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公开(公告)号:US12190434B2
公开(公告)日:2025-01-07
申请号:US17528591
申请日:2021-11-17
Applicant: NVIDIA Corporation
Inventor: Jakub Boksansky , Oliver Mark Wright
Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
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公开(公告)号:US11756258B2
公开(公告)日:2023-09-12
申请号:US17930378
申请日:2022-09-07
Applicant: NVIDIA CORPORATION
Inventor: Tomas Akenine-Moller , Jakub Boksansky , Oli Wright
Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray cone.
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公开(公告)号:US11308684B2
公开(公告)日:2022-04-19
申请号:US16994931
申请日:2020-08-17
Applicant: NVIDIA Corporation
Inventor: Jakub Boksansky , Oliver Mark Wright
Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
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公开(公告)号:US20210049807A1
公开(公告)日:2021-02-18
申请号:US16996045
申请日:2020-08-18
Applicant: NVIDIA Corporation
Inventor: Oliver Mark Wright , Jakub Boksansky
Abstract: Disclosed approaches provide for irradiance caches which may be used to share irradiance between ray interactions spatially and/or temporally. An irradiance cache may store incoming irradiance or outgoing irradiance and may be updated by casting one or more rays from one or more locations to sample irradiance for the location(s). The number of rays that are cast may be reduced by ranking the locations, irradiance caches, and/or corresponding groups of geometry based on one or more characteristics thereof. For example, a ranking score may be computed based on camera distance, camera visibility, and/or a number of frames since a prior update. When sampling a location, outgoing irradiance from an outgoing irradiance cache may be used to determine shading when a hit distance of a ray used to generate the sample exceeds a threshold value.
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