% Embree: High Performance Ray Tracing Kernels 3.0.0-beta.0 % Intel Corporation
Embree is a collection of high-performance ray tracing kernels, developed at Intel. The target user of Embree are graphics application engineers that want to improve the performance of their photo-realistic rendering application by leveraging Embree's performance optimized ray tracing kernels. The kernels are optimized for the latest Intel® processors with support for SSE, AVX, AVX2, and AVX-512 instructions. Embree supports runtime code selection to choose the traversal and build algorithms that best matches the instruction set of your CPU. We recommend using Embree through its API to get the highest benefit from future improvements. Embree is released as Open Source under the Apache 2.0 license.
Embree supports applications written with the Intel SPMD Program Compiler (ISPC, https://ispc.github.io/) by also providing an ISPC interface to the core ray tracing algorithms. This makes it possible to write a renderer in ISPC that automatically vectorizes and leverages SSE, AVX, AVX2, and AVX-512 instructions. ISPC also supports runtime code selection, thus ISPC will select the best code path for your application.
Embree contains algorithms optimized for incoherent workloads (e.g. Monte Carlo ray tracing algorithms) and coherent workloads (e.g. primary visibility and hard shadow rays).
The single-ray traversal kernels of Embree provide high performance for incoherent workloads and are very easy to integrate into existing rendering applications. Using the stream kernels even higher performance for incoherent rays is possible, but integration might require significant code changes to the application to use the stream paradigm. In general for coherent workloads, the stream mode with coherent flag set gives best performance.
Embree also supports dynamic scenes by implementing high performance two-level spatial index structure construction algorithms.
In addition to the ray tracing kernels, Embree provides some [tutorials](Embree Tutorials) to demonstrate how to use the [Embree API].
Embree supports Windows (32-bit and 64-bit), Linux (64-bit) and Mac OS X (64-bit). The code compiles with the Intel Compiler, GCC, Clang and the Microsoft Compiler.
Using the Intel Compiler improves performance by approximately 10%. Performance also varies across different operating systems, with Linux typically performing best as it supports transparently transitioning to 2MB pages.
Embree is optimized for Intel CPUs supporting SSE, AVX, AVX2, and AVX-512 instructions, and requires at least a CPU with support for SSE2.
If you encounter bugs please report them via Embree's GitHub Issue Tracker.
For questions and feature requests please write us at embree_support@intel.com.
To receive notifications of updates and new features of Embree please subscribe to the Embree mailing list.
This software is based in part on the work of the Independent JPEG Group.
You can install the Embree library using the Windows MSI installer
embree-3.0.0-beta.0-x64.msi. This
will install the 64-bit Embree version by default in Program Files\Intel\Embree v3.0.0-beta.0 x64
.
You have to set the path to the bin
folders manually to your PATH
environment variable for applications to find Embree.
To compile applications with Embree using CMake please have a look at
the find_embree tutorial. To compile this tutorial, you need to set
the embree_DIR
CMake variable of this tutorial to Program Files\Intel\Embree v3.0.0-beta.0 x64
.
To uninstall Embree again open Programs and Features
by clicking the
Start button
, clicking Control Panel
, clicking Programs
, and
then clicking Programs and Features
. Select Embree 3.0.0-beta.0 x64
and uninstall it.
Embree is also delivered as a ZIP file
embree-3.0.0-beta.0.x64.windows.zip. After
unpacking this ZIP file you should set the path to the lib
folder
manually to your PATH
environment variable for applications to find
Embree. To compile applications with Embree you also have to set the
Include Directories
path in Visual Studio to the include
folder of
the Embree installation.
If you plan to ship Embree with your application, best use the Embree version from this ZIP file.
Uncompress the 'tar.gz' file embree-3.0.0-beta.0.x86_64.rpm.tar.gz to obtain the individual RPM files:
tar xzf embree-3.0.0-beta.0.x86_64.rpm.tar.gz
To install the Embree using the RPM packages on your Linux system type the following:
sudo rpm --install embree-lib-3.0.0-beta.0-1.x86_64.rpm
sudo rpm --install embree-devel-3.0.0-beta.0-1.noarch.rpm
sudo rpm --install embree-examples-3.0.0-beta.0-1.x86_64.rpm
You also have to install the Intel® Threading Building Blocks (TBB)
using yum
:
sudo yum install tbb.x86_64 tbb-devel.x86_64
On Debian-based Linux distributions you first need to convert the RPM
filed into DEB files using the alien
tool:
sudo apt-get install alien dpkg-dev debhelper build-essential
sudo alien embree-lib-3.0.0-beta.0-1.x86_64.rpm
sudo alien embree-devel-3.0.0-beta.0-1.noarch.rpm
sudo alien embree-examples-3.0.0-beta.0-1.x86_64.rpm
sudo dpkg -i embree-devel_3.0.0-beta.0-2_all.deb
sudo dpkg -i embree-examples_3.0.0-beta.0-2_amd64.deb
sudo dpkg -i embree-lib_3.0.0-beta.0-2_amd64.deb
Also install the Intel® Threading Building Blocks (TBB) using apt-get
:
sudo apt-get install libtbb-dev
Alternatively you can download the latest TBB version from
https://www.threadingbuildingblocks.org/download
and set the LD_LIBRARY_PATH
environment variable to point
to the TBB library.
Note that the Embree RPMs are linked against the TBB version coming with CentOS. This older TBB version is missing some features required to get optimal build performance and does not support building of scenes lazily during rendering. To get a full featured Embree please install using the tar.gz files, which always ship with the latest TBB version.
Under Linux Embree is installed by default in the /usr/lib64
and
/usr/include
directories. This way applications will find Embree
automatically. The Embree tutorials are installed into the
/usr/bin/embree3
folder. Specify the full path to
the tutorials to start them.
To uninstall Embree again just execute the following:
sudo rpm --erase embree-lib-3.0.0-beta.0-1.x86_64
sudo rpm --erase embree-devel-3.0.0-beta.0-1.noarch
sudo rpm --erase embree-examples-3.0.0-beta.0-1.x86_64
The Linux version of Embree is also delivered as a tar.gz file
embree-3.0.0-beta.0.x86_64.linux.tar.gz. Unpack
this file using tar
and source the provided embree-vars.sh
(if you
are using the bash shell) or embree-vars.csh
(if you are using the
C shell) to set up the environment properly:
tar xzf embree-3.0.0-beta.0.x64.linux.tar.gz
source embree-3.0.0-beta.0.x64.linux/embree-vars.sh
If you want to ship Embree with your application best use the Embree version provided through the tar.gz file.
