System and Method for Photorealistic Imaging Using Ambient Occlusion
    1.
    发明申请
    System and Method for Photorealistic Imaging Using Ambient Occlusion 有权
    使用环境遮挡的真实感成像系统和方法

    公开(公告)号:US20100141652A1

    公开(公告)日:2010-06-10

    申请号:US12329470

    申请日:2008-12-05

    IPC分类号: G06T15/60

    CPC分类号: G06T15/06

    摘要: Scene model data, including a scene geometry model and a plurality of pixel data describing objects arranged in a scene, is received. A first pixel data of the plurality of pixel data is selected. A primary pixel color and a primary ray are generated based on the first pixel data. If the primary ray intersects an object in the scene, an intersection point, P is determined. A surface normal, N, is determined based on the object intersected and the intersection point, P. A primary hit color is determined based on the intersection point, P. The primary pixel color is modified based on the primary hit color. A plurality of ambient occlusion (AO) rays are generated based on the intersection point, P and the surface normal, N, with each AO ray having a direction, D. For each AO ray, the AO ray direction is reversed, D, the AO ray origin, O, is set to a point outside the scene. Each AO ray is marched from the AO ray origin into the scene to the intersection point, P. If an AO ray intersects an object before reaching point P, that AO ray is excluded from ambient occlusion calculations. If an AO ray does not intersect an object before reaching point P, that ray is included in ambient occlusion calculations. Ambient occlusion is estimated based on included AO rays. The primary pixel color is shaded based on the ambient occlusion and the primary hit color and an image is generated based on the primary pixel color for the pixel data.

    摘要翻译: 接收场景模型数据,包括场景几何模型和描述在场景中布置的对象的多个像素数据。 选择多个像素数据的第一像素数据。 基于第一像素数据生成主要像素颜色和主要光线。 如果主要射线与场景中的物体相交,则确定交点P。 基于相交对象和交点P确定表面法线N。基于交点P确定主要命中颜色。基于主要命中颜色修改主像素颜色。 基于交点P和表面法线N产生多个环境遮挡(AO)射线,每个AO射线具有方向D.对于每个AO射线,AO射线方向相反,D, AO射线原点O被设置为场景外的点。 每个AO射线从AO射线原点进入场景到交点P.如果AO光线在达到点P之前与物体相交,那么AO射线被排除在环境遮挡计算之外。 如果AO射线在到达点P之前没有与物体相交,则该光线被包含在环境遮挡计算中。 基于包含的AO射线估计环境遮挡。 主像素颜色基于环境遮挡和主要命中颜色而阴影,并且基于像素数据的主像素颜色生成图像。

    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment
    2.
    发明申请
    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment 失效
    多处理器环境中迭代交互光线跟踪的系统和方法

    公开(公告)号:US20100033493A1

    公开(公告)日:2010-02-11

    申请号:US12188290

    申请日:2008-08-08

    IPC分类号: G09G5/02

    摘要: A method comprises receiving scene model data including a scene geometry model and a plurality of pixel data describing objects arranged in a scene. The method generates a primary ray based on a selected first pixel data. In the event the primary ray intersects an object in the scene, the method determines primary hit color data and generates a plurality of secondary rays. The method groups the secondary packets and arranges the packets in a queue based on the octant of each direction vector in the secondary ray packet. The method generates secondary color data based on the secondary ray packets in the queue and generates a pixel color based on the primary hit color data, and the secondary color data. The method generates an image based on the pixel color for the pixel data.

    摘要翻译: 一种方法包括接收包括场景几何模型和描述在场景中布置的对象的多个像素数据的场景模型数据。 该方法基于所选择的第一像素数据生成主射线。 在主要射线与场景中的物体相交的情况下,该方法确定主要命中颜色数据并产生多个次要射线。 该方法对二次分组进行分组,并根据二次射线分组中每个方向向量的八分圆排列队列中的分组。 该方法基于队列中的二次射线包生成次色数据,并根据主要命中颜色数据和次要颜色数据生成像素颜色。 该方法基于像素数据的像素颜色生成图像。

    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment
    3.
    发明申请
    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment 失效
    多处理器环境中迭代交互光线跟踪的系统和方法

    公开(公告)号:US20120213430A1

    公开(公告)日:2012-08-23

    申请号:US13458941

    申请日:2012-04-27

    IPC分类号: G06K9/00

    摘要: A method comprises receiving scene model data including a scene geometry model and a plurality of pixel data describing objects arranged in a scene. The method generates a primary ray based on a selected first pixel data. In the event the primary ray intersects an object in the scene, the method determines primary hit color data and generates a plurality of secondary rays. The method groups the secondary packets and arranges the packets in a queue based on the octant of each direction vector in the secondary ray packet. The method generates secondary color data based on the secondary ray packets in the queue and generates a pixel color based on the primary hit color data, and the secondary color data. The method generates an image based on the pixel color for the pixel data.

