Intel® Integrated Performance Primitives
Deliberate problems developing high-performance vision, signal, security, and storage applications.
6734 Discussions

ipprIntersectEyeSO_32f fails to find intersection

hapatrick
Beginner
508 Views

I have a situation where ipprIntersectEyeSO_32f is failing to find an intersection with the surface when it clearly should. In the code sample below, I use a small surface which is a subset of the surface I am actually using. It consists of a 3x3 array of points, triangulated so that each of the 4 rectangles in the grid is divided into 2 triangles.

I create an eye point just above (where "up" is defined as along the positive z axis) the center vertex, 1 unit from the surface in the positive z direction. Then I cast a ray [0, 0, -1] towards the surface. The returned intersection is at the center vertex -- exactly as expected.

However, if I move the eye point so that is it only 0.1 units from the surface along the z axis and callipprIntersectEyeSO_32f again, I get no intersection.

If I'm doing something wrong here, I can't figure it out what it is. I would be happy if someone could tell me that I have a bug in my code and how to fix it, but this appears to be an issue withipprIntersectEyeSO_32f.

int main(int argc, char **argv)
{
    float vertices[] = {
    0.28829887509346008, 0.28453636169433594, 0.3096863329410553,
    0.28870773315429688, 0.28468862175941467, 0.30966261029243469,
    0.2891162633895874,  0.28484302759170532, 0.30963701009750366,

    0.2882312536239624,  0.28495293855667114, 0.31031304597854614,
    0.28863763809204102, 0.28512048721313477, 0.31027624011039734,
    0.28904658555984497, 0.28527212142944336, 0.31025305390357971,

    0.28816816210746765, 0.28534162044525146, 0.31096354126930237,
    0.28857320547103882, 0.28551733493804932, 0.31091979146003723,
    0.28898081183433533, 0.28567728400230408, 0.31088951230049133
    };

    int indices[] = {
        0, 1, 3, 1,
        3, 1, 4, 1,
        1, 2, 4, 1,
        4, 2, 5, 1,
        3, 4, 6, 1,
        6, 4, 7, 1,
        4, 5, 7, 1,
        7, 5, 8, 1
    };

    size_t ntriangles = 8;
    size_t nvertex = 9;

    IppBox3D_32f       pBound;
    IppStatus status = ipprSetBoundBox_32f(vertices, nvertex, &pBound);

    IpprIntersectContext    iCtx;
    iCtx.pBound = &pBound;
    int pTriAccelSize;
    ipprTriangleAccelGetSize( &pTriAccelSize);
    iCtx.pAccel = (IpprTriangleAccel *)ippsMalloc_8u( pTriAccelSize * ntriangles );
    status = ipprTriangleAccelInit( iCtx.pAccel, vertices, indices, ntriangles);
                                        
    int KDTreeSize;
    IpprPSAHBldContext fastKDCont;
    fastKDCont.Bounds = &pBound;
    fastKDCont.Alg = ippKDTBuildPureSAH;
    fastKDCont.AvailMemory = 4000;          // In MB
    fastKDCont.MaxDepth = 28;
    fastKDCont.QoS = 1.0f;

    status = ipprKDTreeBuildAlloc(
       &(iCtx.pRootNode),
       vertices,
       indices,
       nvertex,
       ntriangles,
       &KDTreeSize,
       (void*)&fastKDCont );

    // Direction of ray
    float rx = 0;
    float ry = 0;
    float rz = -1;
    Ipp32f * const ray[3] = {&rx, &ry, &rz};
    Ipp32f distance = IPP_MAXABS_32F;
    Ipp32f hitPointU, hitPointV;
    Ipp32f *hitPoint[2] = {&hitPointU, &hitPointV};
    int hitTriangleIdx;
    const IppiSize blockSize = {1, 1};

    // With this eye point, an intersection is found as expected.
    IppPoint3D_32f eye = {vertices[12], vertices[13], vertices[14] + 1};    
    status = ipprIntersectEyeSO_32f(
        eye, ray, &distance, hitPoint, &hitTriangleIdx, 
        &iCtx, blockSize);
    if (hitTriangleIdx < 0)
        cerr << "No intersection!" << endl;
    else
        cerr << "Intersection" << endl;


    // Move eye closer to surface -- no intersection is found
    eye[2] = vertices[14] + .1;
    status = ipprIntersectEyeSO_32f(
        eye, ray, &distance, hitPoint, &hitTriangleIdx, 
        &iCtx, blockSize);
    if (hitTriangleIdx < 0)
        cerr << "No intersection!" << endl;
    else
        cerr << "Intersection" << endl;

    return 0;
}
0 Kudos
0 Replies
Reply