We recommend adding a relative RPATH to your application that points
to the location Embree (and TBB) can be found, e.g. $ORIGIN/../lib
.
To install the Embree library on your Mac OS X system use the
provided package installer inside
embree-3.0.0-beta.0.x86_64.dmg. This
will install Embree by default into /opt/local/lib
and
/opt/local/include
directories. The Embree tutorials are installed
into the /Applications/Embree3
folder.
You also have to install the Intel® Threading Building Blocks (TBB) using MacPorts:
sudo port install tbb
Alternatively you can download the latest TBB version from
https://www.threadingbuildingblocks.org/download
and set the DYLD_LIBRARY_PATH
environment variable to point
to the TBB library.
To uninstall Embree again execute the uninstaller script
/Applications/Embree3/uninstall.command
.
The Mac OS X version of Embree is also delivered as a tar.gz file
embree-3.0.0-beta.0.x86_64.macosx.tar.gz. Unpack
this file using tar
and source the provided embree-vars.sh
(if you
are using the bash shell) or embree-vars.csh
(if you are using the
C shell) to set up the environment properly:
tar xzf embree-3.0.0-beta.0.x64.macosx.tar.gz
source embree-3.0.0-beta.0.x64.macosx/embree-vars.sh
If you want to ship Embree with your application please use the Embree
library of the provided tar.gz file. The library name of that Embree
library is of the form @rpath/libembree.3.dylib
(and similar also for the included TBB library). This ensures that you
can add a relative RPATH to your application that points to the location
Embree (and TBB) can be found, e.g. @loader_path/../lib
.
We recommend to use CMake to build Embree. Do not enable fast-math optimization, these might break Embree.
To compile Embree you need a modern C++ compiler that supports C++11.
Embree is tested with Intel® Compiler 17.0 (Update 1), Intel®
Compiler 16.0 (Update 1), Clang 3.8.0 (supports AVX2), Clang 4.0.0
(supports AVX512) and GCC
5.4.0. If the GCC that comes with your Fedora/Red Hat/CentOS
distribution is too old then you can run the provided script
scripts/install_linux_gcc.sh
to locally install a recent GCC into
$HOME/devtools-2
.
Embree supports to use the Intel® Threading Building Blocks (TBB) as
tasking system. For performance and flexibility reasons we recommend
to use Embree with the Intel® Threading Building Blocks (TBB) and best
also use TBB inside your application. Optionally you can disable TBB
in Embree through the EMBREE_TASKING_SYSTEM
CMake variable.
Embree supports the Intel® SPMD Program Compiler (ISPC), which allows
straight forward parallelization of an entire renderer. If you do not
want to use ISPC then you can disable EMBREE_ISPC_SUPPORT
in
CMake. Otherwise, download and install the ISPC binaries (we have
tested ISPC version 1.9.1) from
ispc.github.io. After
installation, put the path to ispc
permanently into your PATH
environment variable or you need to correctly set the
ISPC_EXECUTABLE
variable during CMake configuration.
You additionally have to install CMake 2.8.11 or higher and the developer version of GLUT.
Under Mac OS X, all these dependencies can be installed using MacPorts:
sudo port install cmake tbb freeglut
Depending on your Linux distribution you can install these dependencies
using yum
or apt-get
. Some of these packages might already be
installed or might have slightly different names.
Type the following to install the dependencies using yum
:
sudo yum install cmake.x86_64
sudo yum install tbb.x86_64 tbb-devel.x86_64
sudo yum install freeglut.x86_64 freeglut-devel.x86_64
sudo yum install libXmu.x86_64 libXi.x86_64
sudo yum install libXmu-devel.x86_64 libXi-devel.x86_64
Type the following to install the dependencies using apt-get
:
sudo apt-get install cmake-curses-gui
sudo apt-get install libtbb-dev
sudo apt-get install freeglut3-dev
sudo apt-get install libxmu-dev libxi-dev
Finally you can compile Embree using CMake. Create a build directory
inside the Embree root directory and execute ccmake ..
inside this
build directory.
mkdir build
cd build
ccmake ..
Per default CMake will use the compilers specified with the CC
and
CXX
environment variables. Should you want to use a different
compiler, run cmake
first and set the CMAKE_CXX_COMPILER
and
CMAKE_C_COMPILER
variables to the desired compiler. For example, to
use the Intel® Compiler instead of the default GCC on most Linux machines
(g++
and gcc
) execute
cmake -DCMAKE_CXX_COMPILER=icpc -DCMAKE_C_COMPILER=icc ..
Similarly, to use Clang set the variables to clang++
and clang
,
respectively. Note that the compiler variables cannot be changed anymore
after the first run of cmake
or ccmake
.
Running ccmake
will open a dialog where you can perform various
configurations as described below in [CMake Configuration]. After having
configured Embree, press c (for configure) and g (for generate) to
generate a Makefile and leave the configuration. The code can be
compiled by executing make.
make
The executables will be generated inside the build folder. We recommend
to finally install the Embree library and header files on your
system. Therefore set the CMAKE_INSTALL_PREFIX
to /usr
in cmake
and type:
sudo make install
If you keep the default CMAKE_INSTALL_PREFIX
of /usr/local
then
you have to make sure the path /usr/local/lib
is in your
LD_LIBRARY_PATH
.
You can also uninstall Embree again by executing:
sudo make uninstall
If you cannot install Embree on your system (e.g. when you don't have
administrator rights) you need to add embree_root_directory/build to
your LD_LIBRARY_PATH
.
Embree is tested under Windows using the Visual Studio 2017, Visual Studio 2015 (Update 1) compiler (Win32 and x64), Visual Studio 2013 (Update 5) compiler (Win32 and x64), Intel® Compiler 17.0 (Update 1) (Win32 and x64), Intel® Compiler 16.0 (Update 1) (Win32 and x64), and Clang 3.9 (Win32 and x64). Using the Visual Studio 2015 compiler, Visual Studio 2013 compiler, Intel® Compiler, and Clang you can compile Embree for AVX2. To compile Embree for AVX-512 you have to use the Intel® Compiler.
Embree supports to use the Intel® Threading Building Blocks (TBB) as
tasking system. For performance and flexibility reasons we recommend
to use Embree with the Intel® Threading Building Blocks (TBB) and best
also use TBB inside your application. Optionally you can disable TBB
in Embree through the EMBREE_TASKING_SYSTEM
CMake variable.