    摘要翻译: 一种方法包括接收包括场景几何模型和描述在场景中布置的对象的多个像素数据的场景模型数据。 该方法基于所选择的第一像素数据生成主射线。 在主要射线与场景中的物体相交的情况下,该方法确定主要命中颜色数据并产生多个次要射线。 该方法对二次分组进行分组,并根据二次射线分组中每个方向向量的八分圆排列队列中的分组。 该方法基于队列中的二次射线包生成次色数据,并根据主要命中颜色数据和次要颜色数据生成像素颜色。 该方法基于像素数据的像素颜色生成图像。

    System and Method for Photorealistic Imaging Workload Distribution
    4.
    发明申请
    System and Method for Photorealistic Imaging Workload Distribution 有权
    真实感影像工作负载分布的系统与方法

    公开(公告)号:US20100141665A1

    公开(公告)日:2010-06-10

    申请号:US12329586

    申请日:2008-12-06

    IPC分类号: G06F15/80

    摘要: A graphics client receives a frame, the frame comprising scene model data. A server load balancing factor is set based on the scene model data. A prospective rendering factor is set based on the scene model data. The frame is partitioned into a plurality of server bands based on the server load balancing factor and the prospective rendering factor. The server bands are distributed to a plurality of compute servers. Processed server bands are received from the compute servers. A processed frame is assembled based on the received processed server bands. The processed frame is transmitted for display to a user as an image.

    摘要翻译: 图形客户端接收帧,该帧包括场景模型数据。 基于场景模型数据设置服务器负载平衡因子。 基于场景模型数据设置预期渲染因子。 基于服务器负载均衡因子和预期渲染因子,将帧划分为多个服务器频带。 服务器频带被分发到多个计算服务器。 从计算服务器接收处理的服务器频带。 基于所接收的处理的服务器频带来组装经处理的帧。 被处理的帧被传送以作为图像显示给用户。

    System and method for photorealistic imaging using ambient occlusion
    5.
    发明授权
    System and method for photorealistic imaging using ambient occlusion 有权
    使用环境遮挡的真实感成像系统和方法

    公开(公告)号:US09483864B2

    公开(公告)日:2016-11-01

    申请号:US12329470

    申请日:2008-12-05

    IPC分类号: G06T15/50 G06T15/06

    CPC分类号: G06T15/06

    摘要: Scene model data, including a scene geometry model and a plurality of pixel data describing objects arranged in a scene, is received. A primary pixel color and a primary ray are generated based on a selected first pixel data. If the primary ray intersects an object in the scene, an intersection point is determined. A surface normal is determined based on the object intersected and the intersection point. The primary pixel color is modified based on a primary hit color, determined based on the intersection point. A plurality of ambient occlusion (AO) rays each having a direction, D, are generated based on the intersection point, P and the surface normal. Each AO ray direction is reversed and the AO ray origin is set to a point outside the scene. An AO ray that does not intersect an object before reaching the intersection point is included in ambient occlusion calculations. The primary pixel color is shaded based on the ambient occlusion and the primary hit color and an image is generated based on the primary pixel color for the pixel data.

