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// -*- mode: c++ -*-
/*
Copyright (c) 2010-2023, Intel Corporation
SPDX-License-Identifier: BSD-3-Clause
*/
/*
Based on Syoyo Fujita's aobench: http://code.google.com/p/aobench
*/
#ifdef _MSC_VER
#define _CRT_SECURE_NO_WARNINGS
#define NOMINMAX
#pragma warning(disable : 4244)
#pragma warning(disable : 4305)
#endif
#include <math.h>
#include <stdlib.h>
#ifdef _MSC_VER
static long long drand48_x = 0x1234ABCD330E;
static inline void srand48(int x) { drand48_x = x ^ (x << 16); }
static inline double drand48() {
drand48_x = drand48_x * 0x5DEECE66D + 0xB;
return (drand48_x & 0xFFFFFFFFFFFF) * (1.0 / 281474976710656.0);
}
#endif // _MSC_VER
#ifdef _MSC_VER
__declspec(align(16))
#endif
struct vec {
vec() { x = y = z = pad = 0.; }
vec(float xx, float yy, float zz) {
x = xx;
y = yy;
z = zz;
pad = 0;
}
vec operator*(float f) const { return vec(x * f, y * f, z * f); }
vec operator+(const vec &f2) const { return vec(x + f2.x, y + f2.y, z + f2.z); }
vec operator-(const vec &f2) const { return vec(x - f2.x, y - f2.y, z - f2.z); }
vec operator*(const vec &f2) const { return vec(x * f2.x, y * f2.y, z * f2.z); }
float x, y, z;
float pad;
}
#ifndef _MSC_VER
__attribute__((aligned(16)))
#endif
;
inline vec operator*(float f, const vec &v) { return vec(f * v.x, f * v.y, f * v.z); }
#define NAO_SAMPLES 8
#ifdef M_PI
#undef M_PI
#endif
#define M_PI 3.1415926535f
struct Isect {
float t;
vec p;
vec n;
int hit;
};
struct Sphere {
vec center;
float radius;
};
struct Plane {
vec p;
vec n;
};
struct Ray {
vec org;
vec dir;
};
static inline float dot(const vec &a, const vec &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
static inline vec vcross(const vec &v0, const vec &v1) {
vec ret;
ret.x = v0.y * v1.z - v0.z * v1.y;
ret.y = v0.z * v1.x - v0.x * v1.z;
ret.z = v0.x * v1.y - v0.y * v1.x;
return ret;
}
static inline void vnormalize(vec &v) {
float len2 = dot(v, v);
float invlen = 1.f / sqrtf(len2);
v = v * invlen;
}
static inline void ray_plane_intersect(Isect &isect, Ray &ray, Plane &plane) {
float d = -dot(plane.p, plane.n);
float v = dot(ray.dir, plane.n);
if (fabsf(v) < 1.0e-17f)
return;
else {
float t = -(dot(ray.org, plane.n) + d) / v;
if ((t > 0.0) && (t < isect.t)) {
isect.t = t;
isect.hit = 1;
isect.p = ray.org + ray.dir * t;
isect.n = plane.n;
}
}
}
static inline void ray_sphere_intersect(Isect &isect, Ray &ray, Sphere &sphere) {
vec rs = ray.org - sphere.center;
float B = dot(rs, ray.dir);
float C = dot(rs, rs) - sphere.radius * sphere.radius;
float D = B * B - C;
if (D > 0.) {
float t = -B - sqrtf(D);
if ((t > 0.0) && (t < isect.t)) {
isect.t = t;
isect.hit = 1;
isect.p = ray.org + t * ray.dir;
isect.n = isect.p - sphere.center;
vnormalize(isect.n);
}
}
}
static inline void orthoBasis(vec basis[3], const vec &n) {
basis[2] = n;
basis[1].x = 0.0;
basis[1].y = 0.0;
basis[1].z = 0.0;
if ((n.x < 0.6f) && (n.x > -0.6f)) {
basis[1].x = 1.0;
} else if ((n.y < 0.6f) && (n.y > -0.6f)) {
basis[1].y = 1.0;