Embree will either find the Intel® Threading Building Blocks (TBB)
installation that comes with the Intel® Compiler, or you can install the
binary distribution of TBB directly from
www.threadingbuildingblocks.org
into a folder named tbb into your Embree root directory. You also have
to make sure that the libraries tbb.dll and tbb_malloc.dll can be found when
executing your Embree applications, e.g. by putting the path to these
libraries into your PATH
environment variable.
Embree supports the Intel® SPMD Program Compiler (ISPC), which allows
straight forward parallelization of an entire renderer. When
installing ISPC make sure to download an ISPC version from
ispc.github.io that is
compatible with your Visual Studio version. There are two ISPC
versions, one for Visual Studio 2013 and earlier, and one for Visual
Studio 2015 and later. When using the wrong ISPC version you will get
link errors. After installation, put the path to ispc.exe
permanently into your PATH
environment variable or you need to
correctly set the ISPC_EXECUTABLE
variable during CMake
configuration. We have tested ISPC version 1.9.1. If you do not want
to use ISPC then you can disable EMBREE_ISPC_SUPPORT
in CMake.
You additionally have to install CMake (version 2.8.11 or higher). Note that you need a native Windows CMake installation, because CMake under Cygwin cannot generate solution files for Visual Studio.
Run cmake-gui
, browse to the Embree sources, set the build directory
and click Configure. Now you can select the Generator, e.g. "Visual
Studio 12 2013" for a 32-bit build or "Visual Studio 12 2013 Win64"
for a 64-bit build.
To use a different compile than the Microsoft Visual C++ compiler, you additionally need to specify the proper compiler toolset through the option "Optional toolset to use (-T parameter)". E.g. to use Clang for compilation set the toolset to "LLVM-vs2013", to use the Intel® Compiler 2017 for compilation set the toolset to "Intel C++ Compiler 17.0".
Do not change the toolset manually in a solution file (neither through the project properties dialog, nor through the "Use Intel Compiler" project context menu), as then some compiler specific command line options cannot get set by CMake.
Most configuration parameters described in the [CMake Configuration] can be set under Windows as well. Finally, click "Generate" to create the Visual Studio solution files.
Option Description Default
CMAKE_CONFIGURATION_TYPE List of generated Debug;Release;RelWithDebInfo configurations.
USE_STATIC_RUNTIME Use the static OFF version of the C/C++ runtime library.
: Windows-specific CMake build options for Embree.
Use the generated Visual Studio solution file embree2.sln
to compile
the project. To build Embree with support for the AVX2 instruction set
you need at least Visual Studio 2013 (Update 4).
We recommend enabling syntax highlighting for the .ispc
source and
.isph
header files. To do so open Visual Studio, go to Tools ⇒
Options ⇒ Text Editor ⇒ File Extension and add the isph and ispc
extension for the "Microsoft Visual C++" editor.
Embree can also be configured and built without the IDE using the Visual Studio command prompt:
cd path\to\embree
mkdir build
cd build
cmake -G "Visual Studio 12 2013 Win64" ..
cmake --build . --config Release
To use to the Intel® Compiler set the proper toolset, e.g. for Intel Compiler 17.0:
cmake -G "Visual Studio 12 2013 Win64" -T "Intel C++ Compiler 17.0" ..
cmake --build . --config Release
You can also build only some projects with the --target
switch.
Additional parameters after "--
" will be passed to msbuild
. For
example, to build the Embree library in parallel use
cmake --build . --config Release --target embree -- /m
The default CMake configuration in the configuration dialog should be appropriate for most usages. The following table describes all parameters that can be configured in CMake:
Option Description Default
CMAKE_BUILD_TYPE Can be used to switch between Release Debug mode (Debug), Release mode (Release), and Release mode with enabled assertions and debug symbols (RelWithDebInfo).
EMBREE_STACK_PROTECTOR Enables protection of return OFF address from buffer overwrites.
EMBREE_ISPC_SUPPORT Enables ISPC support of Embree. ON
EMBREE_STATIC_LIB Builds Embree as a static OFF library. When using the statically compiled Embree library, you have to define ENABLE_STATIC_LIB before including rtcore.h in your application.
EMBREE_IGNORE_CMAKE_CXX_FLAGS When enabled Embree ignores ON default CMAKE_CXX_FLAGS.
EMBREE_TUTORIALS Enables build of Embree ON tutorials.
EMBREE_BACKFACE_CULLING Enables backface culling, i.e. OFF only surfaces facing a ray can be hit.
EMBREE_FILTER_FUNCTION Enables the intersection filter ON feature.
EMBREE_RAY_MASK Enables the ray masking feature. OFF
EMBREE_RAY_PACKETS Enables ray packet support. ON
EMBREE_IGNORE_INVALID_RAYS Makes code robust against the OFF risk of full-tree traversals caused by invalid rays (e.g. rays containing INF/NaN as origins).
EMBREE_TASKING_SYSTEM Chooses between Intel® Threading TBB Building Blocks (TBB) or an internal tasking system (INTERNAL).
EMBREE_MAX_ISA Select highest supported ISA AVX2 (SSE2, SSE4.2, AVX, AVX2, AVX512KNL, AVX512SKX, or NONE). When set to NONE the EMBREE_ISA_* variables can be used to enable ISAs individually.
EMBREE_ISA_SSE2 Enables SSE2 when OFF EMBREE_MAX_ISA is set to NONE.
EMBREE_ISA_SSE42 Enables SSE4.2 when OFF EMBREE_MAX_ISA is set to NONE.
EMBREE_ISA_AVX Enables AVX when OFF EMBREE_MAX_ISA is set to NONE.
EMBREE_ISA_AVX2 Enables AVX2 when OFF EMBREE_MAX_ISA is set to NONE.
EMBREE_ISA_AVX512KNL Enables AVX-512 for Xeon Phi when OFF EMBREE_MAX_ISA is set to NONE.
EMBREE_ISA_AVX512SKX Enables AVX-512 for Skylake when OFF EMBREE_MAX_ISA is set to NONE.
EMBREE_GEOMETRY_TRIANGLES Enables support for triangle ON geometries.
EMBREE_GEOMETRY_QUADS Enables support for quad ON geometries.
EMBREE_GEOMETRY_CURVE_LINEAR Enables support for line ON geometries.
EMBREE_GEOMETRY_CURVE_BEZIER Enables support for Bezier ON curve geometries.
EMBREE_GEOMETRY_CURVE_BSPLINE Enables support for B-Spline ON curve geometries.