    摘要翻译: 接收场景模型数据,包括场景几何模型和描述在场景中布置的对象的多个像素数据。 基于所选择的第一像素数据生成主要像素颜色和主要光线。 如果主光线与场景中的对象相交,则确定交点。 基于相交对象和交点确定表面法线。 基于基于交点确定的主要命中颜色修改主像素颜色。 基于交点P和表面法线,生成各自具有方向D的多个环境遮挡(AO)射线。 每个AO射线方向相反,并将AO射线原点设置为场景外的点。 在到达交点之前不与物体相交的AO射线被包括在环境遮挡计算中。 主像素颜色基于环境遮挡和主要命中颜色而阴影,并且基于像素数据的主像素颜色生成图像。

    System and method for photorealistic imaging workload distribution
    6.
    发明授权
    System and method for photorealistic imaging workload distribution 有权
    照片写实影像工作量分布的系统和方法

    公开(公告)号:US09270783B2

    公开(公告)日:2016-02-23

    申请号:US12329586

    申请日:2008-12-06

    IPC分类号: G06T15/00 G06T1/20 H04L29/08

    摘要: A graphics client receives a frame, the frame comprising scene model data. A server load balancing factor is set based on the scene model data. A prospective rendering factor is set based on the scene model data. The frame is partitioned into a plurality of server bands based on the server load balancing factor and the prospective rendering factor. The server bands are distributed to a plurality of compute servers. Processed server bands are received from the compute servers. A processed frame is assembled based on the received processed server bands. The processed frame is transmitted for display to a user as an image.

    摘要翻译: 图形客户端接收帧,该帧包括场景模型数据。 基于场景模型数据设置服务器负载平衡因子。 基于场景模型数据设置预期渲染因子。 基于服务器负载均衡因子和预期渲染因子,将帧划分为多个服务器频带。 服务器频带被分发到多个计算服务器。 从计算服务器接收处理的服务器频带。 基于所接收的处理的服务器频带来组装经处理的帧。 被处理的帧被传送以作为图像显示给用户。

    Method for managing hardware resources within a simultaneous multi-threaded processing system
    7.
    发明授权
    Method for managing hardware resources within a simultaneous multi-threaded processing system 有权
    同时管理多线程处理系统中的硬件资源的方法

    公开(公告)号:US08640109B2

    公开(公告)日:2014-01-28

    申请号:US13444013

    申请日:2012-04-11

    IPC分类号: G06F9/44

    CPC分类号: G06F11/3442 G06F8/443

    摘要: A method for managing hardware resources and threads within a data processing system is disclosed. Compilation attributes of a function are collected during and after the compilation of the function. The pre-processing attributes of the function are also collected before the execution of the function. The collected attributes of the function are then analyzed, and a runtime configuration is assigned to the function based of the result of the attribute analysis. The runtime configuration may include, for example, the designation of the function to be executed under either a single-threaded mode or a simultaneous multi-threaded mode. During the execution of the function, real-time attributes of the function are being continuously collected. If necessary, the runtime configuration under which the function is being executed can be changed based on the real-time attributes collected during the execution of the function.

    摘要翻译: 公开了一种在数据处理系统内管理硬件资源和线程的方法。 在编译函数期间和之后收集函数的编译属性。 函数的预处理属性也在执行函数之前收集。 然后对功能的收集属性进行分析,并根据属性分析的结果为运行时配置分配功能。 运行时配置可以包括例如在单线程模式或同时多线程模式下执行的功能的指定。 在执行功能期间,功能的实​​时属性正在不断的收集。 如果需要,可以基于在执行功能期间收集的实时属性来更改正在执行功能的运行时配置。

    METHOD TO REDUCE QUEUE SYNCHRONIZATION OF MULTIPLE WORK ITEMS IN A SYSTEM WITH HIGH MEMORY LATENCY BETWEEN PROCESSING NODES
    8.
    发明申请
    METHOD TO REDUCE QUEUE SYNCHRONIZATION OF MULTIPLE WORK ITEMS IN A SYSTEM WITH HIGH MEMORY LATENCY BETWEEN PROCESSING NODES 审中-公开
    减少加工节点间存储高优先级系统的多个工作项目队列同步的方法

    公开(公告)号:US20130254776A1

    公开(公告)日:2013-09-26

    申请号:US13621215

    申请日:2012-09-15

    IPC分类号: G06F9/50

    摘要: A method efficiently dispatches/completes a work element within a multi-node, data processing system that has a global command queue (GCQ) and at least one high latency node. The method comprises: at the high latency processor node, work scheduling logic establishing a local command/work queue (LCQ) in which multiple work items for execution by local processing units can be staged prior to execution; a first local processing unit retrieving via a work request a larger chunk size of work than can be completed in a normal work completion/execution cycle by the local processing unit; storing the larger chunk size of work retrieved in a local command/work queue (LCQ); enabling the first local processing unit to locally schedule and complete portions of the work stored within the LCQ; and transmitting a next work request to the GCQ only when all the work within the LCQ has been dispatched by the local processing units.

