File: viewer_anim_device.ispc

package info (click to toggle)
embree 3.12.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 27,412 kB
  • sloc: cpp: 173,822; xml: 3,737; ansic: 2,955; python: 1,628; sh: 480; makefile: 193; csh: 42
file content (448 lines) | stat: -rw-r--r-- 18,806 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0

#include "../common/math/random_sampler.isph"
#include "../common/tutorial/tutorial_device.isph"
#include "../common/tutorial/scene_device.h"
#include "../common/math/sampling.isph"

#define ANIM_FPS 15.0f
#define ENABLE_ANIM 1
#define VERTEX_NORMALS 0
#define SHADOWS 1
#define VERTEX_INTERPOLATION_BLOCK_SIZE 1024

extern uniform ISPCScene* uniform g_ispc_scene;

/* scene data */
uniform RTCScene g_scene   = NULL;
varying Vec3f* uniform ls_positions = NULL;

/* animation data */
uniform double animTime        = -1.0f; // global time counter


  // ==================================================================================================
  // ==================================================================================================
  // ==================================================================================================

void convertTriangleMesh(uniform ISPCTriangleMesh* uniform mesh, RTCScene scene_out)
{
  /* if more than a single timestep, mark object as dynamic */
  uniform RTCBuildQuality quality = mesh->numTimeSteps > 1 ? RTC_BUILD_QUALITY_LOW : RTC_BUILD_QUALITY_MEDIUM;
  RTCGeometry geom = rtcNewGeometry (g_device, RTC_GEOMETRY_TYPE_TRIANGLE);
  rtcSetGeometryBuildQuality(geom, quality);
  uniform Vec3fa* uniform vertices = (uniform Vec3fa* uniform) rtcSetNewGeometryBuffer(geom, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, sizeof(uniform Vec3fa), mesh->numVertices);
  for (uniform unsigned int i=0;i<mesh->numVertices;i++) vertices[i] = mesh->positions[0][i];
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, mesh->triangles, 0, sizeof(uniform ISPCTriangle), mesh->numTriangles);
  rtcCommitGeometry(geom);
  mesh->geom.geometry = geom;
  mesh->geom.geomID = rtcAttachGeometry(scene_out,geom);
}

void convertQuadMesh(uniform ISPCQuadMesh* uniform mesh, RTCScene scene_out)
{
  /* if more than a single timestep, mark object as dynamic */
  uniform RTCBuildQuality quality = mesh->numTimeSteps > 1 ? RTC_BUILD_QUALITY_LOW : RTC_BUILD_QUALITY_MEDIUM;
  RTCGeometry geom = rtcNewGeometry (g_device, RTC_GEOMETRY_TYPE_QUAD);
  rtcSetGeometryBuildQuality(geom, quality);
  uniform Vec3fa* uniform vertices = (uniform Vec3fa* uniform) rtcSetNewGeometryBuffer(geom, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, sizeof(uniform Vec3fa), mesh->numVertices);
  for (unsigned int i=0;i<mesh->numVertices;i++) vertices[i] = mesh->positions[0][i];
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT4, mesh->quads, 0, sizeof(uniform ISPCQuad), mesh->numQuads);
  rtcCommitGeometry(geom);
  mesh->geom.geometry = geom;
  mesh->geom.geomID = rtcAttachGeometry(scene_out,geom);
}