EMBREE_GEOMETRY_SUBDIVISION Enables support for subdivision ON geometries.
EMBREE_GEOMETRY_USER Enables support for user ON geometries.
EMBREE_NATIVE_SPLINE_BASIS Specifies the spline basis BEZIER Embree uses internally for its calculations. Hair and curves using this basis can be rendered directly, others are converted.
: CMake build options for Embree.
When using the statically compiled Embree library, you have to define
ENABLE_STATIC_LIB before including rtcore.h
in your
application. Further multiple static libraries are generated for the
different ISAs selected (e.g. embree3.a, embree3_sse42.a,
embree3_avx.a, embree3_avx2.a, embree3_avx512knl.a,
embree3_avx512skx.a). You have to link these libraries in exactly this
order of increasing ISA.
The most convenient way of using Embree is through CMake. Just let
CMake find Embree using the FIND_PACKAGE
function inside your
CMakeLists.txt
file:
FIND_PACKAGE(embree 3.0 REQUIRED)
If you installed Embree using the Linux RPM or macOS PKG installer,
this will automatically find Embree. If you used the .zip or tar.gz
files to extract Embree, you need to set the embree_DIR
variable to
the folder you extracted Embree to. If you used the Windows MSI
installer, you need to set embree_DIR
to point to the Embree install
location (e.g. C:\Program Files\Intel\Embree3
).
The FIND_PACKAGE
cmake function will set the EMBREE_INCLUDE_DIRS
variable to point to the directory containing the Embree headers. You
should add this folder to the include directories of your build:
INCLUDE_DIRECTORIES(${EMBREE_INCLUDE_DIRS})
Further, the EMBREE_LIBRARY
variable will point to the Embree
library to link against. Link against Embree the following way:
TARGET_LINK_LIBRARIES(application ${EMBREE_LIBRARY})
Now please have a look at the [Embree Tutorials] source code and the [Embree API] section to get started.
The Embree API is a low-level C99 ray tracing API which can be used to
construct 3D scenes and perform ray queries of different types inside
these scenes. All API calls carry the prefix rtc
(or RTC
for
types) which stands for ray tracing core.
The API also exists in an ISPC version, which is almost identical but contains additional functions that operate on ray packets with a size of the native SIMD width used by ISPC. For simplicity this document refers to the C99 version of the API functions. For changes when upgrading from the Embree 2 to the current Embree 3 API see Section [Upgrading from Embree 2 to Embree 3].
The API supports scenes consisting of different geometry types such as triangle meshes, quad meshes (triangle pairs), curves, subdivision meshes, instanced geometries, and user-defined geometries. See Section [Scene Object] for more information.
Finding the closest hit of a ray segment with the scene
(rtcIntersect
-type functions), and determining whether any hit
between a ray segment and the scene exists (rtcOccluded
-type
functions) are both supported. The API supports queries for single
rays, ray packets, and ray streams. See Section [Ray Queries] for
more information.
The API is designed in an object-oriented manner, e.g. it contains
device objects (RTCDevice
type), scene objects (RTCScene
type),
geometry objects (RTCGeometry
type), buffer objects (RTCBuffer
type), and BVH objects (RTCBVH
type). All objects are reference
counted, and handles can be released by calling the appropriate release
function (e.g. rtcReleaseDevice
) or retained by incrementing the
reference count (e.g. rtcRetainDevice
). In general, API calls that
access the same object are not thread-safe, unless specified
differently. However, attaching geometries to the same scene and
performing ray queries in a scene is thread-safe.
Embree supports a device concept, which allows different components of the application to use the Embree API without interfering with each other. An application typically first creates a device using the [rtcNewDevice] function. This device can then be used to construct further objects, such as scenes and geometries. Before the application exits, it should release all devices by invoking [rtcReleaseDevice]. An application typically creates only a single device. If required differently, it should only use a small number of devices at any given time.
Each user thread has its own error flag per device. If an error occurs when invoking an API function, this flag is set to an error code (if it isn't already set by a previous error). See Section [rtcGetDeviceError] for information on how to read the error code and Section [rtcSetDeviceErrorFunction] on how to register a callback that is invoked for each error encountered. It is recommended to always set a error callback function, to detect all errors.
A scene is a container for a set of geometries, and contains a spatial acceleration structure which can be used to perform different types of ray queries.
A scene is created using the rtcNewScene
function call, and released
using the rtcReleaseScene
function call. To populate a scene with
geometries use the rtcAttachGeometry
call, and to detach them use the
rtcDetachGeometry
call. Once all scene geometries are attached, an
rtcCommitScene
call (or rtcJoinCommitScene
call) will finish the
scene description and trigger building of internal data structures.
After the scene got committed, it is safe to perform ray queries (see
Section [Ray Queries]) or to query the scene bounding box (see
[rtcGetSceneBounds] and [rtcGetSceneLinearBounds]).
If scene geometries get modified or attached or detached, the
rtcCommitScene
call must be invoked before performing any further ray
queries for the scene; otherwise the effect of the ray query is
undefined. The modification of a geometry, committing the scene, and
tracing of rays must always happen sequentially, and never at the
same time.
Scene flags can be used to configure a scene to use less memory
(RTC_SCENE_FLAG_COMPACT
), use more robust traversal algorithms
(RTC_SCENE_FLAG_ROBUST
), and to optimize for dynamic content. See
Section [rtcSetSceneFlags] for more details.
A build quality can be specified for a scene to balance between acceleration structure build performance and ray query performance. See Section [rtcSetSceneBuildQuality] for more details on build quality.
A new geometry is created using the rtcNewGeometry
function.
Depending on the geometry type, different buffers must be bound (e.g.
using rtcSetSharedGeometryBuffer
) to set up the geometry data. In
most cases, binding of a vertex and index buffer is required. The
number of primitives and vertices of that geometry is typically
inferred from the size of these bound buffers.
Changes to the geometry always must be committed using the
rtcCommitGeometry
call before using the geometry. After committing,
a geometry is not included in any scene. A geometry can be added to
a scene by using the rtcAttachGeometry
function (to automatically
assign a geometry ID) or using the rtcAttachGeometryById
function
(to specify the geometry ID manually). A geometry can only be attached
to a single scene at a time.
All geometry types support multi-segment motion blur with an arbitrary
number of equidistant time steps (in the range of 2 to 129). Each
geometry can have a different number of time steps. The motion blur
geometry is defined by linearly interpolating the geometries of
neighboring time steps. To construct a motion blur geometry, first the
number of time steps of the geometry must be specified using the
rtcSetGeometryTimeStepCount
function, and then a vertex buffer for
each time step must be bound, e.g. using the
rtcSetSharedGeometryBuffer
function.
