SYSTEMS AND METHODS FOR A RAY TRACING SHADER API
    21.
    发明申请
    SYSTEMS AND METHODS FOR A RAY TRACING SHADER API 有权
    RAY TRACING SHADER API的系统和方法

    公开(公告)号:US20100073370A1

    公开(公告)日:2010-03-25

    申请号:US12563870

    申请日:2009-09-21

    IPC分类号: G06T15/50 G06F17/30

    CPC分类号: G06T15/06 G06T15/80

    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. Recursive shaders can be recompiled as non-recursive shaders interfacing with API semantics according to the description.

    摘要翻译: 方面包括用于将着色器与其他组件接口的API接口和/或提供光线跟踪功能的代码模块。 例如,API调用可以允许将光能直接贡献给用于识别的像素的缓冲器,并且允许单独或以束发射用于交叉测试的新光线。 API还可以提供一种机制,用于将任意数据与通过使用发射光线呼叫的着色器定义要测试的射线的射线定义数据相关联。 将任意数据提供给与随后被射线相交的对象相关联的着色器。 数据可以包括可以在着色器之后使用或运行的代码或代码的指针。 数据也可以通过一系列着色器传播,并与每个着色器中实例化的光线相关联。 根据描述,递归着色器可以重新编译为与API语义接口的非递归着色器。

    SYSTEMS AND METHODS FOR CONCURRENT RAY TRACING
    22.
    发明申请
    SYSTEMS AND METHODS FOR CONCURRENT RAY TRACING 有权
    同步雷达跟踪系统与方法

    公开(公告)号:US20090289939A1

    公开(公告)日:2009-11-26

    申请号:US12504437

    申请日:2009-07-16

    IPC分类号: G06T15/40

    CPC分类号: G06T15/06 G06T15/005

    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.

    摘要翻译: 对于由图元组成的光线跟踪场景,系统和方法可以通过加速结构穿过光线。 可以通过同时测试用于与一个或多个光线的序列交叉的加速度结构的多个节点来实现遍历。 这种测试可以发生在多个测试单元中。 加速结构的叶节点可以绑定原语,并且可以同时测试序列原语,以便在测试单元中与已经与给定叶节点相交的多个射线的交点。 可以延迟特定叶节点的交叉测试,直到为该节点收集足够数量的光线。

    ARCHITECTURES FOR CONCURRENT GRAPHICS PROCESSING OPERATIONS
    23.
    发明申请
    ARCHITECTURES FOR CONCURRENT GRAPHICS PROCESSING OPERATIONS 有权
    相关图形处理操作的架构

    公开(公告)号:US20120249553A1

    公开(公告)日:2012-10-04

    申请号:US13525300

    申请日:2012-06-16

    IPC分类号: G06T15/06 G06T1/20

    摘要: Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Scheduling of graphics operations for concurrent execution on a computer may increase throughput. In aspects herein, constituent graphics operations are scheduled in groups, having members selected according to disclosed aspects. Processing for specific graphics operations in a group can be deferred if all the operations in the group cannot be further tested concurrently. Graphics operations that have been deferred are recombined into two or more different groups and ultimately complete processing, through a required number of iterations of such process. In one application, the performance of the graphics operations perform a search in which respective 1:1 matches between different types of geometric shapes involved in the 3-D scene are identified. For example, closest intersections between rays and scene geometry can be identified by processing scheduled according to disclosed aspects.

    摘要翻译: 光线跟踪,更一般地,在3-D场景中发生的图形操作涉及多个组成图形操作。 在计算机上并行执行的图形操作的调度可以增加吞吐量。 在这些方面中,组件图形操作按组进行调度,具有根据公开的方面选择的成员。 如果组中的所有操作无法进一步并发测试,则可以推迟对组中特定图形操作的处理。 已经推迟的图形操作被重新组合成两个或更多个不同的组,并且通过所需数量的这种过程的迭代最终完成处理。 在一个应用中,图形操作的性能执行搜索,其中识别在3-D场景中涉及的不同类型的几何形状之间相应的1:1匹配。 例如,可以通过根据所公开的方面调度的处理来识别光线和场景几何之间的最接近的交点。

    Systems and methods for concurrent ray tracing
    24.
    发明授权
    Systems and methods for concurrent ray tracing 有权
    并发射线跟踪的系统和方法

    公开(公告)号:US08203555B2

    公开(公告)日:2012-06-19

    申请号:US12504437

    申请日:2009-07-16

    IPC分类号: G06T15/00

    CPC分类号: G06T15/06 G06T15/005

    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.

