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公开(公告)号:US12260486B2
公开(公告)日:2025-03-25
申请号:US17946828
申请日:2022-09-16
Applicant: NVIDIA Corporation
Inventor: John Burgess , Gregory Muthler , Nikhil Dixit , Henry Moreton , Yury Uralsky , Magnus Andersson , Marco Salvi , Christoph Kubisch
IPC: G06T15/50 , G06T1/60 , G06T9/00 , G06T15/00 , G06T15/06 , G06T15/40 , G06T17/10 , G06T17/20 , G06T19/20
Abstract: A Displaced Micro-mesh (DMM) primitive enables high complexity geometry for ray and path tracing while minimizing the associated builder costs and preserving high efficiency. A structured, hierarchical representation implicitly encodes vertex positions of a triangle micro-mesh based on a barycentric grid, and enables microvertex displacements to be encoded efficiently (e.g., as scalars linearly interpolated between minimum and maximum triangle surfaces). The resulting displaced micro-mesh primitive provides a highly compressed representation of a potentially vast number of displaced microtriangles that can be stored in a small amount of space. Improvements in ray tracing hardware permit automatic processing of such primitive for ray-geometry intersection testing by ray tracing circuits without requiring intermediate reporting to a shader.
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公开(公告)号:US12249022B2
公开(公告)日:2025-03-11
申请号:US17946515
申请日:2022-09-16
Applicant: NVIDIA Corporation
Inventor: John Burgess , Gregory Muthler , Nikhil Dixit , Henry Moreton , Yury Uralsky , Magnus Andersson , Marco Salvi , Christoph Kubisch
Abstract: A Displaced Micro-mesh (DMM) primitive enables high complexity geometry for ray and path tracing while minimizing the associated builder costs and preserving high efficiency. A structured, hierarchical representation implicitly encodes vertex positions of a triangle micro-mesh based on a barycentric grid, and enables microvertex displacements to be encoded efficiently (e.g., as scalars linearly interpolated between minimum and maximum triangle surfaces). The resulting displaced micro-mesh primitive provides a highly compressed representation of a potentially vast number of displaced microtriangles that can be stored in a small amount of space. Improvements in ray tracing hardware permit automatic processing of such primitive for ray-geometry intersection testing by ray tracing circuits without requiring intermediate reporting to a shader.
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