The API supports per-geometry filter callback functions (see
rtcSetGeometryIntersectFilterFunction
and
rtcSetGeometryOccludedFilterFunction
) that are invoked for each
intersection found during the rtcIntersect
-type or
rtcOccluded
-type calls. The former ones are called geometry
intersection filter functions, the latter ones geometry occlusion
filter functions. These filter functions are designed to be used to
ignore intersections outside of a user-defined silhouette of a
primitive, e.g. to model tree leaves using transparency textures.
The API supports finding the closest hit of a ray segment with the
scene (rtcIntersect
-type functions), and determining whether any hit
between a ray segment and the scene exists (rtcOccluded
-type
functions).
Supported are single ray queries (rtcIntersect1
and rtcOccluded1
)
as well as ray packet queries for ray packets of size 4
(rtcIntersect4
and rtcOccluded4
), ray packets of size 8
(rtcIntersect8
and rtcOccluded8
), and ray packets of size 16
(rtcIntersect16
and rtcOccluded16
).
Ray streams in a variety of layouts are supported as well, such as
streams of single rays (rtcIntersect1M
and rtcOccluded1M
), streams
of pointers to single rays (rtcIntersect1p
and rtcOccluded1p
),
streams of ray packets (rtcIntersectNM
and rtcOccludedNM
), and
large packet-like streams in structure of pointer layout
(rtcIntersectNp
and rtcOccludedNp
).
See Sections [rtcIntersect1] and [rtcOccluded1] for a detailed description of how to set up and trace a ray.
See tutorial [Triangle Geometry] for a complete example of how to trace single rays and ray packets. Also have a look at the tutorial [Stream Viewer] for an example of how to trace ray streams.
A context filter function, which can be set per ray query is supported
(see rtcInitIntersectContext
). This filter function is designed to
change the semantics of the ray query, e.g. to accumulate opacity for
transparent shadows, count the number of surfaces along a ray,
collect all hits along a ray, etc.
The internal algorithms to build a BVH are exposed through the RTCBVH
object and rtcBuildBVH
call. This call makes it possible to build a
BVH in a user-specified format over user-specified primitives. See the
documentation of the rtcBuildBVH
call for more details.
For getting the most performance out of Embree, see the Section [Performance Recommendations].
\pagebreak
We decided to introduce an improved API in Embree 3 that is not backward compatible with the Embree 2 API. This step was required to remove various deprecated API functions that accumulated over time, improve extensibility of the API, fix suboptimal design decisions, fix design mistakes (such as incompatible single ray and ray packet layouts), clean up inconsistent naming, and increase flexibility.
To make porting to the new API easy, we provide a conversion script that can do most of the work, and will annotate the code with remaining changes required. The script can be invoked the following way for CPP files:
./scripts/cpp-patch.py --patch embree2_to_embree3.patch
--in infile.cpp --out outfile.cpp
When invoked for ISPC files, add the --ispc
option:
./scripts/cpp-patch.py --ispc --patch embree2_to_embree3.patch
--in infile.ispc --out outfile.ispc
Apply the script to each source file of your project that contains
Embree API calls or types. The input file and output file can also be
identical to perform the patch in-place. Please always backup your
original code before running the script, and inspect the code changes
done by the script using diff (e.g. git diff
), to make sure no
undesired code locations got changed. Grep the code for comments
containing EMBREE_FIXME
and perform the action described in the
comment.
The following changes need to be performed when switching from Embree 2 to Embree 3. Most of these changes are automatically done by the script if not described differently.
We strongly recommend to set an error callback function (see
rtcSetDeviceErrorFunction
) when porting to Embree 3 to detect all
runtime errors early.
-
rtcInit
andrtcExit
got removed. Please use the device concept using thertcNewDevice
andrtcDeleteDevice
functions instead. -
Functions that conceptually should operate on a device but did not get a device argument got removed. The upgrade script replaces these functions by the proper functions that operate on a device, however, manually propagating the device handle to these function calls might still be required.
-
The API no longer distinguishes between a static and a dynamic scene. Some users had issues as they wanted to do minor modifications to static scenes, but maintain high traversal performance.
The new approach gives more flexibility, as each scene is changeable, and build quality settings can be changed on a commit basis to balance between build performance and render performance.
-
The
rtcCommitThread
function got removed; usertcJoinCommitScene
instead. -
The scene now supports different build quality settings. Please use those instead of the previous way of
RTC_SCENE_STATIC
,RTC_SCENE_DYNAMIC
, andRTC_SCENE_HIGH_QUALITY
flags.
-
There is now only one
rtcNewGeometry
function to create geometries which gets passed an enum to specify the type of geometry to create. The number of vertices and primitives of the geometries is inferred from the size of data buffers. -
We introduced an object type
RTCGeometry
for all geometries. Previously a geometry was not a standalone object and could only exist inside a scene. The new approach comes with more flexibility and more readable code.Operations like
rtcInterpolate
can now be performed on the geometry object directly without the need of a scene. Further, an application can choose to create its geometries independent of a scene, e.g. each time a geometry node is added to its scene graph.This modification changed many API functions to get passed one
RTCGeometry
object instead of aRTCScene
andgeomID
. The script does all required changed automatically. However, in some cases the script may introducertcGetGeometry(scene, geomID)
calls to retrieve the geometry handle. Best store the geometry handle inside your scene representation (and release it in the destructor) and access the handle directly instead of callingrtcGetGeometry
. -
Geometries are not included inside a scene anymore but can be attached to a single scene using the
rtcAttachGeomety
orrtcAttachGeometryByID
functions. -
As geometries are separate objects, commit semantics got introduced for them too. Thus geometries must be committed through the
rtcCommitGeometry
call before getting used. This allows for earlier error checking and pre-calculating internal data per geometry object.Such commit points were previously not required in the Embree 2 API. The upgrade script attempts to insert the commits automatically, but cannot do so properly under all circumstances. Thus please check if every
rtcCommitGeometry
call inserted by the script is properly placed, and if artcCommitGeometry
call is placed after a sequence of changes to a geometry. -
Only the latest version of the previous displacement function call (
RTCDisplacementFunc2
) is now supported, and the callback is passed as a structure containing all arguments. -
The deprecated
RTCBoundaryMode
type andrtcSetBoundaryMode
function got removed and replaced byRTCSubdivisionMode
enum and thertcSetGeometrySubdivisionMode
function. The script does this replacement automatically. -
Ribbon curves and lines now avoid self-intersections automatically The application can be simplified by removing special code paths that previously did the self-intersection handling.
