Files
ispc/examples_ptx/volume_rendering/volume_serial.cpp
2014-01-05 17:03:29 +01:00

303 lines
9.6 KiB
C++

/*
Copyright (c) 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.
*/
#include <assert.h>
#include <math.h>
#include <algorithm>
// Just enough of a float3 class to do what we need in this file.
struct float3 {
float3() { }
float3(float xx, float yy, float zz) { x = xx; y = yy; z = zz; }
float3 operator*(float f) const { return float3(x*f, y*f, z*f); }
float3 operator-(const float3 &f2) const {
return float3(x-f2.x, y-f2.y, z-f2.z);
}
float3 operator*(const float3 &f2) const {
return float3(x*f2.x, y*f2.y, z*f2.z);
}
float3 operator+(const float3 &f2) const {
return float3(x+f2.x, y+f2.y, z+f2.z);
}
float3 operator/(const float3 &f2) const {
return float3(x/f2.x, y/f2.y, z/f2.z);
}
float operator[](int i) const { return (&x)[i]; }
float &operator[](int i) { return (&x)[i]; }
float x, y, z;
float pad; // match padding/alignment of ispc version
}
#ifndef _MSC_VER
__attribute__ ((aligned(16)))
#endif
;
struct Ray {
float3 origin, dir;
};
static void
generateRay(const float raster2camera[4][4], const float camera2world[4][4],
float x, float y, Ray &ray) {
// transform raster coordinate (x, y, 0) to camera space
float camx = raster2camera[0][0] * x + raster2camera[0][1] * y + raster2camera[0][3];
float camy = raster2camera[1][0] * x + raster2camera[1][1] * y + raster2camera[1][3];
float camz = raster2camera[2][3];
float camw = raster2camera[3][3];
camx /= camw;
camy /= camw;
camz /= camw;
ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy + camera2world[0][2] * camz;
ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy + camera2world[1][2] * camz;
ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy + camera2world[2][2] * camz;
ray.origin.x = camera2world[0][3] / camera2world[3][3];
ray.origin.y = camera2world[1][3] / camera2world[3][3];
ray.origin.z = camera2world[2][3] / camera2world[3][3];
}
static bool
Inside(float3 p, float3 pMin, float3 pMax) {
return (p.x >= pMin.x && p.x <= pMax.x &&
p.y >= pMin.y && p.y <= pMax.y &&
p.z >= pMin.z && p.z <= pMax.z);
}
static bool
IntersectP(const Ray &ray, float3 pMin, float3 pMax, float *hit0, float *hit1) {
float t0 = -1e30f, t1 = 1e30f;
float3 tNear = (pMin - ray.origin) / ray.dir;
float3 tFar = (pMax - ray.origin) / ray.dir;
if (tNear.x > tFar.x) {
float tmp = tNear.x;
tNear.x = tFar.x;
tFar.x = tmp;
}
t0 = std::max(tNear.x, t0);
t1 = std::min(tFar.x, t1);
if (tNear.y > tFar.y) {
float tmp = tNear.y;
tNear.y = tFar.y;
tFar.y = tmp;
}
t0 = std::max(tNear.y, t0);
t1 = std::min(tFar.y, t1);
if (tNear.z > tFar.z) {
float tmp = tNear.z;
tNear.z = tFar.z;
tFar.z = tmp;
}
t0 = std::max(tNear.z, t0);
t1 = std::min(tFar.z, t1);
if (t0 <= t1) {
*hit0 = t0;
*hit1 = t1;
return true;
}
else
return false;
}
static inline float Lerp(float t, float a, float b) {
return (1.f - t) * a + t * b;
}
static inline int Clamp(int v, int low, int high) {
return std::min(std::max(v, low), high);
}
static inline float D(int x, int y, int z, int nVoxels[3], float density[]) {
x = Clamp(x, 0, nVoxels[0]-1);
y = Clamp(y, 0, nVoxels[1]-1);
z = Clamp(z, 0, nVoxels[2]-1);
return density[z*nVoxels[0]*nVoxels[1] + y*nVoxels[0] + x];
}
static inline float3 Offset(float3 p, float3 pMin, float3 pMax) {
return float3((p.x - pMin.x) / (pMax.x - pMin.x),
(p.y - pMin.y) / (pMax.y - pMin.y),
(p.z - pMin.z) / (pMax.z - pMin.z));
}
static inline float Density(float3 Pobj, float3 pMin, float3 pMax,
float density[], int nVoxels[3]) {
if (!Inside(Pobj, pMin, pMax))
return 0;
