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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "curveNi.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int M>
++ struct CurveNiIntersector1
++ {
++ typedef CurveNi<M> Primitive;
++ typedef Vec3vf<M> Vec3vfM;
++ typedef LinearSpace3<Vec3vfM>LinearSpace3vfM;
++ typedef CurvePrecalculations1 Precalculations;
++
++ static __forceinline vbool<M> intersect(Ray& ray, const Primitive& prim, vfloat<M>& tNear_o)
++ {
++ const size_t N = prim.N;
++ const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N));
++ const Vec3fa offset = Vec3fa(offset_scale);
++ const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale));
++ const Vec3fa org1 = (ray.org-offset)*scale;
++ const Vec3fa dir1 = ray.dir*scale;
++
++ const LinearSpace3vfM space(vfloat<M>::load(prim.bounds_vx_x(N)), vfloat<M>::load(prim.bounds_vx_y(N)), vfloat<M>::load(prim.bounds_vx_z(N)),
++ vfloat<M>::load(prim.bounds_vy_x(N)), vfloat<M>::load(prim.bounds_vy_y(N)), vfloat<M>::load(prim.bounds_vy_z(N)),
++ vfloat<M>::load(prim.bounds_vz_x(N)), vfloat<M>::load(prim.bounds_vz_y(N)), vfloat<M>::load(prim.bounds_vz_z(N)));
++
++ const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1));
++ const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1));
++ const Vec3vfM rcp_dir2 = rcp_safe(dir2);
++
++ const vfloat<M> t_lower_x = (vfloat<M>::load(prim.bounds_vx_lower(N))-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
++ const vfloat<M> t_upper_x = (vfloat<M>::load(prim.bounds_vx_upper(N))-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
++ const vfloat<M> t_lower_y = (vfloat<M>::load(prim.bounds_vy_lower(N))-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
++ const vfloat<M> t_upper_y = (vfloat<M>::load(prim.bounds_vy_upper(N))-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
++ const vfloat<M> t_lower_z = (vfloat<M>::load(prim.bounds_vz_lower(N))-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
++ const vfloat<M> t_upper_z = (vfloat<M>::load(prim.bounds_vz_upper(N))-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
++
++ const vfloat<M> round_up (1.0f+3.0f*float(ulp));
++ const vfloat<M> round_down(1.0f-3.0f*float(ulp));
++ const vfloat<M> tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat<M>(ray.tnear()));
++ const vfloat<M> tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat<M>(ray.tfar));
++ tNear_o = tNear;
++ return (vint<M>(step) < vint<M>(prim.N)) & (tNear <= tFar);
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_t(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID));
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_t(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID));
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ return false;
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_n(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++
++ unsigned int vertexID = geom->curve(primID);
++ Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID);
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_n(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++
++ unsigned int vertexID = geom->curve(primID);
++ Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID);
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ return false;
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_h(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID));
++ Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_h(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID));
++ if (Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ return false;
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_hn(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID));
++ Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_hn(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID));
++ if (Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar));
++ }
++ return false;
++ }
++ };
++
++ template<int M, int K>
++ struct CurveNiIntersectorK
++ {
++ typedef CurveNi<M> Primitive;
++ typedef Vec3vf<M> Vec3vfM;
++ typedef LinearSpace3<Vec3vfM>LinearSpace3vfM;
++ typedef CurvePrecalculationsK<K> Precalculations;
++
++ static __forceinline vbool<M> intersect(RayK<K>& ray, const size_t k, const Primitive& prim, vfloat<M>& tNear_o)
++ {
++ const size_t N = prim.N;
++ const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N));
++ const Vec3fa offset = Vec3fa(offset_scale);
++ const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale));
++
++ const Vec3fa ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]);
++ const Vec3fa ray_dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]);
++ const Vec3fa org1 = (ray_org-offset)*scale;
++ const Vec3fa dir1 = ray_dir*scale;
++
++ const LinearSpace3vfM space(vfloat<M>::load(prim.bounds_vx_x(N)), vfloat<M>::load(prim.bounds_vx_y(N)), vfloat<M>::load(prim.bounds_vx_z(N)),
++ vfloat<M>::load(prim.bounds_vy_x(N)), vfloat<M>::load(prim.bounds_vy_y(N)), vfloat<M>::load(prim.bounds_vy_z(N)),
++ vfloat<M>::load(prim.bounds_vz_x(N)), vfloat<M>::load(prim.bounds_vz_y(N)), vfloat<M>::load(prim.bounds_vz_z(N)));
++
++ const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1));
++ const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1));
++ const Vec3vfM rcp_dir2 = rcp_safe(dir2);
++
++ const vfloat<M> t_lower_x = (vfloat<M>::load(prim.bounds_vx_lower(N))-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
++ const vfloat<M> t_upper_x = (vfloat<M>::load(prim.bounds_vx_upper(N))-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
++ const vfloat<M> t_lower_y = (vfloat<M>::load(prim.bounds_vy_lower(N))-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
++ const vfloat<M> t_upper_y = (vfloat<M>::load(prim.bounds_vy_upper(N))-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
++ const vfloat<M> t_lower_z = (vfloat<M>::load(prim.bounds_vz_lower(N))-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
++ const vfloat<M> t_upper_z = (vfloat<M>::load(prim.bounds_vz_upper(N))-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
++
++ const vfloat<M> round_up (1.0f+3.0f*float(ulp));
++ const vfloat<M> round_down(1.0f-3.0f*float(ulp));
++ const vfloat<M> tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat<M>(ray.tnear()[k]));
++ const vfloat<M> tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat<M>(ray.tfar[k]));
++ tNear_o = tNear;
++ return (vint<M>(step) < vint<M>(prim.N)) & (tNear <= tFar);
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_t(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID));
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_t(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID));
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ return false;
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_n(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++
++ unsigned int vertexID = geom->curve(primID);
++ Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID);
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,k,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_n(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++
++ unsigned int vertexID = geom->curve(primID);
++ Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID);
++
++ size_t mask1 = mask;
++ const size_t i1 = bscf(mask1);
++ if (mask) {
++ const unsigned int primID1 = prim.primID(N)[i1];
++ geom->prefetchL1_vertices(geom->curve(primID1));
++ if (mask1) {
++ const size_t i2 = bsf(mask1);
++ const unsigned int primID2 = prim.primID(N)[i2];
++ geom->prefetchL2_vertices(geom->curve(primID2));
++ }
++ }
++
++ if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,k,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ return false;
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_h(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID));
++ Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_h(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID));
++ if (Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ return false;
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline void intersect_hn(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(normal.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID));
++ Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,k,context,geomID,primID));
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ }
++
++ template<typename Intersector, typename Epilog>
++ static __forceinline bool occluded_hn(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
++ {
++ vfloat<M> tNear;
++ vbool<M> valid = intersect(ray,k,prim,tNear);
++
++ const size_t N = prim.N;
++ size_t mask = movemask(valid);
++ while (mask)
++ {
++ const size_t i = bscf(mask);
++ STAT3(shadow.trav_prims,1,1,1);
++ const unsigned int geomID = prim.geomID(N);
++ const unsigned int primID = prim.primID(N)[i];
++ const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
++ Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID));
++ if (Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,k,context,geomID,primID)))
++ return true;
++
++ mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
++ }
++ return false;
++ }
++ };
++ }
++ }