This commit is contained in:
Evghenii
2014-02-21 10:19:58 +01:00
parent 8acfd8ea02
commit a745aaf91c
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// -*- 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
*/
#define NAO_SAMPLES 8
#define M_PI 3.1415926535f
typedef float<3> vec;
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;
};
static inline float dot(vec a, vec b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
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;
}
static inline void vnormalize(vec &v) {
float len2 = dot(v, v);
float invlen = rsqrt(len2);
v *= invlen;
}
#if 1
inline
#endif
static void
ray_plane_intersect(Isect &isect, Ray &ray, const Plane &plane) {
float d = -dot(plane.p, plane.n);
float v = dot(ray.dir, plane.n);
cif (abs(v) < 1.0e-17)
return;
else {
float t = -(dot(ray.org, plane.n) + d) / v;
cif ((t > 0.0) && (t < isect.t)) {
isect.t = t;
isect.hit = 1;
isect.p = ray.org + ray.dir * t;
isect.n = plane.n;
}
}
}
static inline void
ray_sphere_intersect(Isect &isect, 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;
cif (D > 0.) {
float t = -B - sqrt(D);
cif ((t > 0.0) && (t < isect.t)) {
isect.t = t;
isect.hit = 1;
isect.p = ray.org + t * ray.dir;
isect.n = isect.p - sphere.center;
vnormalize(isect.n);
}
}
}
#if 1
inline
#endif
static void
orthoBasis(vec basis[3], vec n) {
basis[2] = n;
basis[1].x = 0.0; basis[1].y = 0.0; basis[1].z = 0.0;
if ((n.x < 0.6) && (n.x > -0.6)) {
basis[1].x = 1.0;
} else if ((n.y < 0.6) && (n.y > -0.6)) {
basis[1].y = 1.0;
} else if ((n.z < 0.6) && (n.z > -0.6)) {
basis[1].z = 1.0;
} else {
basis[1].x = 1.0;
}
basis[0] = vcross(basis[1], basis[2]);
vnormalize(basis[0]);
basis[1] = vcross(basis[2], basis[0]);
vnormalize(basis[1]);
}
#if 1
inline
#endif
static 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 = 0.0;
p = isect.p + eps * isect.n;
orthoBasis(basis, isect.n);
static const uniform int ntheta = NAO_SAMPLES;
static const uniform int nphi = NAO_SAMPLES;
for (uniform int j = 0; j < ntheta; j++) {
for (uniform 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 = sqrt(1.0 - 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 = 1.0e+17;
occIsect.hit = 0;
for (uniform int snum = 0; snum < 3; ++snum)
ray_sphere_intersect(occIsect, ray, spheres[snum]);
ray_plane_intersect (occIsect, ray, plane);
if (occIsect.hit) occlusion += 1.0;
}
}
occlusion = (ntheta * nphi - occlusion) / (float)(ntheta * nphi);
return occlusion;
}
static inline void ao_tiles(
uniform int x0, uniform int x1,
uniform int y0, uniform int y1,
uniform int w, uniform int h,
uniform int nsubsamples,
uniform 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;
foreach_tiled (y = y0 ... y1, x = x0 ... x1)
{
const int offset = 3 * (y * w + x);
float res = 0.0f;
for (uniform int u = 0; u < nsubsamples; u++)
for (uniform 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 = 0.f;
// 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 (uniform 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;
}
}
image[offset ] = res;
image[offset+1] = res;
image[offset+2] = res;
}
}
#define TILEX max(64,programCount*2)
#define TILEY 4
export void ao_ispc(uniform int w, uniform int h, uniform int nsubsamples,
uniform float image[]) {
const uniform int x0 = 0;
const uniform int x1 = w;
const uniform int y0 = 0;
const uniform int y1 = h;
ao_tiles(x0,x1,y0,y1, w, h, nsubsamples, image);
}
void task ao_task(uniform int width, uniform int height,
uniform int nsubsamples, uniform float image[])
{
if (taskIndex0 >= taskCount0) return;
if (taskIndex1 >= taskCount1) return;
const uniform int x0 = taskIndex0 * TILEX;
const uniform int x1 = min(x0 + TILEX, width);
const uniform int y0 = taskIndex1 * TILEY;
const uniform int y1 = min(y0 + TILEY, height);
ao_tiles(x0,x1,y0,y1, width, height, nsubsamples, image);
}
export void ao_ispc_tasks(uniform int w, uniform int h, uniform int nsubsamples,
uniform float image[])
{
const uniform int ntilex = (w+TILEX-1)/TILEX;
const uniform int ntiley = (h+TILEY-1)/TILEY;
launch[ntilex,ntiley] ao_task(w, h, nsubsamples, image);
sync;
}

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// -*- 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();
}