blender/intern/cycles/kernel/device/hiprt/bvh.h
Sergey Sharybin 819d52f3d2 GSplat: Initial rendering support for Cycles
Based on the "Stochastic ray tracing of transparent 3D Gaussians" paper
by Xin Sun et. al. The basic idea: perform stochastic intersection with
the Gaussian splat based on its transparency.

Gaussian splats are implemented as a dedicated primitive type, but it
shares the same layout for position and radius as points, so a lot of
existing functions (positions, attributes, etc) work for both points
and splats.

For the Embree and hardware intersection it is implemented as a custom
primitive type.

The choice of using bounding spheres mainly comes from a balance between
performance and memory usage. More ideal would be to use OBB, but it is
not supported for custom primitive types in Embree and GPU HW-RT on all
backends.

There is a known limitation that comes from the fact that the datasets
are trained in sRGB space and Cycles work in Linear space: areas with
low opacity and high radiance render noticeably differently from the
ground-truth implementation.

Ref #159470

Pull Request: https://projects.blender.org/blender/blender/pulls/163103
2026-09-16 16:52:10 +02:00

696 lines
24 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/bvh/intersect_filter.h"
CCL_NAMESPACE_BEGIN
struct LocalPayload {
RaySelfPrimitives self;
float ray_time;
int local_object;
uint max_hits;
uint *lcg_state;
LocalIntersection *local_isect;
};
/* --------------------------------------------------------------------
* Utilities.
*/
ccl_device_forceinline void set_hiprt_ray(const ccl_private Ray &ray,
ccl_private hiprtRay &ray_hip)
{
ray_hip.direction = ray.D;
ray_hip.origin = ray.P;
ray_hip.maxT = ray.tmax;
ray_hip.minT = ray.tmin;
}
ccl_device_inline void set_intersect_point(const hiprtHit &hit, ccl_private Intersection *isect)
{
const int object = kernel_data_fetch(user_instance_id, hit.instanceID);
const int prim_offset = kernel_data_fetch(object_prim_offset, object);
const int primitive_type = kernel_data_fetch(objects, object).primitive_type;
const int prim = hit.primID + prim_offset;
isect->t = hit.t;
isect->u = hit.uv.x;
isect->v = hit.uv.y;
isect->object = object;
if (primitive_type & PRIMITIVE_CURVE) {
const KernelCurveSegment segment = kernel_data_fetch(curve_segments, prim);
isect->prim = segment.prim;
isect->type = segment.type;
}
else {
isect->prim = prim;
isect->type = primitive_type;
}
}
/* --------------------------------------------------------------------
* Custom intersection functions.
*/
ccl_device_inline bool curve_custom_intersect(const hiprtRay &ray,
BVHPayload *payload,
hiprtHit &hit)
{
/* Could also cast shadow payload to get the elements needed to do the intersection no need to
* write a separate function for shadow intersection. */
KernelGlobals kg = nullptr;
const int object = kernel_data_fetch(user_instance_id, hit.instanceID);
const int prim_offset = kernel_data_fetch(object_prim_offset, object);
const KernelCurveSegment segment = kernel_data_fetch(curve_segments, hit.primID + prim_offset);
#ifdef __SHADOW_LINKING__
if (intersection_skip_shadow_link(kg, payload->ray_self, object)) {
return false; /* Ignore hit - continue traversal. */
}
#endif
if (intersection_skip_self_shadow(payload->ray_self, object, segment.prim)) {
return false;
}
const float ray_time = payload->ray_time;
Intersection isect;
