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公开(公告)号:US12154214B2
公开(公告)日:2024-11-26
申请号:US17941578
申请日:2022-09-09
Applicant: NVIDIA Corporation
Inventor: Gregory Muthler , John Burgess , Magnus Andersson , Timo Viitanen , Levi Oliver
Abstract: An alternate root tree or graph structure for ray and path tracing enables dynamic instancing build time decisions to split any number of geometry acceleration structures in a manner that is developer transparent, nearly memory storage neutral, and traversal efficient. The resulting traversals only need to partially traverse the acceleration structure, which improves efficiency. One example use reduces the number of false positive instance acceleration structure to geometry acceleration structure transitions for many spatially separated instances of the same geometry.
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公开(公告)号:US10460504B2
公开(公告)日:2019-10-29
申请号:US16010316
申请日:2018-06-15
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson
Abstract: A method, computer readable medium, and system are disclosed for performing a texture level-of-detail approximation. The method includes the steps of identifying a scene to be rendered, projecting a ray passing through a pixel of a screen space, resulting in a first hit point at a geometry element within the scene, determining a footprint angle of the pixel, determining a curvature measure for the geometry element at the first hit point within the scene, computing a texture level of detail (LOD) approximation for a component of the scene, utilizing the footprint angle of the pixel and the curvature measure for the geometry element, and performing, utilizing a hardware processor, one or more rendering operations for the scene, utilizing the texture LOD approximation.
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