-
The previous Embree 2 way of instancing was suboptimal as it required user geometries to update the
instID
field of the ray differently when used inside an instanced scene or inside a top-level scene. The user geometry intersection code now just has to copy thecontext.instID
field into theray.instID
field to function properly under all circumstances. -
The internal instancing code will update the
context.instID
field properly when entering or leaving an instance. When instancing is implemented manually through user geometries, the code must be modified to set thecontext.instID
field properly and no longer passinstID
through the ray. This change must done manually and cannot be performed by the script. -
We flipped the direction of the geometry normal to the widely used convention that a shape with counter-clockwise layout of vertices has the normal pointing upwards (right-hand rule). Most modeling tools follow that convention.
The conversion script does not perform this change, thus if required adjust your code to flip
Ng
for triangle, quad, and subdivision surfaces.
-
With Embree 3 we are introducing explicit
RTCBuffer
objects. However, you can still use the short way of sharing buffers with Embree through thertcSetSharedGeometryBuffer
call. -
The
rtcMapBuffer
andrtcUnmapBuffer
API calls were removed, and we added thertcGetBufferData
call instead.Previously the
rtcMapBuffer
call had the semantics of creating an internal buffer when no buffer was shared for the corresponding buffer slot. These invocations ofrtcMapBuffer
must be replaced by an explicit creation of an internally managed buffer using thertcNewGeometryBuffer
function.The upgrade script cannot always detect if the
rtcMapBuffer
call would create an internal buffer or just map the buffer pointer. Thus check whether thertcNewGeometryBuffer
andrtcGetBufferData
calls are correct after the conversion. -
The
rtcUpdateGeometryBuffer
function now must be called for every buffer that got modified by the application. Note that the conversion script cannot automatically detect each location where a buffer update is now required. -
The buffer type no longer encodes the time step or user vertex buffer index. Now
RTC_VERTEX_BUFFER_TYPE
and additionalslot
specifies the vertex buffer for a specific time step, andRTC_USER_VERTEX_BUFFER_TYPE
and additionalslot
specifies a vertex attribute.
-
The header files for Embree 3 are now inside the
embree3
folder (instead ofembree2
folder) andlibembree.so
is now calledlibembree3.so
to be able to install multiple Embree versions side by side. We made the headers C99 compliant. -
All API objects are now reference counted with release functions to decrement and retain functions to increment the reference count (if required).
-
Most callback functions no longer get different arguments as input, but a pointer to a structure containing all arguments. This results in more readable code, faster callback invocation (as some arguments do not change between invocations) and is extensible, as new members to the structure can be added in a backwards compatible way later (if required).
The conversion script can convert the definition and declaration of the old callback functions in most cases. Before running the script, make sure that you never type cast a callback function when assigning it (as this has the danger of assigning a callback function with wrong type if conversion did not detect some callbacks as such). If the script does not detect a callback function, make sure argument types match exactly the types in the header (e.g. write
const int
instead ofint const
or convert the callback manually). -
An intersection context is now required for each ray query invocation. The context should get initialized using the
rtcInitIntersectContext
function. -
The
rtcIntersect
-type function get as input anRTCRayHit
type, which is similar to before, but has the ray and hit part split into two sub-structures.The
rtcOccluded
-type function get as input anRTCRay
type which does not contain hit data anymore. When an occlusion is found thetfar
element of the ray is set to-inf
.Required code changes cannot be done by the upgrade script and need to be done manually.
-
The ray layout for single rays and packets of rays had certain incompatibilities (alignment of org and dir for single rays caused gaps in the single ray layout that were not in the ray packet layout). This issue never showed up as single rays and ray packets were separate in the system initially. This layout issue is now fixed and a single ray has the same layout as a ray packet of size 1.
-
Previously Embree supported placing additional data to the end of the ray structure, and accessing that data inside user geometry callbacks and filter callback functions.
With Embree 3 this is no longer supported and the ray passed to a callback function may be copied to a different memory location. To attach additional data to your ray simply extent the intersection context with a pointer to that data.
This change cannot be done by the script. Further, code will still work if you extend the ray as the implementation did not change yet.
-
The ray structure now contains an additional
id
andflag
field. Theid
can be used to store the index of the ray with respect to a ray packet or ray stream. The flags is reserved for future use, and has to be set to 0. -
All previous intersection filter callback variants got removed, except for the
RTCFilterFuncN
which gets a varying size ray packet as input. The semantics of this filter function type is changed from copying the hit on acceptance, to clearing the ray's valid argument in case of non-acceptance. This way chaining multiple filters is more efficient.We kept the guarantee that for
rtcIntersect1/4/8/16
andrtcOccluded1/4/8/16
calls the packet size and ray order will not change from the initial size and ordering when entering a filter callback. -
We no longer export ISPC specific symbols. This has the advantage that certain linking issues went away, e.g. it is now possible to link an ISPC application compiled for any combination of ISAs and link this to an Embree library compiled with a different set of ISAs. Previously the ISAs of the application had to be a subset of the ISAs of Embree, and when one enabled exactly one ISA one had to do this in Embree and the application.
-
We no longer export the ISPC tasking system, which means that the application has the responsibility to implement the ISPC tasking system itself. ISPC comes with example code on how to do this. This change is not performed by the script and need to be done manually.
-
Fixed many naming inconsistencies and changed names of further API functions. All these renamings are properly done by the script and need no further attention.
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It is strongly recommended to have the Flush to Zero
and Denormals are Zero
mode of the MXCSR control and status register enabled for
each thread before calling the rtcIntersect
-type and
rtcOccluded
-type functions. Otherwise, under some circumstances
special handling of denormalized floating point numbers can
significantly reduce application and Embree performance. When using
Embree together with the Intel® Threading Building Blocks, it is
sufficient to execute the following code at the beginning of the
application main thread (before the creation of the
tbb::task_scheduler_init
object):
#include <xmmintrin.h>
#include <pmmintrin.h>
...
_MM_SET_FLUSH_ZERO_MODE(_MM_FLUSH_ZERO_ON);
_MM_SET_DENORMALS_ZERO_MODE(_MM_DENORMALS_ZERO_ON);
If using a different tasking system, make sure each rendering thread has the proper mode set.