const bool b_hit = curve_intersect(kg,
&isect,
ray.origin,
ray.direction,
ray.minT,
ray.maxT,
object,
segment.prim,
ray_time,
segment.type);
if (b_hit) {
hit.uv.x = isect.u;
hit.uv.y = isect.v;
hit.t = isect.t;
}
return b_hit;
}
ccl_device_inline bool motion_triangle_custom_intersect(const hiprtRay &ray,
BVHPayload *payload,
hiprtHit &hit)
{
KernelGlobals kg = nullptr;
const int object = kernel_data_fetch(user_instance_id, hit.instanceID);
const int prim_offset = kernel_data_fetch(object_prim_offset, object);
const int prim = hit.primID + prim_offset;
if (intersection_skip_self_shadow(payload->ray_self, object, prim)) {
return false;
}
Intersection isect;
const bool b_hit = motion_triangle_intersect(kg,
&isect,
ray.origin,
ray.direction,
ray.minT,
ray.maxT,
payload->ray_time,
payload->ray_visibility,
object,
prim,
hit.instanceID);
if (b_hit) {
hit.uv.x = isect.u;
hit.uv.y = isect.v;
hit.t = isect.t;
}
return b_hit;
}
ccl_device_inline bool motion_triangle_custom_local_intersect(const hiprtRay &ray,
LocalPayload *payload,
hiprtHit &hit)
{
#ifdef __OBJECT_MOTION__
KernelGlobals kg = nullptr;
const int object = payload->local_object;
const int prim_offset = kernel_data_fetch(object_prim_offset, object);
const int prim = hit.primID + prim_offset;
if (intersection_skip_self_local(payload->self, prim)) {
return false;
}
return motion_triangle_intersect_local(kg,
payload->local_isect,
ray.origin,
ray.direction,
payload->ray_time,
object,
prim,
ray.minT,
ray.maxT,
payload->lcg_state,
payload->max_hits);
#else
return false;
#endif
}
ccl_device_inline bool motion_triangle_custom_volume_intersect(const hiprtRay &ray,
BVHPayload *payload,
hiprtHit &hit)
{
#ifdef __OBJECT_MOTION__
KernelGlobals kg = nullptr;
const int object = kernel_data_fetch(user_instance_id, hit.instanceID);
const int prim_offset = kernel_data_fetch(object_prim_offset, object);
const int prim = hit.primID + prim_offset;
if (bvh_volume_anyhit_triangle_filter(
kg, object, prim, payload->ray_self, payload->ray_visibility))
{
return false;
}
Intersection isect;
const bool b_hit = motion_triangle_intersect(kg,
&isect,
ray.origin,
ray.direction,
ray.minT,
ray.maxT,
payload->ray_time,
payload->ray_visibility,
object,
prim,
hit.instanceID);
if (b_hit) {
hit.uv.x = isect.u;
hit.uv.y = isect.v;
hit.t = isect.t;
}
return b_hit;
#else
return false;
#endif
}
ccl_device_inline bool point_custom_intersect(const hiprtRay &ray,
BVHPayload *payload,
hiprtHit &hit)
{
#if defined(__POINTCLOUD__)
KernelGlobals kg = nullptr;
const int object = kernel_data_fetch(user_instance_id, hit.instanceID);
const int prim_offset = kernel_data_fetch(object_prim_offset, object);
const int prim = hit.primID + prim_offset;
const int primitive_type = kernel_data_fetch(objects, object).primitive_type;
# ifdef __SHADOW_LINKING__
if (intersection_skip_shadow_link(kg, payload->ray_self, object)) {
return false; /* Ignore hit - continue traversal */
}
# endif
if (intersection_skip_self_shadow(payload->ray_self, object, prim)) {
return false;
}
Intersection isect;
const bool b_hit = point_or_gsplat_intersect(kg,
&isect,
ray.origin,
ray.direction,
ray.minT,
ray.maxT,
object,
prim,
payload->ray_time,
primitive_type);
if (b_hit) {
hit.uv.x = isect.u;
hit.uv.y = isect.v;
hit.t = isect.t;
}
return b_hit;
#else
return false;
#endif
}
/* --------------------------------------------------------------------
* Intersection filters.
