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This notice may not be removed or altered from any source distribution. */ //Initial Author Jackson Lee, 2014 #ifndef B3_GPU_PARALLEL_LINEAR_BVH_H #define B3_GPU_PARALLEL_LINEAR_BVH_H //#include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h" #include "Bullet3OpenCL/BroadphaseCollision/b3SapAabb.h" #include "Bullet3Common/shared/b3Int2.h" #include "Bullet3Common/shared/b3Int4.h" #include "Bullet3Collision/NarrowPhaseCollision/b3RaycastInfo.h" #include "Bullet3OpenCL/ParallelPrimitives/b3FillCL.h" #include "Bullet3OpenCL/ParallelPrimitives/b3RadixSort32CL.h" #include "Bullet3OpenCL/ParallelPrimitives/b3PrefixScanCL.h" #include "Bullet3OpenCL/BroadphaseCollision/kernels/parallelLinearBvhKernels.h" #define b3Int64 cl_long ///@brief GPU Parallel Linearized Bounding Volume Heirarchy(LBVH) that is reconstructed every frame ///@remarks ///See presentation in docs/b3GpuParallelLinearBvh.pdf for algorithm details. ///@par ///Related papers: \n ///"Fast BVH Construction on GPUs" [Lauterbach et al. 2009] \n ///"Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d trees" [Karras 2012] \n ///@par ///The basic algorithm for building the BVH as presented in [Lauterbach et al. 2009] consists of 4 stages: /// - [fully parallel] Assign morton codes for each AABB using its center (after quantizing the AABB centers into a virtual grid) /// - [fully parallel] Sort morton codes /// - [somewhat parallel] Build binary radix tree (assign parent/child pointers for internal nodes of the BVH) /// - [somewhat parallel] Set internal node AABBs ///@par ///[Karras 2012] improves on the algorithm by introducing fully parallel methods for the last 2 stages. ///The BVH implementation here shares many concepts with [Karras 2012], but a different method is used for constructing the tree. ///Instead of searching for the child nodes of each internal node, we search for the parent node of each node. ///Additionally, a non-atomic traversal that starts from the leaf nodes and moves towards the root node is used to set the AABBs. class b3GpuParallelLinearBvh { cl_command_queue m_queue; cl_program m_parallelLinearBvhProgram; cl_kernel m_separateAabbsKernel; cl_kernel m_findAllNodesMergedAabbKernel; cl_kernel m_assignMortonCodesAndAabbIndiciesKernel; //Binary radix tree construction kernels cl_kernel m_computeAdjacentPairCommonPrefixKernel; cl_kernel m_buildBinaryRadixTreeLeafNodesKernel; cl_kernel m_buildBinaryRadixTreeInternalNodesKernel; cl_kernel m_findDistanceFromRootKernel; cl_kernel m_buildBinaryRadixTreeAabbsRecursiveKernel; cl_kernel m_findLeafIndexRangesKernel; //Traversal kernels cl_kernel m_plbvhCalculateOverlappingPairsKernel; cl_kernel m_plbvhRayTraverseKernel; cl_kernel m_plbvhLargeAabbAabbTestKernel; cl_kernel m_plbvhLargeAabbRayTestKernel; b3RadixSort32CL m_radixSorter; //1 element b3OpenCLArray m_rootNodeIndex; //Most significant bit(0x80000000) is set to indicate internal node b3OpenCLArray m_maxDistanceFromRoot; //Max number of internal nodes between an internal node and the root node b3OpenCLArray m_temp; //Used to hold the number of pairs in calculateOverlappingPairs() //1 element per internal node (number_of_internal_nodes == number_of_leaves - 1) b3OpenCLArray m_internalNodeAabbs; b3OpenCLArray m_internalNodeLeafIndexRanges; //x == min leaf index, y == max leaf index b3OpenCLArray m_internalNodeChildNodes; //x == left child, y == right child; msb(0x80000000) is set to indicate internal node b3OpenCLArray m_internalNodeParentNodes; //For parent node index, msb(0x80000000) is not set since it is always internal //1 element per internal node; for binary radix tree construction b3OpenCLArray m_commonPrefixes; b3OpenCLArray m_commonPrefixLengths; b3OpenCLArray m_distanceFromRoot; //Number of internal nodes between this node and the root //1 element per leaf node (leaf nodes only include small AABBs) b3OpenCLArray m_leafNodeParentNodes; //For parent node index, msb(0x80000000) is not set since it is always internal b3OpenCLArray m_mortonCodesAndAabbIndicies; //m_key == morton code, m_value == aabb index in m_leafNodeAabbs b3OpenCLArray m_mergedAabb; //m_mergedAabb[0] contains the merged AABB of all leaf nodes b3OpenCLArray m_leafNodeAabbs; //Contains only small AABBs //1 element per large AABB, which is not stored in the BVH b3OpenCLArray m_largeAabbs; public: b3GpuParallelLinearBvh(cl_context context, cl_device_id device, cl_command_queue queue); virtual ~b3GpuParallelLinearBvh(); ///Must be called before any other function void build(const b3OpenCLArray& worldSpaceAabbs, const b3OpenCLArray& smallAabbIndices, const b3OpenCLArray& largeAabbIndices); ///calculateOverlappingPairs() uses the worldSpaceAabbs parameter of b3GpuParallelLinearBvh::build() as the query AABBs. ///@param out_overlappingPairs The size() of this array is used to determine the max number of pairs. ///If the number of overlapping pairs is < out_overlappingPairs.size(), out_overlappingPairs is resized. void calculateOverlappingPairs(b3OpenCLArray& out_overlappingPairs); ///@param out_numRigidRayPairs Array of length 1; contains the number of detected ray-rigid AABB intersections; ///this value may be greater than out_rayRigidPairs.size() if out_rayRigidPairs is not large enough. ///@param out_rayRigidPairs Contains an array of rays intersecting rigid AABBs; x == ray index, y == rigid body index. ///If the size of this array is insufficient to hold all ray-rigid AABB intersections, additional intersections are discarded. void testRaysAgainstBvhAabbs(const b3OpenCLArray& rays, b3OpenCLArray& out_numRayRigidPairs, b3OpenCLArray& out_rayRigidPairs); private: void constructBinaryRadixTree(); }; #endif