Add volume rendering example. (~2.3x speedup from SIMD vs serial code.)
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305
examples/volume_rendering/volume_serial.cpp
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305
examples/volume_rendering/volume_serial.cpp
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/*
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Copyright (c) 2011, Intel Corporation
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of Intel Corporation nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
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OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <assert.h>
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#include <math.h>
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#include <algorithm>
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// Just enough of a float3 class to do what we need in this file.
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#ifdef _MSC_VER
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__declspec(align(16))
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#endif
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struct float3 {
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float3() { }
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float3(float xx, float yy, float zz) { x = xx; y = yy; z = zz; }
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float3 operator*(float f) const { return float3(x*f, y*f, z*f); }
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float3 operator-(const float3 &f2) const {
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return float3(x-f2.x, y-f2.y, z-f2.z);
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}
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float3 operator*(const float3 &f2) const {
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return float3(x*f2.x, y*f2.y, z*f2.z);
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}
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float3 operator+(const float3 &f2) const {
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return float3(x+f2.x, y+f2.y, z+f2.z);
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}
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float3 operator/(const float3 &f2) const {
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return float3(x/f2.x, y/f2.y, z/f2.z);
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}
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float operator[](int i) const { return (&x)[i]; }
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float &operator[](int i) { return (&x)[i]; }
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float x, y, z;
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float pad; // match padding/alignment of ispc version
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}
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#ifndef _MSC_VER
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__attribute__ ((aligned(16)))
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#endif
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;
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struct Ray {
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float3 origin, dir;
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};
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static void
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generateRay(const float raster2camera[4][4], const float camera2world[4][4],
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float x, float y, Ray &ray) {
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// transform raster coordinate (x, y, 0) to camera space
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float camx = raster2camera[0][0] * x + raster2camera[0][1] * y + raster2camera[0][3];
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float camy = raster2camera[1][0] * x + raster2camera[1][1] * y + raster2camera[1][3];
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float camz = raster2camera[2][3];
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float camw = raster2camera[3][3];
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camx /= camw;
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camy /= camw;
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camz /= camw;
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ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy + camera2world[0][2] * camz;
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ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy + camera2world[1][2] * camz;
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ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy + camera2world[2][2] * camz;
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ray.origin.x = camera2world[0][3] / camera2world[3][3];
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ray.origin.y = camera2world[1][3] / camera2world[3][3];
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ray.origin.z = camera2world[2][3] / camera2world[3][3];
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}
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static bool
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Inside(float3 p, float3 pMin, float3 pMax) {
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return (p.x >= pMin.x && p.x <= pMax.x &&
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p.y >= pMin.y && p.y <= pMax.y &&
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p.z >= pMin.z && p.z <= pMax.z);
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}
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static bool
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IntersectP(const Ray &ray, float3 pMin, float3 pMax, float *hit0, float *hit1) {
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float t0 = -1e30, t1 = 1e30;
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float3 tNear = (pMin - ray.origin) / ray.dir;
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float3 tFar = (pMax - ray.origin) / ray.dir;
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if (tNear.x > tFar.x) {
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float tmp = tNear.x;
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tNear.x = tFar.x;
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tFar.x = tmp;
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}
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t0 = std::max(tNear.x, t0);
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t1 = std::min(tFar.x, t1);
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if (tNear.y > tFar.y) {
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float tmp = tNear.y;
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tNear.y = tFar.y;
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tFar.y = tmp;
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}
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t0 = std::max(tNear.y, t0);
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t1 = std::min(tFar.y, t1);
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if (tNear.z > tFar.z) {
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float tmp = tNear.z;
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tNear.z = tFar.z;
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tFar.z = tmp;
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}
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t0 = std::max(tNear.z, t0);
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t1 = std::min(tFar.z, t1);
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if (t0 <= t1) {
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*hit0 = t0;
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*hit1 = t1;
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return true;
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}
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else
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return false;
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}
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static inline float Lerp(float t, float a, float b) {
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return (1.f - t) * a + t * b;
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}
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static inline int Clamp(int v, int low, int high) {
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return std::min(std::max(v, low), high);
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}
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static inline float D(int x, int y, int z, int nVoxels[3], float density[]) {
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x = Clamp(x, 0, nVoxels[0]-1);
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y = Clamp(y, 0, nVoxels[1]-1);
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z = Clamp(z, 0, nVoxels[2]-1);
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return density[z*nVoxels[0]*nVoxels[1] + y*nVoxels[0] + x];
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}
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static inline float3 Offset(float3 p, float3 pMin, float3 pMax) {
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return float3((p.x - pMin.x) / (pMax.x - pMin.x),
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(p.y - pMin.y) / (pMax.y - pMin.y),
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(p.z - pMin.z) / (pMax.z - pMin.z));