*/
ccl_device_inline bool closest_intersection_filter(const hiprtRay &ray,
BVHPayload *payload,
const hiprtHit &hit)
{
KernelGlobals kg = nullptr;
const int object_id = kernel_data_fetch(user_instance_id, hit.instanceID);
const int prim_offset = kernel_data_fetch(object_prim_offset, object_id);
const int prim = hit.primID + prim_offset;
#ifdef __SHADOW_LINKING__
if (intersection_skip_shadow_link(kg, payload->ray_self, object_id)) {
return true; /* Ignore hit - continue traversal. */
}
#endif
if (intersection_skip_self_shadow(payload->ray_self, object_id, prim)) {
return true; /* Ignore hit - continue traversal. */
}
return false;
}
ccl_device_inline bool shadow_intersection_filter(const hiprtRay &ray,
BVHShadowAllPayload *payload,
const hiprtHit &hit)
{
KernelGlobals kg = nullptr;
Intersection isect;
set_intersect_point(hit, &isect);
return bvh_shadow_all_anyhit_filter<ISECT_TEST_ALL, PRIMITIVE_ALL & ~PRIMITIVE_CURVE>(
kg, payload->state, *payload, payload->ray_self, payload->ray_visibility, isect);
}
ccl_device_inline bool shadow_intersection_filter_curve(const hiprtRay &ray,
BVHShadowAllPayload *payload,
const hiprtHit &hit)
{
KernelGlobals kg = nullptr;
Intersection isect;
set_intersect_point(hit, &isect);
return bvh_shadow_all_anyhit_filter<ISECT_TEST_ALL, PRIMITIVE_CURVE>(
kg, payload->state, *payload, payload->ray_self, payload->ray_visibility, isect);
}
ccl_device_inline bool local_intersection_filter(const hiprtRay &ray,
LocalPayload *payload,
const hiprtHit &hit)
{
#ifdef __BVH_LOCAL__
KernelGlobals kg = nullptr;
const int object_id = payload->local_object;
const uint max_hits = payload->max_hits;
/* Triangle primitive uses hardware intersection, other primitives do custom intersection
* which does reservoir sampling for intersections. For the custom primitives only check
* whether we can stop traversal early on. The rest of the checks here only do for the
* regular triangles. */
const int primitive_type = kernel_data_fetch(objects, object_id).primitive_type;
if (primitive_type != PRIMITIVE_TRIANGLE) {
if (max_hits == 0) {
return false;
}
return true;
}
const int prim_offset = kernel_data_fetch(object_prim_offset, object_id);
const int prim = hit.primID + prim_offset;
# ifndef __RAY_OFFSET__
if (intersection_skip_self_local(payload->self, prim)) {
return true; /* Continue search. */
}
# endif
if (max_hits == 0) {
return false; /* Stop search. */
}
const int hit_index = local_intersect_get_record_index(
payload->local_isect, hit.t, payload->lcg_state, max_hits);
if (hit_index == -1) {
return true; /* Continue search. */
}
Intersection *isect = &payload->local_isect->hits[hit_index];
isect->t = hit.t;
isect->u = hit.uv.x;
isect->v = hit.uv.y;
isect->prim = prim;
isect->object = object_id;
isect->type = primitive_type;
payload->local_isect->Ng[hit_index] = hit.normal;
return true;
#else
return false;
#endif
}
ccl_device_inline bool volume_triangle_intersection_filter(const hiprtRay &ray,
BVHPayload *payload,
const hiprtHit &hit)
{
KernelGlobals kg = nullptr;
const int object = kernel_data_fetch(user_instance_id, hit.instanceID);
const int prim_offset = kernel_data_fetch(object_prim_offset, object);
const int prim = hit.primID + prim_offset;
if (bvh_volume_anyhit_triangle_filter(
kg, object, prim, payload->ray_self, payload->ray_visibility))
{
return true;
}
return false;
}
HIPRT_DEVICE bool intersectFunc(const uint geom_type,
const uint ray_type,
const hiprtFuncTableHeader &tableHeader,
const hiprtRay &ray,
void *payload,
hiprtHit &hit)
{
const uint index = tableHeader.numGeomTypes * ray_type + geom_type;
switch (index) {
case Curve_Intersect_Function:
case Curve_Intersect_Shadow:
return curve_custom_intersect(ray, (BVHPayload *)payload, hit);
case Motion_Triangle_Intersect_Function:
case Motion_Triangle_Intersect_Shadow:
