| 1 | // Copyright 2009-2021 Intel Corporation | 
| 2 | // SPDX-License-Identifier: Apache-2.0 | 
| 3 |  | 
| 4 | #pragma once | 
| 5 |  | 
| 6 | #include "quad_intersector_moeller.h" | 
| 7 |  | 
| 8 | /*! Modified Pluecker ray/triangle intersector. The test first shifts | 
| 9 |  *  the ray origin into the origin of the coordinate system and then | 
| 10 |  *  uses Pluecker coordinates for the intersection. Due to the shift, | 
| 11 |  *  the Pluecker coordinate calculation simplifies and the tests get | 
| 12 |  *  numerically stable. The edge equations are watertight along the | 
| 13 |  *  edge for neighboring triangles. */ | 
| 14 |  | 
| 15 | namespace embree | 
| 16 | { | 
| 17 |   namespace isa | 
| 18 |   { | 
| 19 |     template<int M> | 
| 20 |     struct QuadHitPlueckerM | 
| 21 |     { | 
| 22 |       __forceinline QuadHitPlueckerM() {} | 
| 23 |  | 
| 24 |       __forceinline QuadHitPlueckerM(const vbool<M>& valid, | 
| 25 |                                      const vfloat<M>& U, | 
| 26 |                                      const vfloat<M>& V, | 
| 27 |                                      const vfloat<M>& UVW, | 
| 28 |                                      const vfloat<M>& t, | 
| 29 |                                      const Vec3vf<M>& Ng, | 
| 30 |                                      const vbool<M>& flags) | 
| 31 |         : U(U), V(V), UVW(UVW), tri_Ng(Ng), valid(valid), vt(t), flags(flags) {} | 
| 32 |  | 
| 33 |       __forceinline void finalize() | 
| 34 |       { | 
| 35 |         const vbool<M> invalid = abs(UVW) < min_rcp_input; | 
| 36 |         const vfloat<M> rcpUVW = select(invalid,vfloat<M>(0.0f),rcp(UVW)); | 
| 37 |         const vfloat<M> u = min(U * rcpUVW,1.0f); | 
| 38 |         const vfloat<M> v = min(V * rcpUVW,1.0f); | 
| 39 |         const vfloat<M> u1 = vfloat<M>(1.0f) - u; | 
| 40 |         const vfloat<M> v1 = vfloat<M>(1.0f) - v; | 
| 41 | #if !defined(__AVX__) || defined(EMBREE_BACKFACE_CULLING) | 
| 42 |         vu = select(flags,u1,u); | 
| 43 |         vv = select(flags,v1,v); | 
| 44 |         vNg = Vec3vf<M>(tri_Ng.x,tri_Ng.y,tri_Ng.z); | 
| 45 | #else | 
| 46 |         const vfloat<M> flip = select(flags,vfloat<M>(-1.0f),vfloat<M>(1.0f)); | 
| 47 |         vv = select(flags,u1,v); | 
| 48 |         vu = select(flags,v1,u); | 
| 49 |         vNg = Vec3vf<M>(flip*tri_Ng.x,flip*tri_Ng.y,flip*tri_Ng.z); | 
| 50 | #endif | 
| 51 |       } | 
| 52 |  | 
| 53 |       __forceinline Vec2f uv(const size_t i) | 
| 54 |       { | 
| 55 |         const float u = vu[i]; | 
| 56 |         const float v = vv[i]; | 
| 57 |         return Vec2f(u,v); | 
| 58 |       } | 
| 59 |  | 
| 60 |       __forceinline float   t(const size_t i) { return vt[i]; } | 
| 61 |       __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } | 
| 62 |  | 
| 63 |     private: | 
| 64 |       vfloat<M> U; | 
| 65 |       vfloat<M> V; | 
| 66 |       vfloat<M> UVW; | 
| 67 |       Vec3vf<M> tri_Ng; | 
| 68 |  | 
| 69 |     public: | 
| 70 |       vbool<M> valid; | 
| 71 |       vfloat<M> vu; | 
| 72 |       vfloat<M> vv; | 
| 73 |       vfloat<M> vt; | 
| 74 |       Vec3vf<M> vNg; | 
| 75 |  | 
| 76 |     public: | 
| 77 |       const vbool<M> flags; | 
| 78 |     }; | 
| 79 |  | 
| 80 |     template<int K> | 
| 81 |     struct QuadHitPlueckerK | 
| 82 |     { | 
| 83 |       __forceinline QuadHitPlueckerK(const vfloat<K>& U, | 
| 84 |                                      const vfloat<K>& V, | 
| 85 |                                      const vfloat<K>& UVW, | 
| 86 |                                      const vfloat<K>& t, | 
| 87 |                                      const Vec3vf<K>& Ng, | 
| 88 |                                      const vbool<K>& flags) | 