Tasking systems like TBB create worker threads on demand which will
add a runtime overhead for the very first rtcCommitScene
call. In
case you want to benchmark the scene build time, you should start
threads at application startup. You can let Embree start TBB threads
by passing start_threads=1
to the init parameter of rtcNewDevice
.
On machines with a high thread count (e.g. dual-socket Xeon or Xeon
Phi machines), affinitizing TBB worker threads increases build and
rendering performance. You can let Embree affinitize TBB worker
threads by passing set_affinity=1
to the init parameter of
rtcNewDevice
. By default threads are not affinitized by Embree with
the exception of Xeon Phi Processors where they are affinitized by
default.
All Embree tutorials automatically start and affinitize TBB worker threads
by passing start_threads=1,set_affinity=1
to rtcNewDevice
.
For getting the highest performance for very coherent rays,
e.g. primary or hard shadow rays, it is recommended to use packets or
stream of rays/packets with setting the
RTC_INTERSECT_CONTEXT_FLAG_COHERENT
flag in the
RTCIntersectContext
passed to the rtcIntersect/rtcOccluded
calls. The total number of rays in a coherent stream of ray packets
should be around 64, e.g. 8 times 8-wide packets, or 4 times 16-wide
packets. The rays inside each packet should be grouped as coherent as
possible.
It is recommended to use huge pages under Linux to increase rendering
performance. Embree supports 2MB huge pages under Windows, Linux, and
macOS. Under Linux huge page support is enabled by default and under
Windows and macOS disabled by default. Huge page support can be
enabled in Embree by passing hugepages=1
to rtcNewDevice
or
disabled by passing hugepages=0
to rtcNewDevice
.
We recommend using 2MB huge pages with Embree under Linux as this improves ray tracing performance by about 5 - 10%. Under Windows using huge pages requires the application to run in elavated mode which is a security issue, thus likely not an option for most use cases. Under macOS huge pages are rarely available as memory tends to get quickly fragmented, thus we do not recommend using huge pages on macOS.
Linux supports transparent huge pages and explicit huge pages. To enable transparent huge page support under Linux execute the following as root:
echo always > /sys/kernel/mm/transparent_hugepage/enabled
When transparent huge pages are enabled, the kernel tries to merge 4k pages to 2MB pages when possible as a background job. Many Linux distributions have transparent huge pages enabled by default. See the following webpage for more information on transparent huge pages under Linux. In this mode each application, including your rendering application building on Embree, will automatically tend to use huge pages.
Using transparent huge pages the transitioning from 4k to 2MB pages
might take some time. For that reason Embree also supports allocating
2MB pages directly when a huge page pool is configured. Such a pool
can be configured by writing some number of huge pages to allocate to
/proc/sys/vm/nr_overcommit_hugepages
as root user. E.g. to configure
2GB of address space for huge page allocation, execute the following as
root:
echo 1000 > /proc/sys/vm/nr_overcommit_hugepages
See the following webpage for more information on huge pages under Linux.
To use huge pages under Windows, the current user must have the "Lock pages in memory" (SeLockMemoryPrivilege) assigned. This can be configured through the "Local Security Policy" application, by adding a user to "Local Policies" -> "User Rights Assignment" -> "Lock pages in memory". You have to log out and in again for this change to take effect.
Further, your application has to be executed as an elevated process
("Run as administrator") and the "SeLockMemoryPrivilege" must
explicitly be enabled by your application. Example code on how to
enable this privilege can be found in the "common/sys/alloc.cpp" file
of Embree. Alternatively, Embree will try to enable this privilege
when passing enable_selockmemoryprivilege=1
to
rtcNewDevice
. Further, huge pages should be enabled in Embree by
passing hugepages=1
to rtcNewDevice
.
When the system was running for a while, physical memory gets fragmented, which can slow down the allocation of huge pages significantly under Windows.
To use huge pages under macOS you have to pass hugepages=1
to
rtcNewDevice
to enable that feature in Embree.
When the system was running for a while, physical memory gets quickly fragmented, and causes huge page allocations to fail. For this reason huge pages are not very useful under macOS in practice.
We recommend to use a single SSE store to set up the org
and tnear
components, and a single SSE store to set up the dir
and tfar
components of a single ray (RTCRay
type). Storing these values using
scalar stores causes a store-to-load forwarding penalty as Embree is
reading these components using SSE loads later on.
Embree Tutorials
Embree comes with a set of tutorials aimed at helping users understand
how Embree can be used and extended. All tutorials exist in an ISPC and
C++ version to demonstrate the two versions of the API. Look for files
named tutorialname_device.ispc
for the ISPC implementation of the
tutorial, and files named tutorialname_device.cpp
for the single ray C++
version of the tutorial. To start the C++ version use the tutorialname
executables, to start the ISPC version use the tutorialname_ispc
executables. All tutorials can print available command line options
using the --help
command line parameter.
For all tutorials, you can select an initial camera using the --vp
(camera position), --vi
(camera look-at point), --vu
(camera up
vector), and --fov
(vertical field of view) command line parameters:
./triangle_geometry --vp 10 10 10 --vi 0 0 0
You can select the initial windows size using the --size
command line
parameter, or start the tutorials in fullscreen using the --fullscreen
parameter:
./triangle_geometry --size 1024 1024
./triangle_geometry --fullscreen
The initialization string for the Embree device (rtcNewDevice
call)
can be passed to the ray tracing core through the --rtcore
command
line parameter, e.g.:
./triangle_geometry --rtcore verbose=2,threads=1,accel=bvh4.triangle1
The navigation in the interactive display mode follows the camera orbit
model, where the camera revolves around the current center of interest.
With the left mouse button you can rotate around the center of interest
(the point initially set with --vi
). Holding Control pressed while
clicking the left mouse button rotates the camera around its location.
You can also use the arrow keys for navigation.
You can use the following keys:
F1 : Default shading
F2 : Gray EyeLight shading
F3 : Traces occlusion rays only.
F4 : UV Coordinate visualization
F5 : Geometry normal visualization
F6 : Geometry ID visualization
F7 : Geometry ID and Primitive ID visualization
F8 : Simple shading with 16 rays per pixel for benchmarking.
F9 : Switches to render cost visualization. Pressing again reduces brightness.
F10 : Switches to render cost visualization. Pressing again increases brightness.
f : Enters or leaves full screen mode.
c : Prints camera parameters.
ESC : Exits the tutorial.
q : Exits the tutorial.
![][imgTriangleGeometry]
This tutorial demonstrates the creation of a static cube and ground
plane using triangle meshes. It also demonstrates the use of the
rtcIntersect1
and rtcOccluded1
functions to render primary visibility
and hard shadows. The cube sides are colored based on the ID of the hit
primitive.
