Systems and methods for rendering with ray tracing
    1.
    发明授权
    Systems and methods for rendering with ray tracing 有权
    用光线跟踪渲染的系统和方法

    公开(公告)号:US08736610B2

    公开(公告)日:2014-05-27

    申请号:US13567076

    申请日:2012-08-05

    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 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.

    摘要翻译: 对于由原始图像,系统和方法组成的光线跟踪场景,通过对并行交叉测试资源中的几何加速度数据(GAD)的元素进行测试,加速射线/原始交点识别。 射线组可以描述为共享属性信息和用于射线数据传输的单独射线数据。 主机主机着色和/或管理过程可以控制测试资源并适应光线跟踪。 GAD元素可以排列在图形中,并且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。

    METHOD, APPARATUS, AND COMPUTER READABLE MEDIUM FOR LIGHT ENERGY ACCOUNTING IN RAY TRACING
    2.
    发明申请
    METHOD, APPARATUS, AND COMPUTER READABLE MEDIUM FOR LIGHT ENERGY ACCOUNTING IN RAY TRACING 有权
    方法,装备和计算机可读性介质,用于光线跟踪中的能源会计

    公开(公告)号:US20090096789A1

    公开(公告)日:2009-04-16

    申请号:US11872593

    申请日:2007-10-15

    IPC分类号: G06T15/50

    CPC分类号: G06T15/06

    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.

    摘要翻译: 对于光线跟踪系统,所描述的方法,介质,设备提供将会在2-D表示的像素处收集的光能的记录,而不是光线/原始相交的树的递归闭合,并且还提供基于光线跟踪的适应性 关于每个射线的重要性指标,例如重量,其可以在代表射线的数据结构中携带。 这种适应性的示例可以包括确定若干儿童发出遮蔽所识别的相交原始图像,剔除光线和添加光线以实现更准确的采样,如果需要的话。 可以利用基于目标的指示符来触发所有这样的自适应,例如代表将进度渲染到基于时间的目标(例如帧速率)的阈值。

    Architectures for concurrent graphics processing operations
    4.
    发明授权
    Architectures for concurrent graphics processing operations 有权
    用于并发图形处理操作的体系结构

    公开(公告)号:US08502820B2

    公开(公告)日:2013-08-06

    申请号:US13525300

    申请日:2012-06-16

    IPC分类号: G06T15/50 G06T15/60

    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。

    Ray tracing using ray-specific clipping
    5.
    发明授权
    Ray tracing using ray-specific clipping 有权
    光线跟踪使用射线专用削波

    公开(公告)号:US08421801B2

    公开(公告)日:2013-04-16

    申请号:US12555678

    申请日:2009-09-08

    IPC分类号: G06T15/50

    CPC分类号: G06T15/06

    摘要: Systems, methods, and computer readable media embodying such methods provide for allowing specification of per-ray clipping information that defines a sub-portion of a 3-D scene in which the ray should be traced. The clipping information can be specified as a clip distance from a ray origin, as an end value of a parametric ray definition, or alternatively the clipping information can be built into a definition of the ray to be traced. The clipping information can be used to check whether portions of an acceleration structure need to be traversed, as well as whether primitives should be tested for intersection. Other aspects include specifying a default object that can be returned as intersected when no primitive was intersected within the sub-portion defined for testing. Further aspects include allowing provision of flags interpretable by an intersection testing resource that control what the intersection testing resource does, and/or what information it reports after conclusion of testing of a ray.

    摘要翻译: 体现这种方法的系统,方法和计算机可读介质提供允许规定限定其中应该追踪射线的3-D场景的子部分的每个射线限幅信息。 剪辑信息可以被指定为与光线原点的剪辑距离,作为参数光线定义的结束值,或者可以将剪辑信息内置到要跟踪的光线的定义中。 剪切信息可以用于检查是否需要遍历加速结构的部分,以及是否要对原语进行交叉测试。 其他方面包括指定一个默认对象,该对象可以在为测试定义的子部分内没有原语相交时返回。 其他方面包括允许提供可由交叉点测试资源解释的标志,该交叉点测试资源可以控制交叉点测试资源的作用,和/或在射线测试结束之后报告哪些信息。

    Ray tracing system architectures and methods
    6.
    发明授权
    Ray tracing system architectures and methods 有权
    光线跟踪系统架构和方法

    公开(公告)号:US08300049B2

    公开(公告)日:2012-10-30

    申请号:US13229566

    申请日:2011-09-09

    IPC分类号: G06T15/50

    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。

    Method, apparatus, and computer readable medium for light energy accounting in ray tracing
    7.
    发明授权
    Method, apparatus, and computer readable medium for light energy accounting in ray tracing 有权
    用于光线跟踪的光能的方法,装置和计算机可读介质

    公开(公告)号:US07932905B2

    公开(公告)日:2011-04-26

    申请号:US11872593

    申请日:2007-10-15

    IPC分类号: G06T15/50

    CPC分类号: G06T15/06

    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.

    摘要翻译: 对于光线跟踪系统,所描述的方法,介质,设备提供将会在2-D表示的像素处收集的光能的记录,而不是光线/原始相交的树的递归闭合,并且还提供基于光线跟踪的适应性 关于每个射线的重要性指标,例如重量,其可以在代表射线的数据结构中携带。 这种适应性的示例可以包括确定若干儿童发出遮蔽所识别的相交原始图像,剔除光线和添加光线以实现更准确的采样,如果需要的话。 可以利用基于目标的指示符来触发所有这样的自适应,例如代表将进度渲染到基于时间的目标(例如帧速率)的阈值。

    SYSTEMS AND METHODS FOR A RAY TRACING SHADER API
    8.
    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
    9.
    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
    10.
    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。