// Compute voxel coordinates and offsets for _Pobj_
float3 vox = Offset(Pobj, pMin, pMax);
vox.x = vox.x * nVoxels[0] - .5f;
vox.y = vox.y * nVoxels[1] - .5f;
vox.z = vox.z * nVoxels[2] - .5f;
int vx = (int)(vox.x), vy = (int)(vox.y), vz = (int)(vox.z);
float dx = vox.x - vx, dy = vox.y - vy, dz = vox.z - vz;
// Trilinearly interpolate density values to compute local density
float d00 = Lerp(dx, D(vx, vy, vz, nVoxels, density),
D(vx+1, vy, vz, nVoxels, density));
float d10 = Lerp(dx, D(vx, vy+1, vz, nVoxels, density),
D(vx+1, vy+1, vz, nVoxels, density));
float d01 = Lerp(dx, D(vx, vy, vz+1, nVoxels, density),
D(vx+1, vy, vz+1, nVoxels, density));
float d11 = Lerp(dx, D(vx, vy+1, vz+1, nVoxels, density),
D(vx+1, vy+1, vz+1, nVoxels, density));
float d0 = Lerp(dy, d00, d10);
float d1 = Lerp(dy, d01, d11);
return Lerp(dz, d0, d1);
}
static float
transmittance(float3 p0, float3 p1, float3 pMin,
float3 pMax, float sigma_t, float density[], int nVoxels[3]) {
float rayT0, rayT1;
Ray ray;
ray.origin = p1;
ray.dir = p0 - p1;
// Find the parametric t range along the ray that is inside the volume.
if (!IntersectP(ray, pMin, pMax, &rayT0, &rayT1))
return 1.;
rayT0 = std::max(rayT0, 0.f);
// Accumulate beam transmittance in tau
float tau = 0;
float rayLength = sqrtf(ray.dir.x * ray.dir.x + ray.dir.y * ray.dir.y +
ray.dir.z * ray.dir.z);
float stepDist = 0.2f;
float stepT = stepDist / rayLength;
float t = rayT0;
float3 pos = ray.origin + ray.dir * rayT0;
float3 dirStep = ray.dir * stepT;
while (t < rayT1) {
tau += stepDist * sigma_t * Density(pos, pMin, pMax, density, nVoxels);
pos = pos + dirStep;
t += stepT;
}
return expf(-tau);
}
static float
distanceSquared(float3 a, float3 b) {
float3 d = a-b;
return d.x*d.x + d.y*d.y + d.z*d.z;
}
static float
raymarch(float density[], int nVoxels[3], const Ray &ray) {
float rayT0, rayT1;
float3 pMin(.3f, -.2f, .3f), pMax(1.8f, 2.3f, 1.8f);
float3 lightPos(-1.f, 4.f, 1.5f);
if (!IntersectP(ray, pMin, pMax, &rayT0, &rayT1))
return 0.;
rayT0 = std::max(rayT0, 0.f);
// Parameters that define the volume scattering characteristics and
// sampling rate for raymarching
float Le = .25f; // Emission coefficient
float sigma_a = 10; // Absorption coefficient
float sigma_s = 10; // Scattering coefficient
float stepDist = 0.025f; // Ray step amount
float lightIntensity = 40; // Light source intensity
float tau = 0.f; // accumulated beam transmittance
float L = 0; // radiance along the ray
float rayLength = sqrtf(ray.dir.x * ray.dir.x + ray.dir.y * ray.dir.y +
ray.dir.z * ray.dir.z);
float stepT = stepDist / rayLength;
float t = rayT0;
float3 pos = ray.origin + ray.dir * rayT0;
float3 dirStep = ray.dir * stepT;
while (t < rayT1) {
float d = Density(pos, pMin, pMax, density, nVoxels);
// terminate once attenuation is high
float atten = expf(-tau);
if (atten < .005f)
break;
// direct lighting
float Li = lightIntensity / distanceSquared(lightPos, pos) *
transmittance(lightPos, pos, pMin, pMax, sigma_a + sigma_s,
density, nVoxels);
L += stepDist * atten * d * sigma_s * (Li + Le);
// update beam transmittance
tau += stepDist * (sigma_a + sigma_s) * d;
pos = pos + dirStep;
t += stepT;
}
// Gamma correction
return powf(L, 1.f / 2.2f);
}
void
volume_serial(float density[], int nVoxels[3], const float raster2camera[4][4],
const float camera2world[4][4],
int width, int height, float image[]) {
int offset = 0;
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x, ++offset) {
Ray ray;
generateRay(raster2camera, camera2world, (float)x, (float)y, ray);
image[offset] = raymarch(density, nVoxels, ray);
}
}
}