/* Copyright (c) 2009 David Bucciarelli (davibu@interfree.it) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #define GPU_KERNEL #define BOUNDING_RADIUS_2 4.f #define ESCAPE_THRESHOLD 1e1f #define DELTA 1e-4f typedef struct { float x, y, z; // position, also color (r,g,b) } Vec; typedef struct { Vec orig, target; Vec dir, x, y; } Camera; typedef struct { unsigned int width, height; int superSamplingSize; int actvateFastRendering; int enableShadow; unsigned int maxIterations; float epsilon; float mu[4]; float light[3]; Camera camera; } RenderingConfig; float4 QuatMult(const float4 q1, const float4 q2) { float4 r; // a1a2 - b1b2 - c1c2 - d1d2 r.x = q1.x * q2.x - q1.y * q2.y - q1.z * q2.z - q1.w * q2.w; // a1b2 + b1a2 + c1d2 - d1c2 r.y = q1.x * q2.y + q1.y * q2.x + q1.z * q2.w - q1.w * q2.z; // a1c2 - b1d2 + c1a2 + d1b2 r.z = q1.x * q2.z - q1.y * q2.w + q1.z * q2.x + q1.w * q2.y; // a1d2 + b1c2 - c1b2 + d1a2 r.w = q1.x * q2.w + q1.y * q2.z - q1.z * q2.y + q1.w * q2.x; return r; } float4 QuatSqr(const float4 q) { float4 r; r.x = q.x * q.x - q.y * q.y - q.z * q.z - q.w * q.w; r.y = 2.f * q.x * q.y; r.z = 2.f * q.x * q.z; r.w = 2.f * q.x * q.w; return r; } void IterateIntersect(float4 *q, float4 *qp, const float4 c, const uint maxIterations) { float4 q0 = *q; float4 qp0 = *qp; for (uint i = 0; i < maxIterations; ++i) { qp0 = 2.f * QuatMult(q0, qp0); q0 = QuatSqr(q0) + c; if (dot(q0, q0) > ESCAPE_THRESHOLD) break; } *q = q0; *qp = qp0; } float IntersectJulia(const float4 eyeRayOrig, const float4 eyeRayDir, const float4 c, const uint maxIterations, const float epsilon, float4 *hitPoint, uint *steps) { float dist; float4 r0 = eyeRayOrig; uint s = 0; do { float4 z = r0; float4 zp = (float4) (1.f, 0.f, 0.f, 0.f); IterateIntersect(&z, &zp, c, maxIterations); const float normZP = length(zp); // We are inside if (normZP == 0.f) break; const float normZ = length(z); dist = 0.5f * normZ * log(normZ) / normZP; r0 += eyeRayDir * dist; s++; } while ((dist > epsilon) && (dot(r0, r0) < BOUNDING_RADIUS_2)); *hitPoint = r0; *steps = s; return dist; } #define WORLD_RADIUS 1000.f #define WORLD_CENTER ((float4)(0.f, -WORLD_RADIUS - 2.f, 0.f, 0.f)) float IntersectFloorSphere(const float4 eyeRayOrig, const float4 eyeRayDir) { const float4 op = WORLD_CENTER - eyeRayOrig; const float b = dot(op, eyeRayDir); float det = b * b - dot(op, op) + WORLD_RADIUS * WORLD_RADIUS; if (det < 0.f) return -1.f; else det = sqrt(det); float t = b - det; if (t > 0.f) return t; else { // We are inside, avoid the hit return -1.f; } } float IntersectBoundingSphere(const float4 eyeRayOrig, const float4 eyeRayDir) { const float4 op = -eyeRayOrig; const float b = dot(op, eyeRayDir); float det = b * b - dot(op, op) + BOUNDING_RADIUS_2; if (det < 0.f) return -1.f; else det = sqrt(det); float t = b - det; if (t > 0.f) return t; else { t = b + det; if (t > 0.f) { // We are inside, start from the ray origin return 0.0f; } else return -1.f; } } float4 NormEstimate(const float4 p, const float4 c, const float delta, const uint maxIterations) { float4 N; float4 qP = p; float gradX, gradY, gradZ; float4 gx1 = qP - (float4) (DELTA, 0.f, 0.f, 0.f); float4 gx2 = qP + (float4) (DELTA, 0.f, 0.f, 0.f); float4 gy1 = qP - (float4) (0.f, DELTA, 0.f, 0.f); float4 gy2 = qP + (float4) (0.f, DELTA, 0.f, 0.f); float4 gz1 = qP - (float4) (0.f, 0.f, DELTA, 0.f); float4 gz2 = qP + (float4) (0.f, 0.f, DELTA, 0.f); for (uint i = 0; i < maxIterations; ++i) { gx1 = QuatSqr(gx1) + c; gx2 = QuatSqr(gx2) + c; gy1 = QuatSqr(gy1) + c; gy2 = QuatSqr(gy2) + c; gz1 = QuatSqr(gz1) + c; gz2 = QuatSqr(gz2) + c; } gradX = length(gx2) - length(gx1); gradY = length(gy2) - length(gy1); gradZ = length(gz2) - length(gz1); N = normalize((float4) (gradX, gradY, gradZ, 0.f)); return N; } float4 Phong(const float4 light, const float4 eye, const float4 pt, const float4 N, const float4 diffuse) { const float4 ambient = (float4) (0.05f, 0.05f, 0.05f, 0.f); float4 L = normalize(light - pt); float NdotL = dot(N, L); if (NdotL < 0.f) return diffuse * ambient; const float specularExponent = 30.f; const float specularity = 0.65f; float4 E = normalize(eye - pt); float4 H = (L + E) * (float) 0.5f; return diffuse * NdotL + specularity * pow(dot(N, H), specularExponent) + diffuse * ambient; } kernel void JuliaGPU( global float *pixels, const global RenderingConfig *config, int enableAccumulation, float sampleX, float sampleY ) { const int gid = get_global_id(0); unsigned width = config->width; unsigned height = config->height; const unsigned int x = gid % width; const int y = gid / width; // Check if we have to do something if (y >= height) return; const float epsilon = config->actvateFastRendering ? (config->epsilon * (1.f / 0.75f)) : config->epsilon; const uint maxIterations = max(1u, config->actvateFastRendering ? (config->maxIterations - 1) : config->maxIterations); const