void convertSubdivMesh(uniform ISPCSubdivMesh* uniform mesh, RTCScene scene_out)
{
  /* if more than a single timestep, mark object as dynamic */
  uniform RTCBuildQuality quality = mesh->numTimeSteps > 1 ? RTC_BUILD_QUALITY_LOW : RTC_BUILD_QUALITY_MEDIUM;
  RTCGeometry geom = rtcNewGeometry(g_device, RTC_GEOMETRY_TYPE_SUBDIVISION);
  rtcSetGeometryBuildQuality(geom, quality);
  for (unsigned int i=0; i<mesh->numEdges; i++) mesh->subdivlevel[i] = 4.0f;
  uniform Vec3fa* uniform vertices = (uniform Vec3fa* uniform) rtcSetNewGeometryBuffer(geom, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, sizeof(uniform Vec3fa), mesh->numVertices);
  for (unsigned int i=0;i<mesh->numVertices;i++) vertices[i] = mesh->positions[0][i];
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_LEVEL, 0, RTC_FORMAT_FLOAT, mesh->subdivlevel,      0, sizeof(uniform float),        mesh->numEdges);
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT,  mesh->position_indices, 0, sizeof(uniform unsigned int), mesh->numEdges);
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_FACE,  0, RTC_FORMAT_UINT,  mesh->verticesPerFace,  0, sizeof(uniform unsigned int), mesh->numFaces);
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_HOLE,  0, RTC_FORMAT_UINT,  mesh->holes,            0, sizeof(uniform unsigned int), mesh->numFaces);
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_EDGE_CREASE_INDEX,    0, RTC_FORMAT_UINT2, mesh->edge_creases,          0, 2*sizeof(uniform unsigned int), mesh->numEdgeCreases);
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_EDGE_CREASE_WEIGHT,   0, RTC_FORMAT_FLOAT, mesh->edge_crease_weights,   0, sizeof(uniform float),          mesh->numEdgeCreases);
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_VERTEX_CREASE_INDEX,  0, RTC_FORMAT_UINT,  mesh->vertex_creases,        0, sizeof(uniform unsigned int),   mesh->numVertexCreases);
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_VERTEX_CREASE_WEIGHT, 0, RTC_FORMAT_FLOAT, mesh->vertex_crease_weights, 0, sizeof(uniform float),          mesh->numVertexCreases);
  rtcSetGeometrySubdivisionMode(geom, 0, mesh->position_subdiv_mode);
  rtcCommitGeometry(geom);
  mesh->geom.geometry = geom;
  mesh->geom.geomID = rtcAttachGeometry(scene_out,geom);
}

void convertCurveGeometry(uniform ISPCHairSet* uniform hair, RTCScene scene_out)
{
  /* if more than a single timestep, mark object as dynamic */
  uniform RTCBuildQuality quality = hair->numTimeSteps > 1 ? RTC_BUILD_QUALITY_LOW : RTC_BUILD_QUALITY_MEDIUM;
  /* create object */
  RTCGeometry geom = rtcNewGeometry (g_device, hair->type);
  rtcSetGeometryBuildQuality(geom, quality);
  /* generate vertex buffer */
  uniform Vec3fa* uniform vertices = (uniform Vec3fa* uniform) rtcSetNewGeometryBuffer(geom, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT4, sizeof(uniform Vec3fa), hair->numVertices);
  for (unsigned int i=0;i<hair->numVertices;i++) vertices[i] = hair->positions[0][i];
  rtcSetSharedGeometryBuffer(geom, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT, hair->hairs, 0, sizeof(uniform ISPCHair), hair->numHairs);
  if (hair->type != RTC_GEOMETRY_TYPE_FLAT_LINEAR_CURVE)
    rtcSetGeometryTessellationRate(geom,(float)hair->tessellation_rate);
  rtcCommitGeometry(geom);
  hair->geom.geometry = geom;
  hair->geom.geomID = rtcAttachGeometry(scene_out,geom);
}

uniform unsigned int getNumObjects(uniform ISPCScene* uniform scene_in) {
  return scene_in->numGeometries;
}

uniform RTCScene createScene(uniform ISPCScene* uniform scene_in)
{
  RTCScene scene = rtcNewScene(g_device);
  rtcSetSceneBuildQuality(scene,RTC_BUILD_QUALITY_LOW);
  rtcSetSceneFlags(scene, RTC_SCENE_FLAG_DYNAMIC);
  return scene;
}

void createObject(const uniform unsigned int i, uniform ISPCScene* uniform scene_in, uniform RTCScene scene_out)
{
  uniform ISPCGeometry* uniform geometry = scene_in->geometries[i];
  
  if (geometry->type == SUBDIV_MESH) {
    convertSubdivMesh((uniform ISPCSubdivMesh* uniform) geometry, scene_out);
  }
  else if (geometry->type == TRIANGLE_MESH) {
    convertTriangleMesh((uniform ISPCTriangleMesh* uniform) geometry, scene_out);
  }
  else if (geometry->type == QUAD_MESH) {
    convertQuadMesh((uniform ISPCQuadMesh* uniform) geometry, scene_out);
  }
  else if (geometry->type == CURVES) {
    convertCurveGeometry((uniform ISPCHairSet* uniform) geometry, scene_out);
  }
  else
    assert(false);
}

uniform Vec3fa lerp(const uniform Vec3fa& v0, const uniform Vec3fa& v1, const uniform float t) {
  return v0*(1.0f-t)+v1*t;
}