| 89 |         : U(U), V(V), UVW(UVW), t(t), flags(flags), tri_Ng(Ng) {} | 
| 90 |  | 
| 91 |       __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const | 
| 92 |       { | 
| 93 |         const vbool<K> invalid = abs(UVW) < min_rcp_input; | 
| 94 |         const vfloat<K> rcpUVW = select(invalid,vfloat<K>(0.0f),rcp(UVW)); | 
| 95 |         const vfloat<K> u0 = min(U * rcpUVW,1.0f); | 
| 96 |         const vfloat<K> v0 = min(V * rcpUVW,1.0f); | 
| 97 |         const vfloat<K> u1 = vfloat<K>(1.0f) - u0; | 
| 98 |         const vfloat<K> v1 = vfloat<K>(1.0f) - v0; | 
| 99 |         const vfloat<K> u = select(flags,u1,u0); | 
| 100 |         const vfloat<K> v = select(flags,v1,v0); | 
| 101 |         const Vec3vf<K> Ng(tri_Ng.x,tri_Ng.y,tri_Ng.z); | 
| 102 |         return std::make_tuple(u,v,t,Ng); | 
| 103 |       } | 
| 104 |  | 
| 105 |     private: | 
| 106 |       const vfloat<K> U; | 
| 107 |       const vfloat<K> V; | 
| 108 |       const vfloat<K> UVW; | 
| 109 |       const vfloat<K> t; | 
| 110 |       const vbool<K> flags; | 
| 111 |       const Vec3vf<K> tri_Ng; | 
| 112 |     }; | 
| 113 |  | 
| 114 |     struct PlueckerIntersectorTriangle1 | 
| 115 |     { | 
| 116 |       template<int M, typename Epilog> | 
| 117 |       static __forceinline bool intersect(Ray& ray, | 
| 118 |                                           const Vec3vf<M>& tri_v0, | 
| 119 |                                           const Vec3vf<M>& tri_v1, | 
| 120 |                                           const Vec3vf<M>& tri_v2, | 
| 121 |                                           const vbool<M>& flags, | 
| 122 |                                           const Epilog& epilog) | 
| 123 |       { | 
| 124 |         /* calculate vertices relative to ray origin */ | 
| 125 |         const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); | 
| 126 |         const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); | 
| 127 |         const Vec3vf<M> v0 = tri_v0-O; | 
| 128 |         const Vec3vf<M> v1 = tri_v1-O; | 
| 129 |         const Vec3vf<M> v2 = tri_v2-O; | 
| 130 |  | 
| 131 |         /* calculate triangle edges */ | 
| 132 |         const Vec3vf<M> e0 = v2-v0; | 
| 133 |         const Vec3vf<M> e1 = v0-v1; | 
| 134 |         const Vec3vf<M> e2 = v1-v2; | 
| 135 |  | 
| 136 |         /* perform edge tests */ | 
| 137 |         const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
| 138 |         const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
| 139 |         const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
| 140 |         const vfloat<M> UVW = U+V+W; | 
| 141 |         const vfloat<M> eps = float(ulp)*abs(UVW); | 
| 142 | #if defined(EMBREE_BACKFACE_CULLING) | 
| 143 |         vbool<M> valid = max(U,V,W) <= eps; | 
| 144 | #else | 
| 145 |         vbool<M> valid =  (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
| 146 | #endif | 
| 147 |         if (unlikely(none(valid))) return false; | 
| 148 |  | 
| 149 |         /* calculate geometry normal and denominator */ | 
| 150 |         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
| 151 |         const vfloat<M> den = twice(dot(Ng,D)); | 
| 152 |  | 
| 153 |          /* perform depth test */ | 
| 154 |         const vfloat<M> T = twice(dot(v0,Ng)); | 
| 155 |         const vfloat<M> t = rcp(den)*T; | 
| 156 |         valid &= vfloat<M>(ray.tnear()) <= t & t <= vfloat<M>(ray.tfar); | 
| 157 |         valid &= den != vfloat<M>(zero); | 
| 158 |         if (unlikely(none(valid))) return false; | 
| 159 |  | 
| 160 |         /* update hit information */ | 
| 161 |         QuadHitPlueckerM<M> hit(valid,U,V,UVW,t,Ng,flags); | 
