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公开(公告)号:US11790595B2
公开(公告)日:2023-10-17
申请号:US17490024
申请日:2021-09-30
Applicant: NVIDIA Corporation
Inventor: Samuli Laine , Tero Karras , Greg Muthler , William Parsons Newhall, Jr. , Ronald Charles Babich, Jr. , Ignacio Llamas , John Burgess
CPC classification number: G06T15/06 , G06T1/20 , G06T15/005 , G06T2210/21
Abstract: A hardware-based traversal coprocessor provides acceleration of tree traversal operations searching for intersections between primitives represented in a tree data structure and a ray. The primitives may include opaque and alpha triangles used in generating a virtual scene. The hardware-based traversal coprocessor is configured to determine primitives intersected by the ray, and return intersection information to a streaming multiprocessor for further processing. The hardware-based traversal coprocessor is configured to provide a deterministic result of intersected triangles regardless of the order that the memory subsystem returns triangle range blocks for processing, while opportunistically eliminating alpha intersections that lie further along the length of the ray than closer opaque intersections.
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42.
公开(公告)号:US10825232B2
公开(公告)日:2020-11-03
申请号:US16749089
申请日:2020-01-22
Applicant: NVIDIA Corporation
Inventor: Greg Muthler , Tero Karras , Samuli Laine , William Parsons Newhall, Jr. , Ronald Charles Babich, Jr. , John Burgess , Ignacio Llamas
IPC: G06T15/06
Abstract: A hardware-based traversal coprocessor provides acceleration of tree traversal operations searching for intersections between primitives represented in a tree data structure and a ray. The primitives may include opaque and alpha triangles used in generating a virtual scene. The hardware-based traversal coprocessor is configured to determine primitives intersected by the ray, and return intersection information to a streaming multiprocessor for further processing. The hardware-based traversal coprocessor is configured to omit reporting of one or more primitives the ray is determined to intersect. The omitted primitives include primitives which are provably capable of being omitted without a functional impact on visualizing the virtual scene.
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公开(公告)号:US10776985B2
公开(公告)日:2020-09-15
申请号:US16355214
申请日:2019-03-15
Applicant: NVIDIA Corporation
Inventor: Shiqiu Liu , Christopher Ryan Wyman , Jon Hasselgren , Jacob Munkberg , Ignacio Llamas
Abstract: Disclosed approaches may leverage the actual spatial and reflective properties of a virtual environment—such as the size, shape, and orientation of a bidirectional reflectance distribution function (BRDF) lobe of a light path and its position relative to a reflection surface, a virtual screen, and a virtual camera—to produce, for a pixel, an anisotropic kernel filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface. In order to accomplish this, geometry may be computed that corresponds to a projection of a reflection of the BRDF lobe below the surface along a view vector to the pixel. Using this approach, the dimensions of the anisotropic filter kernel may correspond to the BRDF lobe to accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface.
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44.
公开(公告)号:US10580196B1
公开(公告)日:2020-03-03
申请号:US16101066
申请日:2018-08-10
Applicant: NVIDIA Corporation
Inventor: Greg Muthler , Tero Karras , Samuli Laine , William Parsons Newhall, Jr. , Ronald Charles Babich, Jr. , John Burgess , Ignacio Llamas
IPC: G06T15/06
Abstract: A hardware-based traversal coprocessor provides acceleration of tree traversal operations searching for intersections between primitives represented in a tree data structure and a ray. The primitives may include opaque and alpha triangles used in generating a virtual scene. The hardware-based traversal coprocessor is configured to determine primitives intersected by the ray, and return intersection information to a streaming multiprocessor for further processing. The hardware-based traversal coprocessor is configured to omit reporting of one or more primitives the ray is determined to intersect. The omitted primitives include primitives which are provably capable of being omitted without a functional impact on visualizing the virtual scene.
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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.).
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