return motion_triangle_custom_intersect(ray, (BVHPayload *)payload, hit);
case Motion_Triangle_Intersect_Local:
return motion_triangle_custom_local_intersect(ray, (LocalPayload *)payload, hit);
case Motion_Triangle_Intersect_Volume:
return motion_triangle_custom_volume_intersect(ray, (BVHPayload *)payload, hit);
case Point_Intersect_Function:
case Point_Intersect_Shadow:
return point_custom_intersect(ray, (BVHPayload *)payload, hit);
default:
break;
}
return false;
}
HIPRT_DEVICE bool filterFunc(const uint geom_type,
const uint ray_type,
const hiprtFuncTableHeader &tableHeader,
const hiprtRay &ray,
void *payload,
const hiprtHit &hit)
{
const uint index = tableHeader.numGeomTypes * ray_type + geom_type;
switch (index) {
case Triangle_Filter_Closest:
return closest_intersection_filter(ray, (BVHPayload *)payload, hit);
case Curve_Filter_Shadow:
return shadow_intersection_filter_curve(ray, (BVHShadowAllPayload *)payload, hit);
case Triangle_Filter_Shadow:
case Motion_Triangle_Filter_Shadow:
case Point_Filter_Shadow:
return shadow_intersection_filter(ray, (BVHShadowAllPayload *)payload, hit);
case Triangle_Filter_Local:
case Motion_Triangle_Filter_Local:
return local_intersection_filter(ray, (LocalPayload *)payload, hit);
case Triangle_Filter_Volume:
return volume_triangle_intersection_filter(ray, (BVHPayload *)payload, hit);
case Motion_Triangle_Filter_Volume:
/* Motion triangle volume filtering is done in the custom intersection function. */
return false;
default:
break;
}
return false;
}
/* --------------------------------------------------------------------
* BVH functions.
*/
ccl_device_intersect bool scene_intersect(KernelGlobals kg,
const ccl_private Ray *ray,
const uint visibility,
ccl_private Intersection *isect)
{
isect->t = ray->tmax;
isect->u = 0.0f;
isect->v = 0.0f;
isect->prim = PRIM_NONE;
isect->object = OBJECT_NONE;
isect->type = PRIMITIVE_NONE;
if (!intersection_ray_valid(ray)) {
isect->t = ray->tmax;
isect->type = PRIMITIVE_NONE;
return false;
}
if (kernel_data.device_bvh == 0) {
return false;
}
hiprtRay ray_hip;
set_hiprt_ray(*ray, ray_hip);
BVHPayload payload;
payload.ray_self = ray->self;
payload.ray_visibility = visibility;
payload.ray_time = ray->time;
Stack stack(kg->global_stack_buffer, kg->shared_stack);
Instance_Stack instance_stack;
hiprtHit hit;
if (visibility & PATH_RAY_VISIBILITY_SHADOW_OPAQUE) {
hiprtSceneTraversalAnyHitCustomStack traversal((hiprtScene)kernel_data.device_bvh,
ray_hip,
stack,
instance_stack,
visibility,
hiprtTraversalHintDefault,
&payload,
kernel_params.table_closest_intersect,
0 /* RAY_TYPE */,
ray->time);
hit = traversal.getNextHit();
}
else {
hiprtSceneTraversalClosestCustomStack traversal((hiprtScene)kernel_data.device_bvh,
ray_hip,
stack,
instance_stack,
visibility,
hiprtTraversalHintDefault,
&payload,
kernel_params.table_closest_intersect,
0 /* RAY_TYPE */,
ray->time);
hit = traversal.getNextHit();
}
if (hit.hasHit()) {
set_intersect_point(hit, isect);
return true;
}
return false;
}
ccl_device_intersect bool scene_intersect_shadow(KernelGlobals kg,
const ccl_private Ray *ray,
const uint visibility)
{
Intersection isect;
return scene_intersect(kg, ray, visibility, &isect);
}
#ifdef __BVH_LOCAL__
template<bool single_hit = false>
ccl_device_intersect bool scene_intersect_local(KernelGlobals kg,
const ccl_private Ray *ray,
ccl_private LocalIntersection *local_isect,
const int local_object,
ccl_private uint *lcg_state,
const int max_hits)
{
if (local_isect != nullptr) {
local_isect->num_hits = 0;
}
if (!intersection_ray_valid(ray)) {
return false;
}
const int primitive_type = kernel_data_fetch(objects, local_object).primitive_type;
if (!(primitive_type & PRIMITIVE_TRIANGLE)) {
/* Local intersection functions are only considering triangle and motion triangle primitives.