![][imgDynamicScene]
This tutorial demonstrates the creation of a dynamic scene, consisting
of several deforming spheres. Half of the spheres use the
RTC_BUILD_QUALITY_REFIT
geometry build quality, which allows Embree
to use a refitting strategy for these spheres, the other half uses the
RTC_BUILD_QUALITY_LOW
geometry build quality, causing a high
performance rebuild of their spatial data structure each frame. The
spheres are colored based on the ID of the hit sphere geometry.
![][imgUserGeometry]
This tutorial shows the use of user-defined geometry, to re-implement instancing and to add analytic spheres. A two-level scene is created, with a triangle mesh as ground plane, and several user geometries, that instance other scenes with a small number of spheres of different kind. The spheres are colored using the instance ID and geometry ID of the hit sphere, to demonstrate how the same geometry, instanced in different ways can be distinguished.
![][imgViewer]
This tutorial demonstrates a simple OBJ viewer that traces primary visibility rays only. A scene consisting of multiple meshes is created, each mesh sharing the index and vertex buffer with the application. Demonstrated is also how to support additional per-vertex data, such as shading normals.
You need to specify an OBJ file at the command line for this tutorial to work:
./viewer -i model.obj
![][imgViewerStream]
This tutorial demonstrates a simple OBJ viewer that demonstrates the use of ray streams. You need to specify an OBJ file at the command line for this tutorial to work:
./viewer_stream -i model.obj
![][imgInstancedGeometry]
This tutorial demonstrates the in-build instancing feature of Embree, by instancing a number of other scenes build from triangulated spheres. The spheres are again colored using the instance ID and geometry ID of the hit sphere, to demonstrate how the same geometry, instanced in different ways can be distinguished.
![][imgIntersectionFilter]
This tutorial demonstrates the use of filter callback functions to efficiently implement transparent objects. The filter function used for primary rays, lets the ray pass through the geometry if it is entirely transparent. Otherwise the shading loop handles the transparency properly, by potentially shooting secondary rays. The filter function used for shadow rays accumulates the transparency of all surfaces along the ray, and terminates traversal if an opaque occluder is hit.
![][imgPathtracer]
This tutorial is a simple path tracer, building on the viewer tutorial.
You need to specify an OBJ file and light source at the command line for this tutorial to work:
./pathtracer -i model.obj --ambientlight 1 1 1
As example models we provide the "Austrian Imperial Crown" model by Martin Lubich and the "Asian Dragon" model from the Stanford 3D Scanning Repository.
To render these models execute the following:
./pathtracer -c crown/crown.ecs
./pathtracer -c asian_dragon/asian_dragon.ecs
![][imgHairGeometry]
This tutorial demonstrates the use of the hair geometry to render a hairball.
![][imgCurveGeometry]
This tutorial demonstrates the use of the Bézier curve geometry.
![][imgSubdivisionGeometry]
This tutorial demonstrates the use of Catmull Clark subdivision surfaces.
![][imgDisplacementGeometry]
This tutorial demonstrates the use of Catmull Clark subdivision surfaces with procedural displacement mapping using a constant edge tessellation level.
![][imgMotionBlurGeometry]
This tutorial demonstrates rendering of motion blur using the multi segment motion blur feature. Shown is motion blur of a triangle mesh, quad mesh, subdivision surface, line segments, hair geometry, bezier curves, instantiated triangle mesh where the instance moves, instantiated quad mesh where the instance and the quads move, and user geometry.
The number of time steps used can be configured using the --time-steps <int>
and --time-steps2 <int>
command line parameters, and the
geometry can be rendered at a specific time using the the --time <float>
command line parameter.
![][imgInterpolation]
This tutorial demonstrates interpolation of user-defined per-vertex data.
This tutorial demonstrates how to use the templated hierarchy builders of Embree to build a bounding volume hierarchy with a user-defined memory layout using a high quality SAH builder using spatial splits, a standard SAH builder, and very fast morton builder.
This tutorial demonstrates how to access the internal triangle acceleration structure build by Embree. Please be aware that the internal Embree data structures might change between Embree updates.
This tutorial demonstrates how to use the FIND_PACKAGE
CMake feature
to use an installed Embree. Under Linux and Mac OS X the tutorial finds
the Embree installation automatically, under Windows the embree_DIR
CMake variable has to be set to the following folder of the Embree
installation: C:\Program Files\Intel\Embree3
.
[Embree API]: #embree-api
[Ray Layout]: #ray-layout
[Extending the Ray Structure]: #extending-the-ray-structure
[Embree Example Renderer]: https://embree.github.io/renderer.html
[Triangle Geometry]: #triangle-geometry
[Stream Viewer]: #stream-viewer
[User Geometry]: #user-geometry
[Instanced Geometry]: #instanced-geometry
[Intersection Filter]: #intersection-filter
[Hair]: #hair
[Curves]: #bézier-curves
[Subdivision Geometry]: #subdivision-geometry
[Displacement Geometry]: #displacement-geometry
[BVH Builder]: #bvh-builder
[Interpolation]: #interpolation
[imgTriangleUV]: https://embree.github.io/images/triangle_uv.png
[imgQuadUV]: https://embree.github.io/images/quad_uv.png
[imgTriangleGeometry]: https://embree.github.io/images/triangle_geometry.jpg
[imgDynamicScene]: https://embree.github.io/images/dynamic_scene.jpg
[imgUserGeometry]: https://embree.github.io/images/user_geometry.jpg
[imgViewer]: https://embree.github.io/images/viewer.jpg
[imgViewerStream]: https://embree.github.io/images/viewer_stream.jpg
[imgInstancedGeometry]: https://embree.github.io/images/instanced_geometry.jpg
[imgIntersectionFilter]: https://embree.github.io/images/intersection_filter.jpg
[imgPathtracer]: https://embree.github.io/images/pathtracer.jpg
[imgHairGeometry]: https://embree.github.io/images/hair_geometry.jpg
[imgCurveGeometry]: https://embree.github.io/images/curve_geometry.jpg
[imgSubdivisionGeometry]: https://embree.github.io/images/subdivision_geometry.jpg
[imgDisplacementGeometry]: https://embree.github.io/images/displacement_geometry.jpg
[imgMotionBlurGeometry]: https://embree.github.io/images/motion_blur_geometry.jpg
[imgInterpolation]: https://embree.github.io/images/interpolation.jpg