| 162 |         return epilog(valid,hit); | 
| 163 |       } | 
| 164 |     }; | 
| 165 |  | 
| 166 |     /*! Intersects M quads with 1 ray */ | 
| 167 |     template<int M, bool filter> | 
| 168 |     struct QuadMIntersector1Pluecker | 
| 169 |     { | 
| 170 |       __forceinline QuadMIntersector1Pluecker() {} | 
| 171 |  | 
| 172 |       __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {} | 
| 173 |  | 
| 174 |       __forceinline void intersect(RayHit& ray, IntersectContext* context, | 
| 175 |                                    const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
| 176 |                                    const vuint<M>& geomID, const vuint<M>& primID) const | 
| 177 |       { | 
| 178 |         Intersect1EpilogM<M,filter> epilog(ray,context,geomID,primID); | 
| 179 |         PlueckerIntersectorTriangle1::intersect<M>(ray,v0,v1,v3,vbool<M>(false),epilog); | 
| 180 |         PlueckerIntersectorTriangle1::intersect<M>(ray,v2,v3,v1,vbool<M>(true),epilog); | 
| 181 |       } | 
| 182 |        | 
| 183 |       __forceinline bool occluded(Ray& ray, IntersectContext* context, | 
| 184 |                                   const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
| 185 |                                   const vuint<M>& geomID, const vuint<M>& primID) const | 
| 186 |       { | 
| 187 |         Occluded1EpilogM<M,filter> epilog(ray,context,geomID,primID); | 
| 188 |         if (PlueckerIntersectorTriangle1::intersect<M>(ray,v0,v1,v3,vbool<M>(false),epilog)) return true; | 
| 189 |         if (PlueckerIntersectorTriangle1::intersect<M>(ray,v2,v3,v1,vbool<M>(true ),epilog)) return true; | 
| 190 |         return false; | 
| 191 |       } | 
| 192 |     }; | 
| 193 |  | 
| 194 | #if defined(__AVX__) | 
| 195 |  | 
| 196 |     /*! Intersects 4 quads with 1 ray using AVX */ | 
| 197 |     template<bool filter> | 
| 198 |     struct QuadMIntersector1Pluecker<4,filter> | 
| 199 |     { | 
| 200 |       __forceinline QuadMIntersector1Pluecker() {} | 
| 201 |  | 
| 202 |       __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {} | 
| 203 |        | 
| 204 |       template<typename Epilog> | 
| 205 |       __forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const | 
| 206 |       { | 
| 207 |         const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z)); | 
| 208 | #if !defined(EMBREE_BACKFACE_CULLING) | 
| 209 |         const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z)); | 
| 210 |         const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z)); | 
| 211 | #else | 
| 212 |         const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z)); | 
| 213 |         const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z)); | 
| 214 | #endif | 
| 215 |         const vbool8 flags(0,0,0,0,1,1,1,1); | 
| 216 |         return PlueckerIntersectorTriangle1::intersect<8>(ray,vtx0,vtx1,vtx2,flags,epilog);  | 
| 217 |       } | 
| 218 |        | 
| 219 |       __forceinline bool intersect(RayHit& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,  | 
| 220 |                                    const vuint4& geomID, const vuint4& primID) const | 
| 221 |       { | 
| 222 |         return intersect(ray,v0,v1,v2,v3,Intersect1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID))); | 
| 223 |       } | 
| 224 |        | 
| 225 |       __forceinline bool occluded(Ray& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, | 
| 226 |                                   const vuint4& geomID, const vuint4& primID) const | 
| 227 |       { | 
| 228 |         return intersect(ray,v0,v1,v2,v3,Occluded1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID))); | 
| 229 |       } | 
| 230 |     }; | 
| 231 |  | 
| 232 | #endif | 