float4 mu = (float4)(config->mu[0], config->mu[1], config->mu[2], config->mu[3]); const float4 light = (float4) (config->light[0], config->light[1], config->light[2], 0.f); const global Camera *camera = &config->camera; //-------------------------------------------------------------------------- // Calculate eye ray //-------------------------------------------------------------------------- const float invWidth = 1.f / width; const float invHeight = 1.f / height; const float kcx = (x + sampleX) * invWidth - .5f; const float4 kcx4 = (float4) kcx; const float kcy = (y + sampleY) * invHeight - .5f; const float4 kcy4 = (float4) kcy; const float4 cameraX = (float4) (camera->x.x, camera->x.y, camera->x.z, 0.f); const float4 cameraY = (float4) (camera->y.x, camera->y.y, camera->y.z, 0.f); const float4 cameraDir = (float4) (camera->dir.x, camera->dir.y, camera->dir.z, 0.f); const float4 cameraOrig = (float4) (camera->orig.x, camera->orig.y, camera->orig.z, 0.f); const float4 eyeRayDir = normalize(cameraX * kcx4 + cameraY * kcy4 + cameraDir); const float4 eyeRayOrig = eyeRayDir * (float4) 0.1f + cameraOrig; //-------------------------------------------------------------------------- // Check if we hit the bounding sphere //-------------------------------------------------------------------------- float distSet = IntersectBoundingSphere(eyeRayOrig, eyeRayDir); float4 hitPoint; if (distSet >= 0.f) { //-------------------------------------------------------------------------- // Find the intersection with the set //-------------------------------------------------------------------------- uint steps; float4 rayOrig = eyeRayOrig + eyeRayDir * (float4) distSet; distSet = IntersectJulia(rayOrig, eyeRayDir, mu, maxIterations, epsilon, &hitPoint, &steps); if (distSet > epsilon) distSet = -1.f; } //-------------------------------------------------------------------------- // Check if we hit the floor //-------------------------------------------------------------------------- float distFloor = IntersectFloorSphere(eyeRayOrig, eyeRayDir); //-------------------------------------------------------------------------- // Select the hit point //-------------------------------------------------------------------------- int doShade = 0; int useAO = 1; float4 diffuse, n, color; if ((distSet < 0.f) && (distFloor < 0.f)) { // Sky hit color = (float4) (0.f, 0.1f, 0.3f, 0.f); } else if ((distSet >= 0.f) && ((distFloor < 0.f) || (distSet <= distFloor))) { // Set hit diffuse = (float4) (1.f, 0.35f, 0.15f, 0.f); n = NormEstimate(hitPoint, mu, distSet, maxIterations); doShade = 1; } else if ((distFloor >= 0.f) && ((distSet < 0.f) || (distFloor <= distSet))) { // Floor hit hitPoint = eyeRayOrig + eyeRayDir * (float4) distFloor; n = hitPoint - WORLD_CENTER; n = normalize(n); // The most important feature in a ray tracer: a checker texture ! const int ix = (hitPoint.x > 0.f) ? hitPoint.x : (1.f - hitPoint.x); const int iz = (hitPoint.z > 0.f) ? hitPoint.z : (1.f - hitPoint.z); if ((ix + iz) % 2) diffuse = (float4) (0.75f, 0.75f, 0.75f, 0.f); else diffuse = (float4) (0.75f, 0.f, 0.f, 0.f); doShade = 1; useAO = 0; } //-------------------------------------------------------------------------- // Select the shadow pass //-------------------------------------------------------------------------- if (doShade) { float shadowFactor = 1.f; if (config->enableShadow) { float4 L = normalize(light - hitPoint); float4 rO = hitPoint + n * 1e-2f; float4 shadowHitPoint; // Check bounding sphere float shadowDistSet = IntersectBoundingSphere(rO, L); if (shadowDistSet >= 0.f) { uint steps; rO = rO + L * (float4) shadowDistSet; shadowDistSet = IntersectJulia(rO, L, mu, maxIterations, epsilon, &shadowHitPoint, &steps); if (shadowDistSet < epsilon) { if (useAO) { // Use steps count to simulate ambient occlusion shadowFactor = 0.6f - min(steps / 255.f, 0.5f); } else shadowFactor = 0.6f; } } else shadowDistSet = -1.f; } //-------------------------------------------------------------------------- // Direct lighting of hit point //-------------------------------------------------------------------------- color = Phong(light, eyeRayOrig, hitPoint, n, diffuse) * shadowFactor; } //-------------------------------------------------------------------------- // Write pixel //-------------------------------------------------------------------------- int offset = 3 * (x + y * width); color = clamp(color, (float4) (0.f, 0.f, 0.f, 0.f), (float4) (1.f, 1.f, 1.f, 0.f)); if (enableAccumulation) { pixels[offset++] += color.s0; pixels[offset++] += color.s1; pixels[offset ] += color.s2; } else { pixels[offset++] = color.s0; pixels[offset++] = color.s1; pixels[offset ] = color.s2; } } kernel void multiply(global float *array, const int numElements, const float s) { const int gid = get_global_id(0); if (gid >= numElements) { return; } array[gid] *= s; }