subgrid_intersector.h 21 KB

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  1. // Copyright 2009-2021 Intel Corporation
  2. // SPDX-License-Identifier: Apache-2.0
  3. #pragma once
  4. #include "subgrid.h"
  5. #include "subgrid_intersector_moeller.h"
  6. #include "subgrid_intersector_pluecker.h"
  7. namespace embree
  8. {
  9. namespace isa
  10. {
  11. // =======================================================================================
  12. // =================================== SubGridIntersectors ===============================
  13. // =======================================================================================
  14. template<int N, bool filter>
  15. struct SubGridIntersector1Moeller
  16. {
  17. typedef SubGridQBVHN<N> Primitive;
  18. typedef SubGridQuadMIntersector1MoellerTrumbore<4,filter> Precalculations;
  19. static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
  20. {
  21. STAT3(normal.trav_prims,1,1,1);
  22. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  23. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  24. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  25. pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
  26. }
  27. static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
  28. {
  29. STAT3(shadow.trav_prims,1,1,1);
  30. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  31. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  32. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  33. return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
  34. }
  35. static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
  36. {
  37. STAT3(point_query.trav_prims,1,1,1);
  38. AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
  39. assert(accel);
  40. context->geomID = subgrid.geomID();
  41. context->primID = subgrid.primID();
  42. return accel->pointQuery(query, context);
  43. }
  44. template<bool robust>
  45. static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  46. {
  47. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  48. for (size_t i=0;i<num;i++)
  49. {
  50. vfloat<N> dist;
  51. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  52. #if defined(__AVX__)
  53. STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
  54. #endif
  55. while(mask != 0)
  56. {
  57. const size_t ID = bscf(mask);
  58. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  59. if (unlikely(dist[ID] > ray.tfar)) continue;
  60. intersect(pre,ray,context,prim[i].subgrid(ID));
  61. }
  62. }
  63. }
  64. template<bool robust>
  65. static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  66. {
  67. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  68. for (size_t i=0;i<num;i++)
  69. {
  70. vfloat<N> dist;
  71. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  72. while(mask != 0)
  73. {
  74. const size_t ID = bscf(mask);
  75. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  76. if (occluded(pre,ray,context,prim[i].subgrid(ID)))
  77. return true;
  78. }
  79. }
  80. return false;
  81. }
  82. static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
  83. {
  84. bool changed = false;
  85. for (size_t i=0;i<num;i++)
  86. {
  87. vfloat<N> dist;
  88. size_t mask;
  89. if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
  90. mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
  91. } else {
  92. mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
  93. }
  94. while(mask != 0)
  95. {
  96. const size_t ID = bscf(mask);
  97. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  98. changed |= pointQuery(query, context, prim[i].subgrid(ID));
  99. }
  100. }
  101. return changed;
  102. }
  103. };
  104. template<int N, bool filter>
  105. struct SubGridIntersector1Pluecker
  106. {
  107. typedef SubGridQBVHN<N> Primitive;
  108. typedef SubGridQuadMIntersector1Pluecker<4,filter> Precalculations;
  109. static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
  110. {
  111. STAT3(normal.trav_prims,1,1,1);
  112. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  113. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  114. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  115. pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
  116. }
  117. static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
  118. {
  119. STAT3(shadow.trav_prims,1,1,1);
  120. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  121. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  122. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  123. return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
  124. }
  125. static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
  126. {
  127. STAT3(point_query.trav_prims,1,1,1);
  128. AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
  129. context->geomID = subgrid.geomID();
  130. context->primID = subgrid.primID();
  131. return accel->pointQuery(query, context);
  132. }
  133. template<bool robust>
  134. static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  135. {
  136. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  137. for (size_t i=0;i<num;i++)
  138. {
  139. vfloat<N> dist;
  140. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  141. #if defined(__AVX__)