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}
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static inline float Density(float3 Pobj, float3 pMin, float3 pMax,
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float density[], int nVoxels[3]) {
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if (!Inside(Pobj, pMin, pMax))
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return 0;
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// Compute voxel coordinates and offsets for _Pobj_
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float3 vox = Offset(Pobj, pMin, pMax);
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vox.x = vox.x * nVoxels[0] - .5f;
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vox.y = vox.y * nVoxels[1] - .5f;
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vox.z = vox.z * nVoxels[2] - .5f;
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int vx = (int)(vox.x), vy = (int)(vox.y), vz = (int)(vox.z);
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float dx = vox.x - vx, dy = vox.y - vy, dz = vox.z - vz;
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// Trilinearly interpolate density values to compute local density
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float d00 = Lerp(dx, D(vx, vy, vz, nVoxels, density),
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D(vx+1, vy, vz, nVoxels, density));
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float d10 = Lerp(dx, D(vx, vy+1, vz, nVoxels, density),
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D(vx+1, vy+1, vz, nVoxels, density));
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float d01 = Lerp(dx, D(vx, vy, vz+1, nVoxels, density),
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D(vx+1, vy, vz+1, nVoxels, density));
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float d11 = Lerp(dx, D(vx, vy+1, vz+1, nVoxels, density),
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D(vx+1, vy+1, vz+1, nVoxels, density));
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float d0 = Lerp(dy, d00, d10);
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float d1 = Lerp(dy, d01, d11);
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return Lerp(dz, d0, d1);
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}
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static float
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transmittance(float3 p0, float3 p1, float3 pMin,
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float3 pMax, float sigma_t, float density[], int nVoxels[3]) {
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float rayT0, rayT1;
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Ray ray;
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ray.origin = p1;
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ray.dir = p0 - p1;
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// Find the parametric t range along the ray that is inside the volume.
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if (!IntersectP(ray, pMin, pMax, &rayT0, &rayT1))
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return 1.;
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rayT0 = std::max(rayT0, 0.f);
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// Accumulate beam transmittance in tau
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float tau = 0;
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float rayLength = sqrtf(ray.dir.x * ray.dir.x + ray.dir.y * ray.dir.y +
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ray.dir.z * ray.dir.z);
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float stepDist = 0.2;
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float stepT = stepDist / rayLength;
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float t = rayT0;
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float3 pos = ray.origin + ray.dir * rayT0;
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float3 dirStep = ray.dir * stepT;
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while (t < rayT1) {
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tau += stepDist * sigma_t * Density(pos, pMin, pMax, density, nVoxels);
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pos = pos + dirStep;
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t += stepT;
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}
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return expf(-tau);
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}
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static float
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distanceSquared(float3 a, float3 b) {
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float3 d = a-b;
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return d.x*d.x + d.y*d.y + d.z*d.z;
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}
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static float
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raymarch(float density[], int nVoxels[3], const Ray &ray) {
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float rayT0, rayT1;
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float3 pMin(.3, -.2, .3), pMax(1.8, 2.3, 1.8);
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float3 lightPos(-1, 4, 1.5);
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if (!IntersectP(ray, pMin, pMax, &rayT0, &rayT1))
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return 0.;
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rayT0 = std::max(rayT0, 0.f);
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// Parameters that define the volume scattering characteristics and
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// sampling rate for raymarching
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float Le = .25; // Emission coefficient
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float sigma_a = 10; // Absorption coefficient
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float sigma_s = 10; // Scattering coefficient
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float stepDist = 0.025; // Ray step amount
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float lightIntensity = 40; // Light source intensity
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float tau = 0.f; // accumulated beam transmittance
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float L = 0; // radiance along the ray
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float rayLength = sqrtf(ray.dir.x * ray.dir.x + ray.dir.y * ray.dir.y +
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ray.dir.z * ray.dir.z);
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float stepT = stepDist / rayLength;
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float t = rayT0;
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float3 pos = ray.origin + ray.dir * rayT0;
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float3 dirStep = ray.dir * stepT;
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while (t < rayT1) {
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float d = Density(pos, pMin, pMax, density, nVoxels);
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// terminate once attenuation is high
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float atten = expf(-tau);
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if (atten < .005)
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break;
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// direct lighting
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float Li = lightIntensity / distanceSquared(lightPos, pos) *
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transmittance(lightPos, pos, pMin, pMax, sigma_a + sigma_s,
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density, nVoxels);
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L += stepDist * atten * d * sigma_s * (Li + Le);
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// update beam transmittance
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tau += stepDist * (sigma_a + sigma_s) * d;
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pos = pos + dirStep;
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t += stepT;
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}
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// Gamma correction
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return powf(L, 1.f / 2.2f);
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}
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void
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volume_serial(float density[], int nVoxels[3], const float raster2camera[4][4],
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const float camera2world[4][4],
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int width, int height, float image[]) {
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int offset = 0;
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x, ++offset) {
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Ray ray;
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generateRay(raster2camera, camera2world, x, y, ray);
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image[offset] = raymarch(density, nVoxels, ray);
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}
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}
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}
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