| 233 |  | 
| 234 |  | 
| 235 |     /* ----------------------------- */ | 
| 236 |     /* -- ray packet intersectors -- */ | 
| 237 |     /* ----------------------------- */ | 
| 238 |  | 
| 239 |     struct PlueckerIntersector1KTriangleM | 
| 240 |     { | 
| 241 |       /*! Intersect k'th ray from ray packet of size K with M triangles. */ | 
| 242 |       template<int M, int K, typename Epilog> | 
| 243 |       static  __forceinline bool intersect1(RayK<K>& ray, | 
| 244 |                                             size_t k, | 
| 245 |                                             const Vec3vf<M>& tri_v0, | 
| 246 |                                             const Vec3vf<M>& tri_v1, | 
| 247 |                                             const Vec3vf<M>& tri_v2, | 
| 248 |                                             const vbool<M>& flags, | 
| 249 |                                             const Epilog& epilog) | 
| 250 |       { | 
| 251 |         /* calculate vertices relative to ray origin */ | 
| 252 |           const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k); | 
| 253 |           const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k); | 
| 254 |           const Vec3vf<M> v0 = tri_v0-O; | 
| 255 |           const Vec3vf<M> v1 = tri_v1-O; | 
| 256 |           const Vec3vf<M> v2 = tri_v2-O; | 
| 257 |            | 
| 258 |           /* calculate triangle edges */ | 
| 259 |           const Vec3vf<M> e0 = v2-v0; | 
| 260 |           const Vec3vf<M> e1 = v0-v1; | 
| 261 |           const Vec3vf<M> e2 = v1-v2; | 
| 262 | 	   | 
| 263 |           /* perform edge tests */ | 
| 264 |           const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
| 265 |           const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
| 266 |           const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
| 267 | 	   | 
| 268 |           const vfloat<M> UVW = U+V+W; | 
| 269 |           const vfloat<M> eps = float(ulp)*abs(UVW); | 
| 270 | #if defined(EMBREE_BACKFACE_CULLING) | 
| 271 |           vbool<M> valid = max(U,V,W) <= eps; | 
| 272 | #else | 
| 273 |           vbool<M> valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
| 274 | #endif	 | 
| 275 |           if (unlikely(none(valid))) return false; | 
| 276 |            | 
| 277 |           /* calculate geometry normal and denominator */ | 
| 278 |           const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
| 279 |           const vfloat<M> den = twice(dot(Ng,D)); | 
| 280 |  | 
| 281 |           /* perform depth test */ | 
| 282 |           const vfloat<M> T = twice(dot(v0,Ng)); | 
| 283 |           const vfloat<M> t = rcp(den)*T; | 
| 284 |           valid &= vfloat<M>(ray.tnear()[k]) <= t & t <= vfloat<M>(ray.tfar[k]); | 
| 285 |           if (unlikely(none(valid))) return false; | 
| 286 |            | 
| 287 |           /* avoid division by 0 */ | 
| 288 |           valid &= den != vfloat<M>(zero); | 
| 289 |           if (unlikely(none(valid))) return false; | 
| 290 |            | 
| 291 |           /* update hit information */ | 
| 292 |           QuadHitPlueckerM<M> hit(valid,U,V,UVW,t,Ng,flags); | 
| 293 |           return epilog(valid,hit); | 
| 294 |       } | 
| 295 |     }; | 
| 296 |  | 
| 297 |     template<int M, int K, bool filter> | 
| 298 |     struct QuadMIntersectorKPlueckerBase | 
| 299 |     { | 
| 300 |       __forceinline QuadMIntersectorKPlueckerBase(const vbool<K>& valid, const RayK<K>& ray) {} | 
| 301 |              | 
| 302 |       /*! Intersects K rays with one of M triangles. */ | 
| 303 |       template<typename Epilog> | 
| 304 |       __forceinline vbool<K> intersectK(const vbool<K>& valid0, | 