} else if ((n.z < 0.6f) && (n.z > -0.6f)) {
basis[1].z = 1.0;
} else {
basis[1].x = 1.0;
}
basis[0] = vcross(basis[1], basis[2]);
vnormalize(basis[0]);
basis[1] = vcross(basis[2], basis[0]);
vnormalize(basis[1]);
}
static float ambient_occlusion(Isect &isect, Plane &plane, Sphere spheres[3]) {
float eps = 0.0001f;
vec p, n;
vec basis[3];
float occlusion = 0.0;
p = isect.p + eps * isect.n;
orthoBasis(basis, isect.n);
static const int ntheta = NAO_SAMPLES;
static const int nphi = NAO_SAMPLES;
for (int j = 0; j < ntheta; j++) {
for (int i = 0; i < nphi; i++) {
Ray ray;
Isect occIsect;
float theta = sqrtf(drand48());
float phi = 2.0f * M_PI * drand48();
float x = cosf(phi) * theta;
float y = sinf(phi) * theta;
float z = sqrtf(1.0f - theta * theta);
// local . global
float rx = x * basis[0].x + y * basis[1].x + z * basis[2].x;
float ry = x * basis[0].y + y * basis[1].y + z * basis[2].y;
float rz = x * basis[0].z + y * basis[1].z + z * basis[2].z;
ray.org = p;
ray.dir.x = rx;
ray.dir.y = ry;
ray.dir.z = rz;
occIsect.t = 1.0e+17f;
occIsect.hit = 0;
for (int snum = 0; snum < 3; ++snum)
ray_sphere_intersect(occIsect, ray, spheres[snum]);
ray_plane_intersect(occIsect, ray, plane);
if (occIsect.hit)
occlusion += 1.f;
}
}
occlusion = (ntheta * nphi - occlusion) / (float)(ntheta * nphi);
return occlusion;
}
/* Compute the image for the scanlines from [y0,y1), for an overall image
of width w and height h.
*/
static void ao_scanlines(int y0, int y1, int w, int h, int nsubsamples, float image[]) {
static Plane plane = {vec(0.0f, -0.5f, 0.0f), vec(0.f, 1.f, 0.f)};
static Sphere spheres[3] = {
{vec(-2.0f, 0.0f, -3.5f), 0.5f}, {vec(-0.5f, 0.0f, -3.0f), 0.5f}, {vec(1.0f, 0.0f, -2.2f), 0.5f}};
srand48(y0);
for (int y = y0; y < y1; ++y) {
for (int x = 0; x < w; ++x) {
int offset = 3 * (y * w + x);
for (int u = 0; u < nsubsamples; ++u) {
for (int v = 0; v < nsubsamples; ++v) {
float px = (x + (u / (float)nsubsamples) - (w / 2.0f)) / (w / 2.0f);
float py = -(y + (v / (float)nsubsamples) - (h / 2.0f)) / (h / 2.0f);
// Scale NDC based on width/height ratio, supporting non-square image output
px *= (float)w / (float)h;
float ret = 0.f;
Ray ray;
Isect isect;
ray.org = vec(0.f, 0.f, 0.f);
ray.dir.x = px;
ray.dir.y = py;
ray.dir.z = -1.0f;
vnormalize(ray.dir);
isect.t = 1.0e+17f;
isect.hit = 0;
for (int snum = 0; snum < 3; ++snum)
ray_sphere_intersect(isect, ray, spheres[snum]);
ray_plane_intersect(isect, ray, plane);
if (isect.hit)
ret = ambient_occlusion(isect, plane, spheres);
// Update image for AO for this ray
image[offset + 0] += ret;
image[offset + 1] += ret;
image[offset + 2] += ret;
}
}
// Normalize image pixels by number of samples taken per pixel
image[offset + 0] /= nsubsamples * nsubsamples;
image[offset + 1] /= nsubsamples * nsubsamples;
image[offset + 2] /= nsubsamples * nsubsamples;
}
}
}
void ao_serial(int w, int h, int nsubsamples, float image[]) { ao_scanlines(0, h, w, h, nsubsamples, image); }
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