* If the local intersection is requested from other primitives (curve or point cloud) perform
* an early return to avoid tree traversal with no primitive intersection. */
return false;
}
float3 P = ray->P;
float3 dir = bvh_clamp_direction(ray->D);
float3 idir = bvh_inverse_direction(dir);
const uint object_flag = kernel_data_fetch(object_flag, local_object);
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
# ifdef __OBJECT_MOTION__
bvh_instance_motion_push(kg, local_object, ray, &P, &dir, &idir);
# else
bvh_instance_push(kg, local_object, ray, &P, &dir, &idir);
# endif
}
hiprtRay ray_hip;
ray_hip.origin = P;
ray_hip.direction = dir;
ray_hip.maxT = ray->tmax;
ray_hip.minT = ray->tmin;
LocalPayload payload = {0};
payload.self = ray->self;
payload.ray_time = ray->time;
payload.local_object = local_object;
payload.max_hits = max_hits;
payload.lcg_state = lcg_state;
payload.local_isect = local_isect;
Stack stack(kg->global_stack_buffer, kg->shared_stack);
Instance_Stack instance_stack;
hiprtGeometry local_geom = (hiprtGeometry)(kernel_data_fetch(blas_ptr, local_object));
hiprtHit hit;
if (primitive_type == PRIMITIVE_MOTION_TRIANGLE) {
/* Motion triangle BVH uses custom primitives which requires custom traversal. */
hiprtGeomCustomTraversalAnyHitCustomStack traversal(local_geom,
ray_hip,
stack,
hiprtTraversalHintDefault,
&payload,
kernel_params.table_local_intersect,
2);
hit = traversal.getNextHit();
}
else {
hiprtGeomTraversalAnyHitCustomStack traversal(local_geom,
ray_hip,
stack,
hiprtTraversalHintDefault,
&payload,
kernel_params.table_local_intersect,
2);
hit = traversal.getNextHit();
}
return hit.hasHit();
}
#endif /* __BVH_LOCAL__ */
#ifdef __TRANSPARENT_SHADOWS__
ccl_device_inline void scene_intersect_shadow_all_hiprt(
KernelGlobals kg,
const ccl_private Ray *ccl_restrict ray,
ccl_private BVHShadowAllPayload &ccl_restrict payload)
{
hiprtRay ray_hip;
set_hiprt_ray(*ray, ray_hip);
Stack stack(kg->global_stack_buffer, kg->shared_stack);
Instance_Stack instance_stack;
hiprtSceneTraversalAnyHitCustomStack traversal((hiprtScene)kernel_data.device_bvh,
ray_hip,
stack,
instance_stack,
payload.ray_visibility,
hiprtTraversalHintDefault,
&payload,
kernel_params.table_shadow_intersect,
1 /* RAY_TYPE */,
ray->time);
const hiprtHit hit = traversal.getNextHit();
(void)hit;
}
#endif /* __TRANSPARENT_SHADOWS__ */
#ifdef __VOLUME__
ccl_device_intersect bool scene_intersect_volume(KernelGlobals kg,
const ccl_private Ray *ray,
ccl_private Intersection *isect,
const uint visibility)
{
isect->t = ray->tmax;
isect->u = 0.0f;
isect->v = 0.0f;
isect->prim = PRIM_NONE;
isect->object = OBJECT_NONE;
isect->type = PRIMITIVE_NONE;
if (!intersection_ray_valid(ray)) {
return false;
}
hiprtRay ray_hip;
set_hiprt_ray(*ray, ray_hip);
BVHPayload payload;
payload.ray_self = ray->self;
payload.ray_visibility = visibility;
payload.ray_time = ray->time;
Stack stack(kg->global_stack_buffer, kg->shared_stack);
Instance_Stack instance_stack;
hiprtSceneTraversalClosestCustomStack traversal((hiprtScene)kernel_data.device_bvh,
ray_hip,
stack,
instance_stack,
visibility,
hiprtTraversalHintDefault,
&payload,
kernel_params.table_volume_intersect,
3 /* RAY_TYPE */,
ray->time);
const hiprtHit hit = traversal.getNextHit();
if (hit.hasHit()) {
set_intersect_point(hit, isect);
return true;
}
return false;
}
#endif /* __VOLUME__ */
CCL_NAMESPACE_END