| 305 |                                         RayK<K>& ray, | 
| 306 |                                         const Vec3vf<K>& tri_v0, | 
| 307 |                                         const Vec3vf<K>& tri_v1, | 
| 308 |                                         const Vec3vf<K>& tri_v2, | 
| 309 |                                         const vbool<K>& flags, | 
| 310 |                                         const Epilog& epilog) const | 
| 311 |       { | 
| 312 |         /* calculate vertices relative to ray origin */ | 
| 313 |           vbool<K> valid = valid0; | 
| 314 |           const Vec3vf<K> O = ray.org; | 
| 315 |           const Vec3vf<K> D = ray.dir; | 
| 316 |           const Vec3vf<K> v0 = tri_v0-O; | 
| 317 |           const Vec3vf<K> v1 = tri_v1-O; | 
| 318 |           const Vec3vf<K> v2 = tri_v2-O; | 
| 319 |            | 
| 320 |           /* calculate triangle edges */ | 
| 321 |           const Vec3vf<K> e0 = v2-v0; | 
| 322 |           const Vec3vf<K> e1 = v0-v1; | 
| 323 |           const Vec3vf<K> e2 = v1-v2; | 
| 324 |             | 
| 325 |           /* perform edge tests */ | 
| 326 |           const vfloat<K> U = dot(Vec3vf<K>(cross(e0,v2+v0)),D); | 
| 327 |           const vfloat<K> V = dot(Vec3vf<K>(cross(e1,v0+v1)),D); | 
| 328 |           const vfloat<K> W = dot(Vec3vf<K>(cross(e2,v1+v2)),D); | 
| 329 |           const vfloat<K> UVW = U+V+W; | 
| 330 |           const vfloat<K> eps = float(ulp)*abs(UVW); | 
| 331 | #if defined(EMBREE_BACKFACE_CULLING) | 
| 332 |           valid &= max(U,V,W) <= eps; | 
| 333 | #else | 
| 334 |           valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
| 335 | #endif | 
| 336 |           if (unlikely(none(valid))) return false; | 
| 337 |            | 
| 338 |            /* calculate geometry normal and denominator */ | 
| 339 |           const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2); | 
| 340 |           const vfloat<K> den = twice(dot(Vec3vf<K>(Ng),D)); | 
| 341 |  | 
| 342 |           /* perform depth test */ | 
| 343 |           const vfloat<K> T = twice(dot(v0,Vec3vf<K>(Ng))); | 
| 344 |           const vfloat<K> t = rcp(den)*T; | 
| 345 |           valid &= ray.tnear() <= t & t <= ray.tfar; | 
| 346 |           valid &= den != vfloat<K>(zero); | 
| 347 |           if (unlikely(none(valid))) return false; | 
| 348 |            | 
| 349 |           /* calculate hit information */ | 
| 350 |           QuadHitPlueckerK<K> hit(U,V,UVW,t,Ng,flags); | 
| 351 |           return epilog(valid,hit); | 
| 352 |       } | 
| 353 |        | 
| 354 |       /*! Intersects K rays with one of M quads. */ | 
| 355 |       template<typename Epilog> | 
| 356 |       __forceinline bool intersectK(const vbool<K>& valid0,  | 
| 357 |                                     RayK<K>& ray, | 
| 358 |                                     const Vec3vf<K>& v0, | 
| 359 |                                     const Vec3vf<K>& v1, | 
| 360 |                                     const Vec3vf<K>& v2, | 
| 361 |                                     const Vec3vf<K>& v3, | 
| 362 |                                     const Epilog& epilog) const | 
| 363 |       { | 
| 364 |         intersectK(valid0,ray,v0,v1,v3,vbool<K>(false),epilog); | 
| 365 |         if (none(valid0)) return true; | 
| 366 |         intersectK(valid0,ray,v2,v3,v1,vbool<K>(true ),epilog); | 
| 367 |         return none(valid0); | 
| 368 |       } | 
| 369 |     }; | 
| 370 |  | 
| 371 |     template<int M, int K, bool filter> | 
| 372 |       struct QuadMIntersectorKPluecker : public QuadMIntersectorKPlueckerBase<M,K,filter> | 
| 373 |     { | 
| 374 |       __forceinline QuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray) | 
