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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "../common/ray.h"
++ #include "cylinder.h"
++ #include "plane.h"
++ #include "line_intersector.h"
++ #include "curve_intersector_precalculations.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ static const size_t numJacobianIterations = 5;
++ #if defined(__AVX__)
++ static const size_t numBezierSubdivisions = 2;
++ #else
++ static const size_t numBezierSubdivisions = 3;
++ #endif
++
++ struct BezierCurveHit
++ {
++ __forceinline BezierCurveHit() {}
++
++ __forceinline BezierCurveHit(const float t, const float u, const Vec3fa& Ng)
++ : t(t), u(u), v(0.0f), Ng(Ng) {}
++
++ __forceinline BezierCurveHit(const float t, const float u, const float v, const Vec3fa& Ng)
++ : t(t), u(u), v(v), Ng(Ng) {}
++
++ __forceinline void finalize() {}
++
++ public:
++ float t;
++ float u;
++ float v;
++ Vec3fa Ng;
++ };
++
++ template<typename NativeCurve3ff, typename Ray, typename Epilog>
++ __forceinline bool intersect_bezier_iterative_debug(const Ray& ray, const float dt, const NativeCurve3ff& curve, size_t i,
++ const vfloatx& u, const BBox<vfloatx>& tp, const BBox<vfloatx>& h0, const BBox<vfloatx>& h1,
++ const Vec3vfx& Ng, const Vec4vfx& dP0du, const Vec4vfx& dP3du,
++ const Epilog& epilog)
++ {
++ if (tp.lower[i]+dt > ray.tfar) return false;
++ Vec3fa Ng_o = Vec3fa(Ng.x[i],Ng.y[i],Ng.z[i]);
++ if (h0.lower[i] == tp.lower[i]) Ng_o = -Vec3fa(dP0du.x[i],dP0du.y[i],dP0du.z[i]);
++ if (h1.lower[i] == tp.lower[i]) Ng_o = +Vec3fa(dP3du.x[i],dP3du.y[i],dP3du.z[i]);
++ BezierCurveHit hit(tp.lower[i]+dt,u[i],Ng_o);
++ return epilog(hit);
++ }
++
++ template<typename NativeCurve3ff, typename Ray, typename Epilog>
++ __forceinline bool intersect_bezier_iterative_jacobian(const Ray& ray, const float dt, const NativeCurve3ff& curve, float u, float t, const Epilog& epilog)
++ {
++ const Vec3fa org = zero;
++ const Vec3fa dir = ray.dir;
++ const float length_ray_dir = length(dir);
++
++ /* error of curve evaluations is propertional to largest coordinate */
++ const BBox3ff box = curve.bounds();
++ const float P_err = 16.0f*float(ulp)*reduce_max(max(abs(box.lower),abs(box.upper)));
++
++ for (size_t i=0; i<numJacobianIterations; i++)
++ {
++ const Vec3fa Q = madd(Vec3fa(t),dir,org);
++ //const Vec3fa dQdu = zero;
++ const Vec3fa dQdt = dir;
++ const float Q_err = 16.0f*float(ulp)*length_ray_dir*t; // works as org=zero here
++
++ Vec3ff P,dPdu,ddPdu; curve.eval(u,P,dPdu,ddPdu);
++ //const Vec3fa dPdt = zero;
++
++ const Vec3fa R = Q-P;
++ const float len_R = length(R); //reduce_max(abs(R));
++ const float R_err = max(Q_err,P_err);
++ const Vec3fa dRdu = /*dQdu*/-dPdu;
++ const Vec3fa dRdt = dQdt;//-dPdt;
++
++ const Vec3fa T = normalize(dPdu);
++ const Vec3fa dTdu = dnormalize(dPdu,ddPdu);
++ //const Vec3fa dTdt = zero;
++ const float cos_err = P_err/length(dPdu);
++
++ /* Error estimate for dot(R,T):
++
++ dot(R,T) = cos(R,T) |R| |T|
++ = (cos(R,T) +- cos_error) * (|R| +- |R|_err) * (|T| +- |T|_err)
++ = cos(R,T)*|R|*|T|
++ +- cos(R,T)*(|R|*|T|_err + |T|*|R|_err)
++ +- cos_error*(|R| + |T|)
++ +- lower order terms
++ with cos(R,T) being in [0,1] and |T| = 1 we get:
++ dot(R,T)_err = |R|*|T|_err + |R|_err = cos_error*(|R|+1)
++ */
++
++ const float f = dot(R,T);