    摘要翻译: 对于由图元组成的光线跟踪场景,系统和方法可以通过加速结构穿过光线。 可以通过同时测试用于与一个或多个光线的序列交叉的加速度结构的多个节点来实现遍历。 这种测试可以发生在多个测试单元中。 加速结构的叶节点可以绑定原语,并且可以同时测试序列原语,以便在测试单元中与已经与给定叶节点相交的多个射线的交点。 可以延迟特定叶节点的交叉测试,直到为该节点收集足够数量的光线。

    DYNAMIC RAY POPULATION CONTROL
    25.
    发明申请
    DYNAMIC RAY POPULATION CONTROL 有权
    动态人口控制

    公开(公告)号:US20110032257A1

    公开(公告)日:2011-02-10

    申请号:US12771408

    申请日:2010-04-30

    IPC分类号: G06T17/00

    摘要: Aspects can be for ray tracing of 3-D scenes, and include dynamically controlling a population of rays being stored in a memory, to keep the population within a target, a memory footprint or other resource usage specification. An example includes controlling the population by examining indicia associated with rays returning from intersection testing, to be shaded, the indicia correlated with behavior of shaders to be run for those rays, such that population control selects, or reorders rays for shading, to prioritize shading of rays whose shaders are expected to produce fewer rays. The indicia can include a respective weight for each ray. In an example, analyzer modules examine hints associated with shaders bound to intersected primitives. Population control aspects can influence ray diversity in memory, including encouraging a varying diversity pattern as rendering of a given scene or frame progresses, based on system resource indicia, rendering metrics and so on.

    摘要翻译: 方面可以用于3-D场景的光线跟踪,并且包括动态地控制存储在存储器中的光线数量,以将人口保持在目标内,内存覆盖区或其他资源使用规范中。 一个例子包括通过检查与从交叉点测试返回的光线相关联的标记来控制人口,以便被遮蔽,该标记与用于这些光线的着色器的行为相关联,使得人口控制选择或重新排列用于阴影的光线以优先化阴影 预计其着色器会产生较少光线的光线。 标记可以包括每个射线的相应重量。 在一个示例中,分析器模块检查与绑定到相交原语的着色器相关联的提示。 人口控制方面可以影响记忆中​​的射线多样性,其中包括根据系统资源标记,渲染度量等,鼓励在给定场景或帧的渲染过程中出现变化的多样性模式。

    ARCHITECTURES FOR PARALLELIZED INTERSECTION TESTING AND SHADING FOR RAY-TRACING RENDERING
    26.
    发明申请
    ARCHITECTURES FOR PARALLELIZED INTERSECTION TESTING AND SHADING FOR RAY-TRACING RENDERING 有权
    用于平行跟踪测试和边缘渲染的架构

    公开(公告)号:US20090262132A1

    公开(公告)日:2009-10-22

    申请号:US12408478

    申请日:2009-03-20

    IPC分类号: G09G5/00

    摘要: Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory. Test results for acceleration shapes are used to collect rays against acceleration shapes, and closest detection ray/primitive intersections are indicated by sending ray identifiers to shading resources.

    摘要翻译: 光线跟踪场景是利用与多个着色资源相结合的多个交叉点测试资源来实现的,通过链路/队列在聚合中进行通信。 从测试到阴影的队列包括相应的射线/原始相交指示,包括射线标识符。 从阴影到测试的队列包括要测试的新射线的标识符,其中定义射线的数据被分别存储在分布在交叉点测试资源之间的存储器中。 光线定义数据可以保留在分布式存储器中,直到光线完成相交测试,并根据光线标识符多次选择进行测试。 可以使用加速形状的结构。 光线标识符和形状数据的包可以在交叉点测试资源之间传递,并且每个资源可以测试在分组中标识的射线,并且其存储在哪个定义数据中。 加速度形状的测试结果用于收集与加速度形状相对应的射线,最近的检测射线/原始相交是通过将遮蔽资源发送射线标识符来表示的。

    SYSTEMS AND METHODS FOR RENDERING WITH RAY TRACING
    27.
    发明申请
    SYSTEMS AND METHODS FOR RENDERING WITH RAY TRACING 有权
    用RAY跟踪渲染的系统和方法

    公开(公告)号:US20090128562A1

    公开(公告)日:2009-05-21

    申请号:US11942336

    申请日:2007-11-19

    IPC分类号: G06T15/20

    CPC分类号: G06T15/06 G06T2210/52

    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 efficient ray data transfer between a host processor and the testing resource. The host processor also hosts shading and/or management processes controlling the testing resource and adapting the ray tracing, as necessary or desirable, to meet criteria, while reducing degradation of rendering quality. The GAD elements can be arranged in a graph, and rays can be 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.