 task void interpolateVertexBlock(const uniform unsigned int numVertices,
                                  uniform Vec3fa* uniform vertices,
                                  const uniform Vec3fa* uniform const input0,
                                  const uniform Vec3fa* uniform const input1,
                                  const uniform float tt)
 {
   const uniform unsigned int b = taskIndex;
   const uniform unsigned int startID = b*VERTEX_INTERPOLATION_BLOCK_SIZE;
   const uniform unsigned int endID = min(startID + VERTEX_INTERPOLATION_BLOCK_SIZE,numVertices);
   for (uniform unsigned int i=startID; i<endID; i++)
     vertices[i] = lerp(input0[i],input1[i],tt);
 }


void interpolateVertices(RTCGeometry geom,
                         const uniform unsigned int numVertices,
                         const uniform Vec3fa* uniform const input0,
                         const uniform Vec3fa* uniform const input1,
                         const uniform float tt)
  {
    uniform Vec3fa* uniform vertices = (Vec3fa*) rtcGetGeometryBufferData(geom, RTC_BUFFER_TYPE_VERTEX, 0);
#if 1
    const uniform unsigned int blocks = (numVertices+VERTEX_INTERPOLATION_BLOCK_SIZE-1) / VERTEX_INTERPOLATION_BLOCK_SIZE;
    launch[blocks] interpolateVertexBlock(numVertices,vertices,input0,input1,tt); sync;
#else
    for (uniform unsigned int i=0; i<numVertices; i++)
      vertices[i] = lerp(input0[i],input1[i],tt);
#endif
    rtcUpdateGeometryBuffer(geom,RTC_BUFFER_TYPE_VERTEX, 0);
    rtcCommitGeometry(geom);
  }

  void updateVertexData(const uniform unsigned int ID,
                        uniform ISPCScene* uniform scene_in,
                        uniform RTCScene uniform scene_out,
                        const uniform unsigned int keyFrameID,
                        const uniform float tt)
  {
    uniform ISPCGeometry* uniform geometry = scene_in->geometries[ID];

    if (geometry->type == SUBDIV_MESH) {
      /* if static do nothing */
      if (((uniform ISPCSubdivMesh* uniform)geometry)->numTimeSteps <= 1) return;
      rtcCommitGeometry(geometry->geometry);
    }
    else if (geometry->type == TRIANGLE_MESH) {
      uniform ISPCTriangleMesh* uniform mesh = (uniform ISPCTriangleMesh* uniform)geometry;
      /* if static do nothing */
      if (mesh->numTimeSteps <= 1) return;
      /* interpolate two vertices from two timesteps */
      const uniform unsigned int t0 = (keyFrameID+0) % mesh->numTimeSteps;
      const uniform unsigned int t1 = (keyFrameID+1) % mesh->numTimeSteps;
      const uniform Vec3fa* uniform const input0 = mesh->positions[t0];
      const uniform Vec3fa* uniform const input1 = mesh->positions[t1];
      interpolateVertices(geometry->geometry, mesh->numVertices, input0, input1, tt);
    }
    else if (geometry->type == QUAD_MESH) {
      uniform ISPCQuadMesh* uniform mesh = (uniform ISPCQuadMesh* uniform)geometry;
      /* if static do nothing */
      if (mesh->numTimeSteps <= 1) return;
      /* interpolate two vertices from two timesteps */
      const uniform unsigned int t0 = (keyFrameID+0) % mesh->numTimeSteps;
      const uniform unsigned int t1 = (keyFrameID+1) % mesh->numTimeSteps;
      const uniform Vec3fa* uniform const input0 = mesh->positions[t0];
      const uniform Vec3fa* uniform const input1 = mesh->positions[t1];
      interpolateVertices(geometry->geometry, mesh->numVertices, input0, input1, tt);
    }
    else if (geometry->type == CURVES) {
      /* if static do nothing */
      if (((uniform ISPCHairSet* uniform)geometry)->numTimeSteps <= 1) return;
      rtcCommitGeometry(geometry->geometry);
    }
    else
      assert(false);
  }


void renderTileStandard(uniform int taskIndex,
                        uniform int threadIndex,
                        uniform int* uniform pixels,
                        const uniform unsigned int width,
                        const uniform unsigned int height,
                        const uniform float time,
                        const uniform ISPCCamera& camera,
                        const uniform int numTilesX,
                        const uniform int numTilesY)
{
  const uniform unsigned int tileY = taskIndex / numTilesX;
  const uniform unsigned int tileX = taskIndex - tileY * numTilesX;
  const uniform unsigned int x0 = tileX * TILE_SIZE_X;
  const uniform unsigned int x1 = min(x0+TILE_SIZE_X,width);
  const uniform unsigned int y0 = tileY * TILE_SIZE_Y;
  const uniform unsigned int y1 = min(y0+TILE_SIZE_Y,height);

  uniform RayStats& stats = g_stats[threadIndex];