    摘要翻译: 一种方法在具有全局命令队列(GCQ)和至少一个高等待时间节点的多节点数据处理系统内有效地分派/完成工作单元。 该方法包括:在高延迟处理器节点处,建立本地命令/工作队列(LCQ)的工作调度逻辑,其中可以在执行之前分段由本地处理单元执行的多个工作项; 第一本地处理单元通过工作请求检索比本地处理单元在正常工作完成/执行周期中完成的更大的工作块大小; 存储在本地命令/工作队列(LCQ)中检索的较大块的大小的工作; 使第一个本地处理单位能够在本地安排和完成立法会内存储的部分工作; 只有当本地处理单位派出了立法会内的所有工作时,才向GCQ发送下一个工作请求。

    System for iterative interactive ray tracing in a multiprocessor environment
    9.
    发明授权
    System for iterative interactive ray tracing in a multiprocessor environment 失效
    用于多处理器环境中迭代交互光线跟踪的系统

    公开(公告)号:US08525826B2

    公开(公告)日:2013-09-03

    申请号:US12188290

    申请日:2008-08-08

    IPC分类号: G06T15/00

    摘要: A method comprises receiving scene model data including a scene geometry model and a plurality of pixel data describing objects arranged in a scene. The method generates a primary ray based on a selected first pixel data. In the event the primary ray intersects an object in the scene, the method determines primary hit color data and generates a plurality of secondary rays. The method groups the secondary packets and arranges the packets in a queue based on the octant of each direction vector in the secondary ray packet. The method generates secondary color data based on the secondary ray packets in the queue and generates a pixel color based on the primary hit color data, and the secondary color data. The method generates an image based on the pixel color for the pixel data.

    摘要翻译: 一种方法包括接收包括场景几何模型和描述在场景中布置的对象的多个像素数据的场景模型数据。 该方法基于所选择的第一像素数据生成主射线。 在主要射线与场景中的物体相交的情况下,该方法确定主要命中颜色数据并产生多个次要射线。 该方法对二次分组进行分组,并根据二次射线分组中每个方向向量的八分圆排列队列中的分组。 该方法基于队列中的二次射线包生成次色数据,并根据主要命中颜色数据和次要颜色数据生成像素颜色。 该方法基于像素数据的像素颜色生成图像。

    Method to reduce queue synchronization of multiple work items in a system with high memory latency between processing nodes
    10.
    发明授权
    Method to reduce queue synchronization of multiple work items in a system with high memory latency between processing nodes 有权
    减少处理节点间高内存延迟的系统中多个工作项的队列同步的方法

    公开(公告)号:US08893145B2

    公开(公告)日:2014-11-18

    申请号:US13621215

    申请日:2012-09-15

    IPC分类号: G06F9/46

    摘要: A method efficiently dispatches completes a work element within a multi-node, data processing system that has a global command queue (GCQ) and at least one high latency node. The method comprises: at the high latency processor node, work scheduling logic establishing a local command/work queue (LCQ) in which multiple work items for execution by local processing units can be staged prior to execution; a first local processing unit retrieving via a work request a larger chunk size of work than can be completed in a normal work completion execution cycle by the local processing unit; storing the larger chunk size of work retrieved in a local command/work queue (LCQ); enabling the first local processing unit to locally schedule and complete portions of the work stored within the LCQ; and transmitting a next work request to the GCQ only when all the work within the LCQ has been dispatched by the local processing units.

    摘要翻译: 有效调度的方法在具有全局命令队列(GCQ)和至少一个高延迟节点的多节点数据处理系统中完成工作元素。 该方法包括:在高延迟处理器节点处,建立本地命令/工作队列(LCQ)的工作调度逻辑,其中可以在执行之前分段由本地处理单元执行的多个工作项; 第一本地处理单元通过工作请求检索比本地处理单元在正常工作完成执行周期中可以完成的更大的工作块大小; 存储在本地命令/工作队列(LCQ)中检索的较大块的大小的工作; 使第一个本地处理单位能够在本地安排和完成立法会内存储的部分工作; 只有当本地处理单位派出了立法会内的所有工作时,才向GCQ发送下一个工作请求。