure out x,y pixel in NDC
|
||||
float px = (x + du - (w / 2.0f)) / (w / 2.0f);
|
||||
float py = -(y + dv - (h / 2.0f)) / (h / 2.0f);
|
||||
float ret = 0.f;
|
||||
Ray ray;
|
||||
Isect isect;
|
||||
|
||||
ray.org.x = 0.0f;
|
||||
ray.org.y = 0.0f;
|
||||
ray.org.z = 0.0f;
|
||||
|
||||
// Poor man's perspective projection
|
||||
ray.dir.x = px;
|
||||
ray.dir.y = py;
|
||||
ray.dir.z = -1.0;
|
||||
vnormalize(ray.dir);
|
||||
|
||||
isect.t = 1.0e+17;
|
||||
isect.hit = 0;
|
||||
|
||||
for ( int snum = 0; snum < 3; ++snum)
|
||||
ray_sphere_intersect(isect, ray, spheres[snum]);
|
||||
ray_plane_intersect(isect, ray, plane);
|
||||
|
||||
// Note use of 'coherent' if statement; the set of rays we
|
||||
// trace will often all hit or all miss the scene
|
||||
if (isect.hit) {
|
||||
ret = ambient_occlusion(isect, plane, spheres, rngstate);
|
||||
ret *= invSamples * invSamples;
|
||||
res += ret;
|
||||
}
|
||||
}
|
||||
|
||||
if (x < x1)
|
||||
{
|
||||
image[offset ] = res;
|
||||
image[offset+1] = res;
|
||||
image[offset+2] = res;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#define TILEX 64
|
||||
#define TILEY 4
|
||||
|
||||
extern "C"
|
||||
__global__
|
||||
void ao_task( int width, int height,
|
||||
int nsubsamples, float image[])
|
||||
{
|
||||
if (taskIndex0 >= taskCount0) return;
|
||||
if (taskIndex1 >= taskCount1) return;
|
||||
|
||||
const int x0 = taskIndex0 * TILEX;
|
||||
const int x1 = min(x0 + TILEX, width);
|
||||
|
||||
const int y0 = taskIndex1 * TILEY;
|
||||
const int y1 = min(y0 + TILEY, height);
|
||||
ao_tiles(x0,x1,y0,y1, width, height, nsubsamples, image);
|
||||
}
|
||||
|
||||
extern "C"
|
||||
__global__
|
||||
void ao_ispc_tasks___export(
|
||||
int w, int h, int nsubsamples,
|
||||
float image[])
|
||||
{
|
||||
const int ntilex = (w+TILEX-1)/TILEX;
|
||||
const int ntiley = (h+TILEY-1)/TILEY;
|
||||
launch(ntilex,ntiley,1,ao_task)(w,h,nsubsamples,image);
|
||||
cudaDeviceSynchronize();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
__host__ void ao_ispc_tasks(
|
||||
int w, int h, int nsubsamples,
|
||||
float image[])
|
||||
{
|
||||
ao_ispc_tasks___export<<<1,32>>>(w,h,nsubsamples,image);
|
||||
cudaDeviceSynchronize();
|
||||
}
|
||||
Reference in New Issue
Block a user