  Ray rays[TILE_SIZE_X*TILE_SIZE_Y];

  /* generate stream of primary rays */
  uniform unsigned int N = 0;
  foreach_tiled (y = y0 ... y1, x = x0 ... x1)
  {
    /* ISPC workaround for mask == 0 */
    if (all(__mask == 0)) continue;

    /* initialize ray */
    Ray& ray = rays[N++];
    bool mask = __mask; unmasked { // invalidates inactive rays
      ray.tnear = mask ? 0.0f         : (float)(pos_inf);
      ray.tfar  = mask ? (float)(inf) : (float)(neg_inf);
    }
    init_Ray(ray, make_Vec3f(camera.xfm.p), make_Vec3f(normalize((float)x*camera.xfm.l.vx + (float)y*camera.xfm.l.vy + camera.xfm.l.vz)), ray.tnear, ray.tfar);

    RayStats_addRay(stats);
  }

  uniform RTCIntersectContext context;
  rtcInitIntersectContext(&context);
  context.flags = g_iflags_coherent;

  /* trace stream of rays */
  rtcIntersectVM(g_scene,&context,(varying RTCRayHit* uniform)&rays,N,sizeof(Ray));

  /* shade stream of rays */
  Vec3f colors[TILE_SIZE_X*TILE_SIZE_Y];
  N = 0;
  foreach_tiled (y = y0 ... y1, x = x0 ... x1)
  {
    /* ISPC workaround for mask == 0 */
    if (all(__mask == 0)) continue;
    Ray& ray = rays[N];

    Vec3f Ng = ray.Ng;

    /* shading */
    Vec3f color = make_Vec3f(0.0f,1.0f,0.0f);
    if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
    {
      /* vertex normals */
#if VERTEX_NORMALS == 1
      ISPCGeometry* geometry = g_ispc_scene->geometries[ray.geomID];
      if (geometry->type == TRIANGLE_MESH)
      {
        ISPCTriangleMesh* mesh = (ISPCTriangleMesh*) geometry;
        if (mesh->normals)
        {
          ISPCTriangle* tri = &mesh->triangles[ray.primID];

          const Vec3fa n0 = mesh->normals[tri->v0];
          const Vec3fa n1 = mesh->normals[tri->v1];
          const Vec3fa n2 = mesh->normals[tri->v2];
          const Vec3fa n = n0*(1.0f-ray.u-ray.v) + n1*ray.u + n2*ray.v;
          Ng = make_Vec3f(n.x,n.y,n.z);
        }
      }
#endif
      color = make_Vec3f(abs(dot(ray.dir,normalize(Ng))));
    }
    colors[N++] = color;
  }


#if SHADOWS == 1
    /* do some hard shadows to point lights */
    if (g_ispc_scene->numLights)
    {
      for (uniform unsigned int i=0; i<g_ispc_scene->numLights; i++)
      {
        /* init shadow/occlusion rays */
        for (uniform unsigned int n=0;n<N;n++)
        {
          Ray& ray = rays[n];
          const bool valid = ray.geomID != RTC_INVALID_GEOMETRY_ID;
          const Vec3f hitpos = ray.org + ray.dir * ray.tfar;
          const Vec3f shadow_org = hitpos - ray.org;
          init_Ray(ray, ls_positions[i], shadow_org, 1E-4f, valid ? 0.99f : -1.0f);
          RayStats_addShadowRay(stats);
        }
        /* trace shadow rays */
#if 0
        for (uniform unsigned int n=0;n<N;n++)
          rtcOccludedV(g_scene,&context,RTCRay_(rays[n]));
#else
        rtcOccludedVM(g_scene,&context,(varying RTCRay* uniform)&rays,N,sizeof(Ray));
#endif
        /* modify pixel color based on occlusion */
        for (uniform unsigned int n=0;n<N;n++)
          if (rays[n].tfar >= 0.0f)
            colors[n] = colors[n] * 0.1f;

