APPARATUS AND METHOD FOR ACCELERATION DATA STRUCTURE REFIT

    公开(公告)号:US20210012553A1

    公开(公告)日:2021-01-14

    申请号:US17032964

    申请日:2020-09-25

    Abstract: Apparatus and method for acceleration data structure refit. For example, one embodiment of an apparatus comprises: a ray generator to generate a plurality of rays in a first graphics scene; a hierarchical acceleration data structure generator to construct an acceleration data structure comprising a plurality of hierarchically arranged nodes including inner nodes and leaf nodes stored in a memory in a depth-first search (DFS) order; traversal hardware logic to traverse one or more of the rays through the acceleration data structure; intersection hardware logic to determine intersections between the one or more rays and one or more primitives within the hierarchical acceleration data structure; a node refit unit comprising circuitry and/or logic to read consecutively through at least the inner nodes in the memory in reverse DFS order to perform a bottom-up refit operation on the hierarchical acceleration data structure.

    SPECULATIVE EXECUTION OF HIT AND INTERSECTION SHADERS ON PROGRAMMABLE RAY TRACING ARCHITECTURES

    公开(公告)号:US20220414970A1

    公开(公告)日:2022-12-29

    申请号:US17868618

    申请日:2022-07-19

    Abstract: Apparatus and method for speculative execution of hit and intersection shaders on programmable ray tracing architectures. For example, one embodiment of an apparatus comprises: single-instruction multiple-data (SIMD) or single-instruction multiple-thread (SIMT) execution units (EUs) to execute shaders; and ray tracing circuitry to execute a ray traversal thread, the ray tracing engine comprising: traversal/intersection circuitry, responsive to the traversal thread, to traverse a ray through an acceleration data structure comprising a plurality of hierarchically arranged nodes and to intersect the ray with a primitive contained within at least one of the nodes; and shader deferral circuitry to defer and aggregate multiple shader invocations resulting from the traversal thread until a particular triggering event is detected, wherein the multiple shaders are to be dispatched on the EUs in a single shader batch upon detection of the triggering event.

    EFFICIENT MEMORY SPACE SHARING OF RESOURCES FOR CLOUD RENDERING

    公开(公告)号:US20220180588A1

    公开(公告)日:2022-06-09

    申请号:US17113944

    申请日:2020-12-07

    Abstract: A memory local to a graphics execution unit stores a shareable resource that has a constant value across different instances of an application. The system can include a shared resource manager to identify resources of an application as static resources. For multiple instances of the application executed on the graphics execution unit, the shared resource manager makes the static resource shareable among the multiple instances of the application, and maps the static resource to the multiple instances for runtime execution. The graphic execution unit executes the multiple instances of the application.

    CLOUD-BASED REALTIME RAYTRACING
    6.
    发明申请

    公开(公告)号:US20200211265A1

    公开(公告)日:2020-07-02

    申请号:US16236218

    申请日:2018-12-28

    Abstract: Cloud-based real time rendering. For example, one embodiment of a system comprises: a first graphics processing node to perform a first set of graphics processing operations to render a graphics scene, the first set of graphics processing operations comprising ray-tracing independent operations; an interconnect or network interface coupling the first graphics processing node to a second graphics processing node; the second graphics processing node to receive an indication of a current view of a user of the first graphics processing node and to receive or construct a view-independent surface generated by view-independent ray traversal and intersection operations; the second graphics processing node to responsively perform a view-dependent translation of the view-independent surface based on the current view of the user to generate a view-dependent surface and to provide the view-dependent surface to the first graphics processing node; and the first graphics processing node to perform a second set of graphics processing operations to complete rendering of the graphics scene using the view-dependent surface.

    APPARATUS AND METHOD FOR ACCELERATION DATA STRUCTURE REFIT

    公开(公告)号:US20230162428A1

    公开(公告)日:2023-05-25

    申请号:US17982766

    申请日:2022-11-08

    CPC classification number: G06T15/06 G06F16/9027 G06F7/14 G06F9/3877 G06N3/02

    Abstract: Apparatus and method for acceleration data structure refit. For example, one embodiment of an apparatus comprises: a ray generator to generate a plurality of rays in a first graphics scene; a hierarchical acceleration data structure generator to construct an acceleration data structure comprising a plurality of hierarchically arranged nodes including inner nodes and leaf nodes stored in a memory in a depth-first search (DFS) order; traversal hardware logic to traverse one or more of the rays through the acceleration data structure; intersection hardware logic to determine intersections between the one or more rays and one or more primitives within the hierarchical acceleration data structure; a node refit unit comprising circuitry and/or logic to read consecutively through at least the inner nodes in the memory in reverse DFS order to perform a bottom-up refit operation on the hierarchical acceleration data structure.

    RUN-TIME PROFILE-GUIDED EXECUTION OF WORKLOADS

    公开(公告)号:US20230161576A1

    公开(公告)日:2023-05-25

    申请号:US17535383

    申请日:2021-11-24

    CPC classification number: G06F8/4441

    Abstract: Examples described herein relate to technologies to execute a compiler for a process to be executed by one or more graphics processing units (GPUs) to compile the process based on run-time profile guided optimization (PGO). In some examples, the process is compiled based on run-time PGO is based on profile data versioned by application, driver, and GPU version; previously generated profile data; a subset of draws to profile and optimize; or other factors.

    SPECULATIVE EXECUTION OF HIT AND INTERSECTION SHADERS ON PROGRAMMABLE RAY TRACING ARCHITECTURES

    公开(公告)号:US20210287419A1

    公开(公告)日:2021-09-16

    申请号:US17159399

    申请日:2021-01-27

    Abstract: Apparatus and method for speculative execution of hit and intersection shaders on programmable ray tracing architectures. For example, one embodiment of an apparatus comprises: single-instruction multiple-data (SIMD) or single-instruction multiple-thread (SIMT) execution units (EUs) to execute shaders; and ray tracing circuitry to execute a ray traversal thread, the ray tracing engine comprising: traversal/intersection circuitry, responsive to the traversal thread, to traverse a ray through an acceleration data structure comprising a plurality of hierarchically arranged nodes and to intersect the ray with a primitive contained within at least one of the nodes; and shader deferral circuitry to defer and aggregate multiple shader invocations resulting from the traversal thread until a particular triggering event is detected, wherein the multiple shaders are to be dispatched on the EUs in a single shader batch upon detection of the triggering event.

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