++ const float f_err = len_R*P_err + R_err + cos_err*(1.0f+len_R);
++ const float dfdu = dot(dRdu,T) + dot(R,dTdu);
++ const float dfdt = dot(dRdt,T);// + dot(R,dTdt);
++
++ const float K = dot(R,R)-sqr(f);
++ const float dKdu = /*2.0f*/(dot(R,dRdu)-f*dfdu);
++ const float dKdt = /*2.0f*/(dot(R,dRdt)-f*dfdt);
++ const float rsqrt_K = rsqrt(K);
++
++ const float g = sqrt(K)-P.w;
++ const float g_err = R_err + f_err + 16.0f*float(ulp)*box.upper.w;
++ const float dgdu = /*0.5f*/dKdu*rsqrt_K-dPdu.w;
++ const float dgdt = /*0.5f*/dKdt*rsqrt_K;//-dPdt.w;
++
++ const LinearSpace2f J = LinearSpace2f(dfdu,dfdt,dgdu,dgdt);
++ const Vec2f dut = rcp(J)*Vec2f(f,g);
++ const Vec2f ut = Vec2f(u,t) - dut;
++ u = ut.x; t = ut.y;
++
++ if (abs(f) < f_err && abs(g) < g_err)
++ {
++ t+=dt;
++ if (!(ray.tnear() <= t && t <= ray.tfar)) return false; // rejects NaNs
++ if (!(u >= 0.0f && u <= 1.0f)) return false; // rejects NaNs
++ const Vec3fa R = normalize(Q-P);
++ const Vec3fa U = madd(Vec3fa(dPdu.w),R,dPdu);
++ const Vec3fa V = cross(dPdu,R);
++ BezierCurveHit hit(t,u,cross(V,U));
++ return epilog(hit);
++ }
++ }
++ return false;
++ }
++
++ template<typename NativeCurve3ff, typename Ray, typename Epilog>
++ bool intersect_bezier_recursive_jacobian(const Ray& ray, const float dt, const NativeCurve3ff& curve,
++ float u0, float u1, unsigned int depth, const Epilog& epilog)
++ {
++ #if defined(__AVX__)
++ enum { VSIZEX_ = 8 };
++ typedef vbool8 vboolx; // maximally 8-wide to work around KNL issues
++ typedef vint8 vintx;
++ typedef vfloat8 vfloatx;
++ #else
++ enum { VSIZEX_ = 4 };
++ typedef vbool4 vboolx;
++ typedef vint4 vintx;
++ typedef vfloat4 vfloatx;
++ #endif
++ typedef Vec3<vfloatx> Vec3vfx;
++ typedef Vec4<vfloatx> Vec4vfx;
++
++ unsigned int maxDepth = numBezierSubdivisions;
++ bool found = false;
++ const Vec3fa org = zero;
++ const Vec3fa dir = ray.dir;
++
++ unsigned int sptr = 0;
++ const unsigned int stack_size = numBezierSubdivisions+1; // +1 because of unstable workaround below
++ struct StackEntry {
++ vboolx valid;
++ vfloatx tlower;
++ float u0;
++ float u1;
++ unsigned int depth;
++ };
++ StackEntry stack[stack_size];
++ goto entry;
++
++ /* terminate if stack is empty */
++ while (sptr)
++ {
++ /* pop from stack */
++ {
++ sptr--;
++ vboolx valid = stack[sptr].valid;
++ const vfloatx tlower = stack[sptr].tlower;
++ valid &= tlower+dt <= ray.tfar;
++ if (none(valid)) continue;
++ u0 = stack[sptr].u0;
++ u1 = stack[sptr].u1;
++ depth = stack[sptr].depth;
++ const size_t i = select_min(valid,tlower); clear(valid,i);
++ stack[sptr].valid = valid;
++ if (any(valid)) sptr++; // there are still items on the stack
++
++ /* process next segment */
++ const vfloatx vu0 = lerp(u0,u1,vfloatx(step)*(1.0f/(vfloatx::size-1)));
++ u0 = vu0[i+0];
++ u1 = vu0[i+1];
++ }
++ entry:
++
++ /* subdivide curve */
++ const float dscale = (u1-u0)*(1.0f/(3.0f*(vfloatx::size-1)));
++ const vfloatx vu0 = lerp(u0,u1,vfloatx(step)*(1.0f/(vfloatx::size-1)));
++ Vec4vfx P0, dP0du; curve.template veval<VSIZEX_>(vu0,P0,dP0du); dP0du = dP0du * Vec4vfx(dscale);
++ const Vec4vfx P3 = shift_right_1(P0);
++ const Vec4vfx dP3du = shift_right_1(dP0du);
++ const Vec4vfx P1 = P0 + dP0du;
++ const Vec4vfx P2 = P3 - dP3du;
++
++ /* calculate bounding cylinders */
++ const vfloatx rr1 = sqr_point_to_line_distance(Vec3vfx(dP0du),Vec3vfx(P3-P0));