      }
    }
#endif

  N = 0;
  foreach_tiled (y = y0 ... y1, x = x0 ... x1)
  {
    /* ISPC workaround for mask == 0 */
    if (all(__mask == 0)) continue;
    Vec3f& color = colors[N++];
    /* write color to framebuffer */
    unsigned int r = (unsigned int) (255.0f * clamp(color.x,0.0f,1.0f));
    unsigned int g = (unsigned int) (255.0f * clamp(color.y,0.0f,1.0f));
    unsigned int b = (unsigned int) (255.0f * clamp(color.z,0.0f,1.0f));
    pixels[y*width+x] = (b << 16) + (g << 8) + r;
  }

}

/* task that renders a single screen tile */
task void renderTileTask(uniform int* uniform pixels,
                         const uniform unsigned int width,
                         const uniform unsigned int height,
                         const uniform float time,
                         const uniform ISPCCamera& camera,
                         const uniform int numTilesX,
                         const uniform int numTilesY)
{
  renderTileStandard(taskIndex,threadIndex,pixels,width,height,time,camera,numTilesX,numTilesY);
}

/* called by the C++ code for initialization */
export void device_init (uniform int8* uniform cfg)
{
  /* create scene */
  g_scene = createScene(g_ispc_scene);

  /* create objects */
  uniform unsigned int numObjects = getNumObjects(g_ispc_scene);

  for (uniform unsigned int i=0;i<numObjects;i++)
    createObject(i,g_ispc_scene,g_scene);

  rtcCommitScene (g_scene);
}

#define TICKS_PER_SECOND 2000000000

inline uniform double getTime() { return (double)clock() / TICKS_PER_SECOND; }


export void renderFrameStandard (uniform int* uniform pixels,
                          const uniform unsigned int width,
                          const uniform unsigned int height,
                          const uniform float time,
                          const uniform ISPCCamera& camera)
{
  const uniform int numTilesX = (width +TILE_SIZE_X-1)/TILE_SIZE_X;
  const uniform int numTilesY = (height+TILE_SIZE_Y-1)/TILE_SIZE_Y;
  launch[numTilesX*numTilesY] renderTileTask(pixels,width,height,time,camera,numTilesX,numTilesY); sync;
}
  
/* called by the C++ code to render */
export void device_render (uniform int* uniform pixels,
                           const uniform unsigned int width,
                           const uniform unsigned int height,
                           const uniform float time,
                           const uniform ISPCCamera& camera)
{

  /* =================================== */
  /* samples LS positions as pointlights */
  /* =================================== */

  if (g_ispc_scene->numLights)
  {
    if (ls_positions == NULL) ls_positions = uniform new varying Vec3f[g_ispc_scene->numLights];
    DifferentialGeometry dg;
    dg.geomID = 0;
    dg.primID = 0;
    dg.u = 0.0f;
    dg.v = 0.0f;
    dg.P  = make_Vec3f(0.0f,0.0f,0.0f);
    dg.Ng = make_Vec3f(0.0f,0.0f,0.0f);
    dg.Ns = dg.Ng;
    for (uniform unsigned int i=0; i<g_ispc_scene->numLights; i++)
    {
      const uniform Light* uniform l = g_ispc_scene->lights[i];
      const Vec2f sample = make_Vec2f(0.0f,0.0f);
      Light_SampleRes ls = l->sample(l,dg,sample);
      ls_positions[i] = ls.dir * ls.dist;
    }
  }

  /* =============== */
  /* update geometry */
  /* =============== */

#if ENABLE_ANIM == 1

  if (animTime < 0.0f) animTime = getTime();
  const uniform float atime = (float)((getTime() - animTime) * ANIM_FPS);
  const uniform unsigned int intpart = (unsigned int)floor(atime);
  const uniform double fracpart = atime - (double)intpart;
  const uniform unsigned int keyFrameID = intpart;

  uniform unsigned int numObjects = getNumObjects(g_ispc_scene);
  for (uniform unsigned int i=0;i<numObjects;i++)
    updateVertexData(i, g_ispc_scene, g_scene, keyFrameID, (float)fracpart);

  /* =========== */
  /* rebuild bvh */
  /* =========== */

  rtcCommitScene(g_scene);

#endif
}

/* called by the C++ code for cleanup */
export void device_cleanup ()
{
  rtcReleaseScene (g_scene); g_scene = NULL;
}