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Intersections.txt
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Intersections.txt
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float RayTriangleIntersectionCPU(Ray r, float4 v0, float4 v1, float4 v2)
{
float4 edge1 = v1 - v0;
float4 edge2 = v2 - v0;
float4 tvec = r.o - v0;
float4 pvec = CrossCPU(r.d, edge2);
float det = DotCPU(edge1, pvec);
det = 1.0f / det; // CUDA intrinsic function
float u = DotCPU(tvec, pvec) * det;
if (u < 0.0f || u > 1.0f)
return -1.0f;
float4 qvec = CrossCPU(tvec, edge1);
float v = DotCPU(r.d, qvec) * det;
if (v < 0.0f || (u + v) > 1.0f)
return -1.0f;
return DotCPU(edge2, qvec) * det;
/*float4 edge1 = v1 - v0;
float4 edge2 = v2 - v0;
float4 pvec = CrossCPU(r.d, edge2);
const float det = DotCPU(edge1, pvec);
float4 result;
if (det > -eps && det < eps) return -1.0f;
const float invDet = 1.0f / det;
const float4 tvec = r.o - v0;
result.x = DotCPU(tvec, pvec) * invDet;
if (result.x < 0.0f || result.x > 1.0f)
return -1.0f;
const float4 qvec = CrossCPU(tvec, edge1);
result.y = DotCPU(r.d, qvec) * invDet;
if (result.y < 0.0f || (result.x + result.y) > 1.0f)
return -1.0f;
result.z = 1.0f - result.x - result.y; // barycentric w = 1 - u - v
float t = DotCPU(edge2, qvec) * invDet; // ray intersection
return t;*/
/*float u, v, w;
float4 pq = r.d;
float4 pa = v0 - r.o;
float4 pb = v1 - r.o;
float4 pc = v2 - r.o;
float4 m = CrossCPU(pq, pc);
u = DotCPU(pb, m);
v = -DotCPU(pa, m);
if (!sameSignCPU(u, v)) return -1.0f;
w = ScTPCPU(pq, pb, pa);
if (!sameSignCPU(u, w)) return -1.0f;
float4 e1 = v1 - v0;
float4 e2 = v2 - v0;
float4 s = r.o - v0;
float4 normal = CrossCPU(e1, e2);
float d_ = -1.0f / DotCPU(r.d, normal);
float dist = DotCPU(s, normal) * d_;
return dist;*/
}
float distTri(float4 v0, float4 v1, float4 v2, float4 o, float4 d)
{
float4 edge1 = v1 - v0;
float4 edge2 = v2 - v0;
float4 tvec = o - v0;
float4 pvec = CrossCPU(d, edge2);
float det = DotCPU(edge1, pvec);
det = 1.0f / det; // CUDA intrinsic function
float u = DotCPU(tvec, pvec) * det;
if (u < 0.0f || u > 1.0f) return -1.0f;
float4 qvec = CrossCPU(tvec, edge1);
float v = DotCPU(d, qvec) * det;
if (v < 0.0f || (u + v) > 1.0f) return -1.0f;
return DotCPU(edge2, qvec) * det;
}
// from https://github.com/straaljager/GPU-path-tracing-tutorial-2/blob/master/tutorial2_cuda_pathtracer.cu
/*float4 edge1 = v2 - v1;
float4 edge2 = v2 - v0;
float4 tvec = r.o - v0;
float4 pvec = Cross(r.d, edge2);
float det = Dot(edge1, pvec);
det = __fdividef(1.0f, det);
float u = Dot(tvec, pvec) * det;
if (u < 0.0f || u > 1.0f)
return -1.0f;
float4 qvec = Cross(tvec, edge1);
float v = Dot(r.d, qvec) * det;
if (v < 0.0f || (u + v) > 1.0f)
return -1.0f;
return Dot(edge2, qvec) * det;*/
/*float u, v, w;
float4 pq = r.d;
float4 pa = v0 - r.o;
float4 pb = v1 - r.o;
float4 pc = v2 - r.o;
float4 m = Cross(pq, pc);
u = Dot(pb, m); // ScalarTriple(pq, pc, pb);
v = -Dot(pa, m); // ScalarTriple(pq, pa, pc);
if (!sameSign(u, v)) return -1.0f;
w = ScTP(pq, pb, pa);
if (!sameSign(u, w)) return -1.0f;*/
/*float denom = 1.0f / (u + v + w);
u *= denom;
v *= denom;
w *= denom; // w = 1.0f - u - v;*/
/*float4 normal = Cross(v1-v0, v2-v0);
float d_ = -1.0f / Dot(pq, normal);
return Dot(-1*pa, normal) * d_;*/
__device__ float RayTriangleIntersectionMesh(mesh2 *mesh, const Ray &r, int32_t faceid)
{
// from https://github.com/straaljager/GPU-path-tracing-tutorial-2/blob/master/tutorial2_cuda_pathtracer.cu
float4 v0 = make_float4(mesh->n_x[mesh->f_node_a[faceid]], mesh->n_y[mesh->f_node_a[faceid]], mesh->n_z[mesh->f_node_a[faceid]], 0);
float4 v1 = make_float4(mesh->n_x[mesh->f_node_b[faceid]], mesh->n_y[mesh->f_node_b[faceid]], mesh->n_z[mesh->f_node_b[faceid]], 0);
float4 v2 = make_float4(mesh->n_x[mesh->f_node_c[faceid]], mesh->n_y[mesh->f_node_c[faceid]], mesh->n_z[mesh->f_node_c[faceid]], 0);
float4 edge1 = v2 - v1;
float4 edge2 = v2 - v0;
float4 tvec = r.o - v0;
float4 pvec = Cross(r.d, edge2);
float det = Dot(edge1, pvec);
det = __fdividef(1.0f, det);
float u = Dot(tvec, pvec) * det;
if (u < 0.0f || u > 1.0f)
return -1.0f;
float4 qvec = Cross(tvec, edge1);
float v = Dot(r.d, qvec) * det;
if (v < 0.0f || (u + v) > 1.0f)
return -1.0f;
return Dot(edge2, qvec) * det;
}