Abstract:
A graphics processing subsystem and method for updating a voxel representation of a scene. One embodiment of the graphics processing subsystem includes: (1) a memory configured to store a voxel representation of a scene having first and second regions to be updated, and (2) a graphics processing unit (GPU) operable to: (2a) unify the first and second regions into a bounding region if a volume thereof does not exceed summed volumes of the first and second regions by more than a tolerance, and (2b) generate voxels for the bounding region and cause the voxels to be stored in the voxel representation.
Abstract:
Robust temporal gradients, representing differences in shading results, can be computed between current and previous frames in a temporal denoiser for ray-traced renderers. Backward projection can be used to locate matching surfaces, with the relevant parameters of those surfaces being carried forward and used for patching. Backward projection can be performed for each stratum in a current frame, a stratum representing a set of adjacent pixels. A pixel from each stratum is selected that has a matching surface in the previous frame, using motion vectors generated during the rendering process. A comparison of the depth of the normals, or the visibility buffer data, can be used to determine whether a given surface is the same in the current frame and the previous frame, and if so then parameters of the surface from the previous frame G-buffer is used to patch the G-buffer for the current frame.
Abstract:
The disclosure provides a rendering system and a rendering method that split the pixels of a full frame into partial image fields and process those image fields individually in parallel. In one example, the rendering system includes: (1) an interface configured to receive a full frame, and (2) one or more processors, coupled to the interface, that split the full frame into a plurality of partial image fields, each of the partial image fields corresponding to different pixels of the full frame, process the partial image fields in parallel; and render the full frame using the processed partial image fields. The partial image fields are processed by ray tracing each of the partial image fields using a different type of ray in parallel.
Abstract:
Systems and methods of the present disclosure relate to fine grained interleaved rendering applications in path tracing for cloud computing environments. For example, a renderer and a rendering process may be employed for ray or path tracing and image-space filtering that interleaves the pixels of a frame into partial image fields and corresponding reduced-resolution images that are individually processed in parallel. Parallelization techniques described herein may allow for high quality rendered frames in less time, thereby reducing latency (or lag, in gaming applications) in high performance applications.
Abstract:
Determining the occlusions or shadows for an area light within a scene is difficult, especially realistic shadowing in large and dynamic scenes. The disclosure provides an adaptive occlusion sampling process that uses voxel cone tracing to distribute the voxel tracing cones on the surface of area lights to obtain samples for shadowing in computer generated images or scenes. A method of adaptive occlusion sampling from a rectangular area light is disclosed that can be used to provide realistic shadowing in a computer generated scene. A process to compute a shadow of an area light within a scene is also disclosed herein that includes obtaining samples, employing voxel cone tracing, from a light surface of the area light based on sample points of a sampling grid created from sample patterns that are based on a determined number of cones.
Abstract:
Devices, systems, and techniques to incorporate lighting effects into computer-generated graphics. In at least one embodiment, a graphical frame depicting a virtual scene comprising is rendered by generating a record indicative of one or more lights in the virtual scene, and using the record to render a pixel. A second record, indicative of other lights in the virtual scene, is selected to combine with the first record, based at least in part on similarity between surfaces associated with the respective records. The combined record is used to render a pixel in a second graphical frame.
Abstract:
Determining the occlusions or shadows for an area light within a scene is difficult, especially realistic shadowing in large and dynamic scenes. The disclosure provides an adaptive occlusion sampling process that uses voxel cone tracing to distribute the voxel tracing cones on the surface of area lights to obtain samples for shadowing in computer generated images or scenes. A method of adaptive occlusion sampling from a rectangular area light is disclosed that can be used to provide realistic shadowing in a computer generated scene. A process to compute a shadow of an area light within a scene is also disclosed herein that includes obtaining samples, employing voxel cone tracing, from a light surface of the area light based on sample points of a sampling grid created from sample patterns that are based on a determined number of cones.
Abstract:
A graphics processing subsystem and method for updating a voxel representation of a scene. One embodiment of the graphics processing subsystem includes: (1) a memory configured to store a voxel representation of a scene having first and second regions to be updated, and (2) a graphics processing unit (GPU) operable to: (2a) unify the first and second regions into a bounding region if a volume thereof does not exceed summed volumes of the first and second regions by more than a tolerance, and (2b) generate voxels for the bounding region and cause the voxels to be stored in the voxel representation.
Abstract:
Systems and methods of the present disclosure relate to fine grained interleaved rendering applications in path tracing for cloud computing environments. For example, a renderer and a rendering process may be employed for ray or path tracing and image-space filtering that interleaves the pixels of a frame into partial image fields and corresponding reduced-resolution images that are individually processed in parallel. Parallelization techniques described herein may allow for high quality rendered frames in less time, thereby reducing latency (or lag, in gaming applications) in high performance applications.
Abstract:
Devices, systems, and techniques to incorporate lighting effects into computer-generated graphics. In at least one embodiment, a graphical frame depicting a virtual scene comprising is rendered by generating a record indicative of one or more lights in the virtual scene, and using the record to render a pixel. A second record, indicative of other lights in the virtual scene, is selected to combine with the first record, based at least in part on similarity between surfaces associated with the respective records. The combined record is used to render a pixel in a second graphical frame.