++ const vfloatx rr2 = sqr_point_to_line_distance(Vec3vfx(dP3du),Vec3vfx(P3-P0));
++ const vfloatx maxr12 = sqrt(max(rr1,rr2));
++ const vfloatx one_plus_ulp = 1.0f+2.0f*float(ulp);
++ const vfloatx one_minus_ulp = 1.0f-2.0f*float(ulp);
++ vfloatx r_outer = max(P0.w,P1.w,P2.w,P3.w)+maxr12;
++ vfloatx r_inner = min(P0.w,P1.w,P2.w,P3.w)-maxr12;
++ r_outer = one_plus_ulp*r_outer;
++ r_inner = max(0.0f,one_minus_ulp*r_inner);
++ const CylinderN<vfloatx::size> cylinder_outer(Vec3vfx(P0),Vec3vfx(P3),r_outer);
++ const CylinderN<vfloatx::size> cylinder_inner(Vec3vfx(P0),Vec3vfx(P3),r_inner);
++ vboolx valid = true; clear(valid,vfloatx::size-1);
++
++ /* intersect with outer cylinder */
++ BBox<vfloatx> tc_outer; vfloatx u_outer0; Vec3vfx Ng_outer0; vfloatx u_outer1; Vec3vfx Ng_outer1;
++ valid &= cylinder_outer.intersect(org,dir,tc_outer,u_outer0,Ng_outer0,u_outer1,Ng_outer1);
++ if (none(valid)) continue;
++
++ /* intersect with cap-planes */
++ BBox<vfloatx> tp(ray.tnear()-dt,ray.tfar-dt);
++ tp = embree::intersect(tp,tc_outer);
++ BBox<vfloatx> h0 = HalfPlaneN<vfloatx::size>(Vec3vfx(P0),+Vec3vfx(dP0du)).intersect(org,dir);
++ tp = embree::intersect(tp,h0);
++ BBox<vfloatx> h1 = HalfPlaneN<vfloatx::size>(Vec3vfx(P3),-Vec3vfx(dP3du)).intersect(org,dir);
++ tp = embree::intersect(tp,h1);
++ valid &= tp.lower <= tp.upper;
++ if (none(valid)) continue;
++
++ /* clamp and correct u parameter */
++ u_outer0 = clamp(u_outer0,vfloatx(0.0f),vfloatx(1.0f));
++ u_outer1 = clamp(u_outer1,vfloatx(0.0f),vfloatx(1.0f));
++ u_outer0 = lerp(u0,u1,(vfloatx(step)+u_outer0)*(1.0f/float(vfloatx::size)));
++ u_outer1 = lerp(u0,u1,(vfloatx(step)+u_outer1)*(1.0f/float(vfloatx::size)));
++
++ /* intersect with inner cylinder */
++ BBox<vfloatx> tc_inner;
++ vfloatx u_inner0 = zero; Vec3vfx Ng_inner0 = zero; vfloatx u_inner1 = zero; Vec3vfx Ng_inner1 = zero;
++ const vboolx valid_inner = cylinder_inner.intersect(org,dir,tc_inner,u_inner0,Ng_inner0,u_inner1,Ng_inner1);
++
++ /* at the unstable area we subdivide deeper */
++ const vboolx unstable0 = (!valid_inner) | (abs(dot(Vec3vfx(Vec3fa(ray.dir)),Ng_inner0)) < 0.3f);
++ const vboolx unstable1 = (!valid_inner) | (abs(dot(Vec3vfx(Vec3fa(ray.dir)),Ng_inner1)) < 0.3f);
++
++ /* subtract the inner interval from the current hit interval */
++ BBox<vfloatx> tp0, tp1;
++ subtract(tp,tc_inner,tp0,tp1);
++ vboolx valid0 = valid & (tp0.lower <= tp0.upper);
++ vboolx valid1 = valid & (tp1.lower <= tp1.upper);
++ if (none(valid0 | valid1)) continue;
++
++ /* iterate over all first hits front to back */
++ const vintx termDepth0 = select(unstable0,vintx(maxDepth+1),vintx(maxDepth));
++ vboolx recursion_valid0 = valid0 & (depth < termDepth0);
++ valid0 &= depth >= termDepth0;
++
++ while (any(valid0))
++ {
++ const size_t i = select_min(valid0,tp0.lower); clear(valid0,i);
++ found = found | intersect_bezier_iterative_jacobian(ray,dt,curve,u_outer0[i],tp0.lower[i],epilog);
++ //found = found | intersect_bezier_iterative_debug (ray,dt,curve,i,u_outer0,tp0,h0,h1,Ng_outer0,dP0du,dP3du,epilog);
++ valid0 &= tp0.lower+dt <= ray.tfar;
++ }
++ valid1 &= tp1.lower+dt <= ray.tfar;
++
++ /* iterate over all second hits front to back */
++ const vintx termDepth1 = select(unstable1,vintx(maxDepth+1),vintx(maxDepth));
++ vboolx recursion_valid1 = valid1 & (depth < termDepth1);