  142. STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
  143. #endif
  144. while(mask != 0)
  145. {
  146. const size_t ID = bscf(mask);
  147. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  148. if (unlikely(dist[ID] > ray.tfar)) continue;
  149. intersect(pre,ray,context,prim[i].subgrid(ID));
  150. }
  151. }
  152. }
  153. template<bool robust>
  154. static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  155. {
  156. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  157. for (size_t i=0;i<num;i++)
  158. {
  159. vfloat<N> dist;
  160. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  161. while(mask != 0)
  162. {
  163. const size_t ID = bscf(mask);
  164. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  165. if (occluded(pre,ray,context,prim[i].subgrid(ID)))
  166. return true;
  167. }
  168. }
  169. return false;
  170. }
  171. static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
  172. {
  173. bool changed = false;
  174. for (size_t i=0;i<num;i++)
  175. {
  176. vfloat<N> dist;
  177. size_t mask;
  178. if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
  179. mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
  180. } else {
  181. mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
  182. }
  183. #if defined(__AVX__)
  184. STAT3(point_query.trav_hit_boxes[popcnt(mask)],1,1,1);
  185. #endif
  186. while(mask != 0)
  187. {
  188. const size_t ID = bscf(mask);
  189. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  190. changed |= pointQuery(query, context, prim[i].subgrid(ID));
  191. }
  192. }
  193. return changed;
  194. }
  195. };
  196. template<int N, int K, bool filter>
  197. struct SubGridIntersectorKMoeller
  198. {
  199. typedef SubGridQBVHN<N> Primitive;
  200. typedef SubGridQuadMIntersectorKMoellerTrumbore<4,K,filter> Precalculations;
  201. static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
  202. {
  203. Vec3fa vtx[16];
  204. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  205. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  206. subgrid.gather(vtx,context->scene);
  207. for (unsigned int i=0; i<4; i++)
  208. {
  209. const Vec3vf<K> p0 = vtx[i*4+0];
  210. const Vec3vf<K> p1 = vtx[i*4+1];
  211. const Vec3vf<K> p2 = vtx[i*4+2];
  212. const Vec3vf<K> p3 = vtx[i*4+3];
  213. STAT3(normal.trav_prims,1,popcnt(valid_i),K);
  214. pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
  215. }
  216. }
  217. static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
  218. {
  219. vbool<K> valid0 = valid_i;
  220. Vec3fa vtx[16];
  221. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  222. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  223. subgrid.gather(vtx,context->scene);
  224. for (unsigned int i=0; i<4; i++)
  225. {
  226. const Vec3vf<K> p0 = vtx[i*4+0];
  227. const Vec3vf<K> p1 = vtx[i*4+1];
  228. const Vec3vf<K> p2 = vtx[i*4+2];
  229. const Vec3vf<K> p3 = vtx[i*4+3];
  230. STAT3(shadow.trav_prims,1,popcnt(valid0),K);
  231. pre.intersectK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i));
  232. if (none(valid0)) break;
  233. }
  234. return !valid0;
  235. }
  236. static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
  237. {
  238. STAT3(normal.trav_prims,1,1,1);
  239. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  240. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  241. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  242. pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
  243. }
  244. static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
  245. {
  246. STAT3(shadow.trav_prims,1,1,1);
  247. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  248. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  249. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  250. return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
  251. }
  252. template<bool robust>
  253. static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
  254. {
  255. BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
  256. for (size_t j=0;j<num;j++)
  257. {
  258. size_t m_valid = movemask(prim[j].qnode.validMask());
  259. vfloat<K> dist;
  260. while(m_valid)
  261. {
  262. const size_t i = bscf(m_valid);
  263. if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
  264. intersect(valid,pre,ray,context,prim[j].subgrid(i));
  265. }
  266. }
  267. }
  268. template<bool robust>
  269. static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
  270. {
  271. BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
  272. vbool<K> valid0 = valid;
  273. for (size_t j=0;j<num;j++)
  274. {
  275. size_t m_valid = movemask(prim[j].qnode.validMask());
  276. vfloat<K> dist;
  277. while(m_valid)
  278. {
  279. const size_t i = bscf(m_valid);
  280. if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
  281. valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
  282. if (none(valid0)) break;
  283. }
  284. }
  285. return !valid0;
  286. }
  287. template<bool robust>
  288. static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  289. {
  290. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  291. for (size_t i=0;i<num;i++)
  292. {
  293. vfloat<N> dist;
  294. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  295. while(mask != 0)
  296. {
