摘要:
For ray tracing systems, described methods, media, apparatuses provide for accounting of light energy that will be collected at pixels of a 2-D representation without recursive closure of a tree of ray/primitive intersections, and also provide for adaptivity in ray tracing based on importance indicators of each ray, such as a weight, which may be carried in data structures representative of the rays. Examples of such adaptivity may include determining a number of children to issue for shading an identified intersecting primitive, culling rays, and adding rays to achieve more accurate sampling, if desired. All such adaptivity may be triggered with goal-based indicators, such as a threshold value representative of rendering progress to a time-based goal, such as a frame rate.
摘要:
For ray tracing systems, described methods, media, apparatuses provide for accounting of light energy that will be collected at pixels of a 2-D representation without recursive closure of a tree of ray/primitive intersections, and also provide for adaptivity in ray tracing based on importance indicators of each ray, such as a weight, which may be carried in data structures representative of the rays. Examples of such adaptivity may include determining a number of children to issue for shading an identified intersecting primitive, culling rays, and adding rays to achieve more accurate sampling, if desired. All such adaptivity may be triggered with goal-based indicators, such as a threshold value representative of rendering progress to a time-based goal, such as a frame rate.
摘要:
For ray tracing scenes composed of primitives, systems and methods can traverse rays through an acceleration structure. The traversal can be implemented by concurrently testing a plurality of nodes of the acceleration structure for intersection with a sequence of one or more rays. Such testing can occur in a plurality of test cells. Leaf nodes of the acceleration structure can bound primitives, and a sequence primitives can be tested concurrently for intersection in the test cells against a plurality of rays that have intersected a given leaf node. Intersection testing of a particular leaf node can be deferred until a sufficient quantity of rays have been collected for that node.
摘要:
Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader.
摘要:
For ray tracing scenes composed of primitives, systems and methods—accelerate ray/primitive intersection identification by testing rays against elements of geometry acceleration data (GAD) in a parallelized intersection testing resource. Groups of rays can be described as shared attribute information and individual ray data for ray data transfer. A host hosts shading and/or management processes can control the testing resource and adapting the ray tracing. The GAD elements can be arranged in a graph, and rays collected into collections based on whether a ray intersects a given element. When a collection is deemed ready for further testing, it is tested for intersection with GAD elements connected, in the graph, to the given element. The graph can be hierarchical such that rays of a given collection are tested against children of the GAD element associated with the given collection.
摘要:
For ray tracing, methods, apparatus, and computer readable media provide efficient transmission and/or storage of rays between ray emitters, and an intersection testing resource. Ray emitters, during emission of a plurality of rays, identify a shared attribute of each ray of the plurality, and represent that attribute as shared ray data. The shared ray data, and other ray data sufficient to determine both an origin and a direction for each ray of the plurality, are transmitted. Functionality in the intersection testing resource receives the shared ray data and the other ray data, and interprets the shared ray data and the other ray data to determine an origin and direction for each ray of the plurality, and provides those rays for intersection testing. Rays can be stored in the shared attribute format in the intersection testing resource and data elements representing the rays can be constructed later. Programmable receiving functionality of the intersection testing resource can accommodate many ray types and other situations.
摘要:
Aspects comprise systems implementing ray tracing functionality according to example architectures. In one example, rays are collected into collections against elements of an acceleration structure, which in some cases are associated with objects composing a scene being ray traced. Indications of detected ray intersections also can be collected in an output buffer, and in some examples, the output buffer can comprise a plurality of portions, each associated with a scene object, or a common portion of code to be executed during shading. Buffer contents can be accessed in a block read. An intersection shading resource can load data to be used in shading the intersections for the identified rays, and locally storing that data for use in shading those intersections.
摘要:
For ray tracing scenes composed of primitives, systems and methods accelerate intersection testing by testing rays against elements of geometry acceleration data (GAD) arranged in a graph of nodes, where pairs of nodes are connected by edges, and each element bounds a varying granularity selection of the primitives. Upon detection of intersections between rays and elements, references to the rays are added to respective collections associated with the elements. Further processing of those rays is deferred until rays of a given collection are determined ready, and then rays from such a ready collection are tested for intersection with elements of GAD connected by edges to the element associated with the ready collection. When a primitive is bounded by no higher granularity GAD element, it is tested for intersection, and indications of intersection are output. Some examples encourage production of many secondary rays and collect such rays for parallelized testing, regardless of traversal order, camera ray association, or a time when each ray was spawned.
摘要:
Aspects comprise systems implementing ray tracing functionality according to example architectures. In one example, rays are collected into collections against elements of an acceleration structure, which in some cases are associated with objects composing a scene being ray traced. Indications of detected ray intersections also can be collected in an output buffer, and in some examples, the output buffer can comprise a plurality of portions, each associated with a scene object, or a common portion of code to be executed during shading. Buffer contents can be accessed in a block read. An intersection shading resource can load data to be used in shading the intersections for the identified rays, and locally storing that data for use in shading those intersections.
摘要:
For ray tracing scenes composed of primitives, systems and methods accelerate intersection testing by testing rays against elements of geometry acceleration data (GAD) arranged in a graph of nodes, where pairs of nodes are connected by edges, and each element bounds a varying granularity selection of the primitives. Upon detection of intersections between rays and elements, references to the rays are added to respective collections associated with the elements. Further processing of those rays is deferred until rays of a given collection are determined ready, and then rays from such a ready collection are tested for intersection with elements of GAD connected by edges to the element associated with the ready collection. When a primitive is bounded by no higher granularity GAD element, it is tested for intersection, and indications of intersection are output. Some examples encourage production of many secondary rays and collect such rays for parallelized testing, regardless of traversal order, camera ray association, or a time when each ray was spawned.