-
公开(公告)号:US20250022216A1
公开(公告)日:2025-01-16
申请号:US18902629
申请日:2024-09-30
Applicant: NVIDIA Corporation
Inventor: Martin Stich , Ignacio Llamas , Steven Parker
Abstract: In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).
-
公开(公告)号:US11474710B2
公开(公告)日:2022-10-18
申请号:US17222777
申请日:2021-04-05
Applicant: Nvidia Corporation
Inventor: Steve Parker , Martin Stich , Konstantin Vostryakov
Abstract: One aspect of the current disclosure provides a method for utilizing a plurality of memories associated with a plurality of devices in a computer system. The method includes: receiving an application-specific data set for executing a ray tracing application employing the devices; determining whether the data set is fully replicable in each memory; when the data set is not fully replicable in any of the memories, determining a maximum amount of the data set that is replicable in each memory while distributing a remaining amount of the data set across the memories; and identifying, based on application-specific information of the ray tracing application, a first subsection of the data set that corresponds to the maximum amount of the data set and a second subsection of the data set that corresponds to the remaining amount of the data set, wherein the first subsection is accessed more frequently than the second subsection.
-
公开(公告)号:US20210232325A1
公开(公告)日:2021-07-29
申请号:US17222777
申请日:2021-04-05
Applicant: Nvidia Corporation
Inventor: Steve Parker , Martin Stich , Konstantin Vostryakov
Abstract: One aspect of the current disclosure provides a method for utilizing a plurality of memories associated with a plurality of devices in a computer system. The method includes: receiving an application-specific data set for executing a ray tracing application employing the devices; determining whether the data set is fully replicable in each memory; when the data set is not fully replicable in any of the memories, determining a maximum amount of the data set that is replicable in each memory while distributing a remaining amount of the data set across the memories; and identifying, based on application-specific information of the ray tracing application, a first subsection of the data set that corresponds to the maximum amount of the data set and a second subsection of the data set that corresponds to the remaining amount of the data set, wherein the first subsection is accessed more frequently than the second subsection.
-
公开(公告)号:US10996865B2
公开(公告)日:2021-05-04
申请号:US15480966
申请日:2017-04-06
Applicant: Nvidia Corporation
Inventor: Steve Parker , Martin Stich , Konstantin Vostryakov
Abstract: One aspect of the current disclosure provides a method for utilizing a plurality of memories associated with a plurality of devices in a computer system. The method includes: 1) receiving a data set for executing an application employing the devices; 2) determining whether the data set is larger than a storage capacity of any of the memories; and 3) when the data set is larger than the storage capacity of any of the memories, replicating a portion of the data set across the memories and distributing a remaining portion of the data set across at least some of the memories.
-
公开(公告)号:US20190311531A1
公开(公告)日:2019-10-10
申请号:US16376943
申请日:2019-04-05
Applicant: NVIDIA Corporation
Inventor: Martin Stich , Ignacio Llamas , Steven Parker
Abstract: In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).
-
-
-
-