  297. const size_t ID = bscf(mask);
  298. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  299. if (unlikely(dist[ID] > ray.tfar[k])) continue;
  300. intersect(pre,ray,k,context,prim[i].subgrid(ID));
  301. }
  302. }
  303. }
  304. template<bool robust>
  305. static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  306. {
  307. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  308. for (size_t i=0;i<num;i++)
  309. {
  310. vfloat<N> dist;
  311. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  312. while(mask != 0)
  313. {
  314. const size_t ID = bscf(mask);
  315. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  316. if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
  317. return true;
  318. }
  319. }
  320. return false;
  321. }
  322. };
  323. template<int N, int K, bool filter>
  324. struct SubGridIntersectorKPluecker
  325. {
  326. typedef SubGridQBVHN<N> Primitive;
  327. typedef SubGridQuadMIntersectorKPluecker<4,K,filter> Precalculations;
  328. static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
  329. {
  330. Vec3fa vtx[16];
  331. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  332. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  333. subgrid.gather(vtx,context->scene);
  334. for (unsigned int i=0; i<4; i++)
  335. {
  336. const Vec3vf<K> p0 = vtx[i*4+0];
  337. const Vec3vf<K> p1 = vtx[i*4+1];
  338. const Vec3vf<K> p2 = vtx[i*4+2];
  339. const Vec3vf<K> p3 = vtx[i*4+3];
  340. STAT3(normal.trav_prims,1,popcnt(valid_i),K);
  341. pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
  342. }
  343. }
  344. static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
  345. {
  346. vbool<K> valid0 = valid_i;
  347. Vec3fa vtx[16];
  348. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  349. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  350. subgrid.gather(vtx,context->scene);
  351. for (unsigned int i=0; i<4; i++)
  352. {
  353. const Vec3vf<K> p0 = vtx[i*4+0];
  354. const Vec3vf<K> p1 = vtx[i*4+1];
  355. const Vec3vf<K> p2 = vtx[i*4+2];
  356. const Vec3vf<K> p3 = vtx[i*4+3];
  357. STAT3(shadow.trav_prims,1,popcnt(valid0),K);
  358. pre.occludedK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i));
  359. if (none(valid0)) break;
  360. }
  361. return !valid0;
  362. }
  363. static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
  364. {
  365. STAT3(normal.trav_prims,1,1,1);
  366. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  367. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  368. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  369. pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
  370. }
  371. static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
  372. {
  373. STAT3(shadow.trav_prims,1,1,1);
  374. const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
  375. const GridMesh::Grid &g = mesh->grid(subgrid.primID());
  376. Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
  377. return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
  378. }
  379. template<bool robust>
  380. static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
  381. {
  382. BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
  383. for (size_t j=0;j<num;j++)
  384. {
  385. size_t m_valid = movemask(prim[j].qnode.validMask());
  386. vfloat<K> dist;
  387. while(m_valid)
  388. {
  389. const size_t i = bscf(m_valid);
  390. if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
  391. intersect(valid,pre,ray,context,prim[j].subgrid(i));
  392. }
  393. }
  394. }
  395. template<bool robust>
  396. static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
  397. {
  398. BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
  399. vbool<K> valid0 = valid;
  400. for (size_t j=0;j<num;j++)
  401. {
  402. size_t m_valid = movemask(prim[j].qnode.validMask());
  403. vfloat<K> dist;
  404. while(m_valid)
  405. {
  406. const size_t i = bscf(m_valid);
  407. if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
  408. valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
  409. if (none(valid0)) break;
  410. }
  411. }
  412. return !valid0;
  413. }
  414. template<bool robust>
  415. static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  416. {
  417. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  418. for (size_t i=0;i<num;i++)
  419. {
  420. vfloat<N> dist;
  421. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  422. while(mask != 0)
  423. {
  424. const size_t ID = bscf(mask);
  425. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  426. if (unlikely(dist[ID] > ray.tfar[k])) continue;
  427. intersect(pre,ray,k,context,prim[i].subgrid(ID));
  428. }
  429. }
  430. }
  431. template<bool robust>
  432. static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
  433. {
  434. BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
  435. for (size_t i=0;i<num;i++)
  436. {
  437. vfloat<N> dist;
  438. size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
  439. while(mask != 0)
  440. {
  441. const size_t ID = bscf(mask);
  442. assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
  443. if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
  444. return true;
  445. }
  446. }
  447. return false;
  448. }
  449. };
  450. }
  451. }