++ valid1 &= depth >= termDepth1;
++ while (any(valid1))
++ {
++ const size_t i = select_min(valid1,tp1.lower); clear(valid1,i);
++ found = found | intersect_bezier_iterative_jacobian(ray,dt,curve,u_outer1[i],tp1.upper[i],epilog);
++ //found = found | intersect_bezier_iterative_debug (ray,dt,curve,i,u_outer1,tp1,h0,h1,Ng_outer1,dP0du,dP3du,epilog);
++ valid1 &= tp1.lower+dt <= ray.tfar;
++ }
++
++ /* push valid segments to stack */
++ recursion_valid0 &= tp0.lower+dt <= ray.tfar;
++ recursion_valid1 &= tp1.lower+dt <= ray.tfar;
++ const vboolx recursion_valid = recursion_valid0 | recursion_valid1;
++ if (any(recursion_valid))
++ {
++ assert(sptr < stack_size);
++ stack[sptr].valid = recursion_valid;
++ stack[sptr].tlower = select(recursion_valid0,tp0.lower,tp1.lower);
++ stack[sptr].u0 = u0;
++ stack[sptr].u1 = u1;
++ stack[sptr].depth = depth+1;
++ sptr++;
++ }
++ }
++ return found;
++ }
++
++ template<template<typename Ty> class NativeCurve>
++ struct SweepCurve1Intersector1
++ {
++ typedef NativeCurve<Vec3ff> NativeCurve3ff;
++
++ template<typename Epilog>
++ __noinline bool intersect(const CurvePrecalculations1& pre, Ray& ray,
++ IntersectContext* context,
++ const CurveGeometry* geom, const unsigned int primID,
++ const Vec3ff& v0, const Vec3ff& v1, const Vec3ff& v2, const Vec3ff& v3,
++ const Epilog& epilog)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++
++ /* move ray closer to make intersection stable */
++ NativeCurve3ff curve0(v0,v1,v2,v3);
++ curve0 = enlargeRadiusToMinWidth(context,geom,ray.org,curve0);
++ const float dt = dot(curve0.center()-ray.org,ray.dir)*rcp(dot(ray.dir,ray.dir));
++ const Vec3ff ref(madd(Vec3fa(dt),ray.dir,ray.org),0.0f);
++ const NativeCurve3ff curve1 = curve0-ref;
++ return intersect_bezier_recursive_jacobian(ray,dt,curve1,0.0f,1.0f,1,epilog);
++ }
++ };
++
++ template<template<typename Ty> class NativeCurve, int K>
++ struct SweepCurve1IntersectorK
++ {
++ typedef NativeCurve<Vec3ff> NativeCurve3ff;
++
++ struct Ray1
++ {
++ __forceinline Ray1(RayK<K>& ray, size_t k)
++ : org(ray.org.x[k],ray.org.y[k],ray.org.z[k]), dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]), _tnear(ray.tnear()[k]), tfar(ray.tfar[k]) {}
++
++ Vec3fa org;
++ Vec3fa dir;
++ float _tnear;
++ float& tfar;
++
++ __forceinline float& tnear() { return _tnear; }
++ //__forceinline float& tfar() { return _tfar; }
++ __forceinline const float& tnear() const { return _tnear; }
++ //__forceinline const float& tfar() const { return _tfar; }
++
++ };
++
++ template<typename Epilog>
++ __forceinline bool intersect(const CurvePrecalculationsK<K>& pre, RayK<K>& vray, size_t k,
++ IntersectContext* context,
++ const CurveGeometry* geom, const unsigned int primID,
++ const Vec3ff& v0, const Vec3ff& v1, const Vec3ff& v2, const Vec3ff& v3,
++ const Epilog& epilog)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Ray1 ray(vray,k);
++
++ /* move ray closer to make intersection stable */
++ NativeCurve3ff curve0(v0,v1,v2,v3);
++ curve0 = enlargeRadiusToMinWidth(context,geom,ray.org,curve0);
++ const float dt = dot(curve0.center()-ray.org,ray.dir)*rcp(dot(ray.dir,ray.dir));
++ const Vec3ff ref(madd(Vec3fa(dt),ray.dir,ray.org),0.0f);
++ const NativeCurve3ff curve1 = curve0-ref;
++ return intersect_bezier_recursive_jacobian(ray,dt,curve1,0.0f,1.0f,1,epilog);
++ }
++ };
++ }
++ }