Parallel decompression of compressed data streams

    公开(公告)号:US11817886B2

    公开(公告)日:2023-11-14

    申请号:US17879436

    申请日:2022-08-02

    发明人: Steven Parker

    摘要: In various examples, metadata may be generated corresponding to compressed data streams that are compressed according to serial compression algorithms—such as arithmetic encoding, entropy encoding, etc.—in order to allow for parallel decompression of the compressed data. As a result, modification to the compressed data stream itself may not be required, and bandwidth and storage requirements of the system may be minimally impacted. In addition, by parallelizing the decompression, the system may benefit from faster decompression times while also reducing or entirely removing the adoption cycle for systems using the metadata for parallel decompression.

    Shader binding management in ray tracing

    公开(公告)号:US12112428B2

    公开(公告)日:2024-10-08

    申请号:US18353809

    申请日:2023-07-17

    摘要: 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.).

    PARALLEL DECOMPRESSION OF COMPRESSED DATA STREAMS

    公开(公告)号:US20240080041A1

    公开(公告)日:2024-03-07

    申请号:US18508010

    申请日:2023-11-13

    发明人: Steven Parker

    摘要: In various examples, metadata may be generated corresponding to compressed data streams that are compressed according to serial compression algorithms—such as arithmetic encoding, entropy encoding, etc.—in order to allow for parallel decompression of the compressed data. As a result, modification to the compressed data stream itself may not be required, and bandwidth and storage requirements of the system may be minimally impacted. In addition, by parallelizing the decompression, the system may benefit from faster decompression times while also reducing or entirely removing the adoption cycle for systems using the metadata for parallel decompression.

    SHADER BINDING MANAGEMENT IN RAY TRACING
    5.
    发明申请

    公开(公告)号:US20190311531A1

    公开(公告)日:2019-10-10

    申请号:US16376943

    申请日:2019-04-05

    摘要: 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.).

    DISTRIBUTED LIGHT TRANSPORT SIMULATION WITH EFFICIENT RAY FORWARDING

    公开(公告)号:US20240355043A1

    公开(公告)日:2024-10-24

    申请号:US18303858

    申请日:2023-04-20

    IPC分类号: G06T15/50 G06T15/06

    摘要: A compute node performing a distributed light transport simulation operation on a scene may select another compute node(s) for forwarding of a ray based on determining graphical data assigned to the other compute node(s) has already been intersection-tested using the ray. Thus, the compute node can avoid forwarding the ray when the graphical data has already been processed using the ray, while providing flexibility in the partition strategy used to partition the scene amongst the compute nodes. The compute node may receive and/or determine traversal information indicating compute nodes that have already intersection-tested the ray and/or have not yet intersection-tested the ray. The traversal information may include a list of compute nodes that have or have not yet intersection-tested the ray. In some examples, the compute node replays the traversal logic used by the compute nodes to generate one or more portions of the list.

    Shader binding management in ray tracing

    公开(公告)号:US11727632B2

    公开(公告)日:2023-08-15

    申请号:US17376866

    申请日:2021-07-15

    摘要: 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.).

    PARALLEL DECOMPRESSION OF COMPRESSED DATA STREAMS

    公开(公告)号:US20220376701A1

    公开(公告)日:2022-11-24

    申请号:US17879436

    申请日:2022-08-02

    发明人: Steven Parker

    摘要: In various examples, metadata may be generated corresponding to compressed data streams that are compressed according to serial compression algorithms—such as arithmetic encoding, entropy encoding, etc.—in order to allow for parallel decompression of the compressed data. As a result, modification to the compressed data stream itself may not be required, and bandwidth and storage requirements of the system may be minimally impacted. In addition, by parallelizing the decompression, the system may benefit from faster decompression times while also reducing or entirely removing the adoption cycle for systems using the metadata for parallel decompression.

    PARALLEL DECOMPRESSION OF COMPRESSED DATA STREAMS

    公开(公告)号:US20220069839A1

    公开(公告)日:2022-03-03

    申请号:US17002564

    申请日:2020-08-25

    发明人: Steven Parker

    摘要: In various examples, metadata may be generated corresponding to compressed data streams that are compressed according to serial compression algorithms—such as arithmetic encoding, entropy encoding, etc.—in order to allow for parallel decompression of the compressed data. As a result, modification to the compressed data stream itself may not be required, and bandwidth and storage requirements of the system may be minimally impacted. In addition, by parallelizing the decompression, the system may benefit from faster decompression times while also reducing or entirely removing the adoption cycle for systems using the metadata for parallel decompression.