| 375 |         : QuadMIntersectorKPlueckerBase<M,K,filter>(valid,ray) {} | 
| 376 |  | 
| 377 |       __forceinline void intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context, | 
| 378 |                                     const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
| 379 |                                     const vuint<M>& geomID, const vuint<M>& primID) const | 
| 380 |       { | 
| 381 |         Intersect1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID); | 
| 382 |         PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog); | 
| 383 |         PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog); | 
| 384 |       } | 
| 385 |        | 
| 386 |       __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context, | 
| 387 |                                    const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
| 388 |                                    const vuint<M>& geomID, const vuint<M>& primID) const | 
| 389 |       { | 
| 390 |         Occluded1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID); | 
| 391 |         if (PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog)) return true; | 
| 392 |         if (PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog)) return true; | 
| 393 |         return false; | 
| 394 |       } | 
| 395 |     }; | 
| 396 |  | 
| 397 | #if defined(__AVX__) | 
| 398 |  | 
| 399 |     /*! Intersects 4 quads with 1 ray using AVX */ | 
| 400 |     template<int K, bool filter> | 
| 401 |     struct QuadMIntersectorKPluecker<4,K,filter> : public QuadMIntersectorKPlueckerBase<4,K,filter> | 
| 402 |     { | 
| 403 |       __forceinline QuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray) | 
| 404 |         : QuadMIntersectorKPlueckerBase<4,K,filter>(valid,ray) {} | 
| 405 |        | 
| 406 |       template<typename Epilog> | 
| 407 |       __forceinline bool intersect1(RayK<K>& ray, size_t k, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const Epilog& epilog) const | 
| 408 |       { | 
| 409 |         const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z)); | 
| 410 |         const vbool8 flags(0,0,0,0,1,1,1,1); | 
| 411 | #if !defined(EMBREE_BACKFACE_CULLING) | 
| 412 |         const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z)); | 
| 413 |         const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z)); | 
| 414 | #else | 
| 415 |         const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z)); | 
| 416 |         const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z)); | 
| 417 | #endif | 
| 418 |         return PlueckerIntersector1KTriangleM::intersect1<8,K>(ray,k,vtx0,vtx1,vtx2,flags,epilog);  | 
| 419 |       } | 
| 420 |        | 
| 421 |       __forceinline bool intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context, | 
| 422 |                                     const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,  | 
| 423 |                                     const vuint4& geomID, const vuint4& primID) const | 
| 424 |       { | 
| 425 |         return intersect1(ray,k,v0,v1,v2,v3,Intersect1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID))); | 
| 426 |       } | 
| 427 |        | 
| 428 |       __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context, | 
| 429 |                                    const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,  | 
| 430 |                                    const vuint4& geomID, const vuint4& primID) const | 
| 431 |       { | 
| 432 |         return intersect1(ray,k,v0,v1,v2,v3,Occluded1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID))); | 
| 433 |       } | 
| 434 |     }; | 
| 435 |  | 
| 436 | #endif | 
| 437 |   } | 
| 438 | } | 
| 439 |  |