    摘要翻译: 对于由原始图像组成的光线跟踪场景,系统和方法通过在并行交叉测试资源中测试射线与几何加速度数据(GAD)的元素来加速射线/原始交点识别。 一组光线可以被描述为共享属性信息和单独的射线数据,用于主处理器和测试资源之间的有效射线数据传输。 主机处理器还承载控制测试资源的阴影和/或管理过程,并根据需要或需要调整光线跟踪以满足标准,同时减少渲染质量的降低。 GAD元素可以排列在图形中,并且可以基于光线是否与给定元素相交,将光线收集到集合中。 当集合被认为准备进行进一步测试时,它将与图中连接的GAD元素的交点进行测试。 该图可以是分级的,使得给定集合的射线针对与给定集合相关联的GAD元素的子对象进行测试。

    Systems and methods of multidimensional query resolution and computation organization
    28.
    发明授权
    Systems and methods of multidimensional query resolution and computation organization 有权
    多维查询解析与计算机构的系统与方法

    公开(公告)号:US08593458B2

    公开(公告)日:2013-11-26

    申请号:US12563870

    申请日:2009-09-21

    CPC分类号: G06T15/06 G06T15/80

    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. Recursive shaders can be recompiled as non-recursive shaders interfacing with API semantics according to the description.

    摘要翻译: 方面包括用于将着色器与其他组件接口的API接口和/或提供光线跟踪功能的代码模块。 例如,API调用可以允许将光能直接贡献给用于识别的像素的缓冲器,并且允许单独或以束发射用于交叉测试的新光线。 API还可以提供一种机制,用于将任意数据与通过使用发射光线呼叫的着色器定义要测试的射线的射线定义数据相关联。 将任意数据提供给与随后被射线相交的对象相关联的着色器。 数据可以包括可以在着色器之后使用或运行的代码或代码的指针。 数据也可以通过一系列着色器传播,并与每个着色器中实例化的光线相关联。 根据描述,递归着色器可以重新编译为与API语义接口的非递归着色器。

    RAY TRACING SYSTEM ARCHITECTURES AND METHODS
    29.
    发明申请
    RAY TRACING SYSTEM ARCHITECTURES AND METHODS 有权
    RAY跟踪系统架构与方法

    公开(公告)号:US20130002672A1

    公开(公告)日:2013-01-03

    申请号:US13610651

    申请日:2012-09-11

    IPC分类号: G06T15/06

    摘要: Aspects comprise systems implementing 3-D graphics processing functionality in a multiprocessing system. Control flow structures are used in scheduling instances of computation in the multiprocessing system, where different points in the control flow structure serve as points where deferral of some instances of computation can be performed in favor of scheduling other instances of computation. In some examples, the control flow structure identifies particular tasks, such as intersection testing of a particular portion of an acceleration structure, and a particular element of shading code. In some examples, the aspects are used in 3-D graphics processing systems that can perform ray tracing based rendering.

    摘要翻译: 方面包括在多处理系统中实现3-D图形处理功能的系统。 控制流结构用于多处理系统中的计算实例中,其中控制流结构中的不同点用作能够执行一些计算实例的延迟以有利于调度其他计算实例的点。 在一些示例中,控制流结构识别特定任务,例如加速结构的特定部分的交叉测试和阴影代码的特定元素。 在一些示例中,这些方面用于可以执行基于光线跟踪的呈现的3-D图形处理系统中。

    Tracing of shader-generated ray groups using coupled intersection testing
    30.
    发明授权
    Tracing of shader-generated ray groups using coupled intersection testing 有权
    使用耦合交叉测试跟踪着色器生成的光线组

    公开(公告)号:US08237711B2

    公开(公告)日:2012-08-07

    申请号:US11942336

    申请日:2007-11-19

    IPC分类号: G06T15/10 G06T15/20

    CPC分类号: G06T15/06 G06T2210/52

    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 efficient ray data transfer between a host processor and the testing resource. The host processor also hosts shading and/or management processes controlling the testing resource and adapting the ray tracing, as necessary or desirable, to meet criteria, while reducing degradation of rendering quality. The GAD elements can be arranged in a graph, and rays can be 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.

    摘要翻译: 对于由原始图像组成的光线跟踪场景,系统和方法通过在并行交叉测试资源中测试射线与几何加速度数据(GAD)的元素来加速射线/原始交点识别。 一组光线可以被描述为共享属性信息和单独的射线数据,用于主处理器和测试资源之间的有效射线数据传输。 主机处理器还承载控制测试资源的阴影和/或管理过程,并根据需要或需要调整光线跟踪以满足标准,同时减少渲染质量的降低。 GAD元素可以排列在图形中,并且可以基于光线是否与给定元素相交,将光线收集到集合中。 当集合被认为准备进行进一步测试时,它将与图中连接的GAD元素的交点进行测试。 该图可以是分级的,使得给定集合的射线针对与给定集合相关联的GAD元素的子对象进行测试。