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公开(公告)号:US11941745B2
公开(公告)日:2024-03-26
申请号:US17852132
申请日:2022-06-28
申请人: NVIDIA Corporation
CPC分类号: G06T15/06 , G06T5/002 , G06T5/20 , G06T15/506 , G06T15/60 , G06T2210/21
摘要: 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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公开(公告)号:US11373359B2
公开(公告)日:2022-06-28
申请号:US16935431
申请日:2020-07-22
申请人: NVIDIA Corporation
摘要: 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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公开(公告)号:US20220058861A1
公开(公告)日:2022-02-24
申请号:US17184401
申请日:2021-02-24
申请人: NVIDIA Corporation
发明人: Christopher Ryan Wyman , Robert Anthony Alfieri , William Parsons Newhall, JR. , Peter Schuyler Shirley
摘要: Devices, systems, and techniques to incorporate lighting effects into computer-generated graphics. In at least one embodiment, a virtual scene comprising a plurality of lights is rendered by randomly sampling a set of lights from among the plurality of lights prior to rendering a frame of graphics. A subset of the set of lights is selected and used to render pixels within one or more portions of the frame.
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公开(公告)号:US10055883B2
公开(公告)日:2018-08-21
申请号:US14989585
申请日:2016-01-06
申请人: NVIDIA Corporation
CPC分类号: G06T15/60 , G06T15/503 , G06T15/506 , G06T15/80
摘要: A method, computer readable medium, and system are disclosed for rendering shadows. A frustum projected from a grid cell corresponding to a light source in light-space is defined and a graphics primitive is determined to intersect the frustum. A light-space visibility buffer is accessed to obtain a set of pixel fragment footprints corresponding to the frustum and it is identified whether each pixel fragment footprint of the pixel fragment footprints is shadowed by the graphics primitive.
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公开(公告)号:US20220327770A1
公开(公告)日:2022-10-13
申请号:US17703850
申请日:2022-03-24
申请人: NVIDIA Corporation
摘要: Apparatuses, systems, and techniques to render computer graphics. In at least one embodiment, a first one or more lights are selected from among lights in a virtual scene to be rendered as a frame of graphics, and a second one or more lights are selected from among lights used to render one or more pixels in at least one of a prior frame or the current frame. A pixel of the current frame is rendered using the first and second one or more lights, and a light is selected for reuse in rendering a subsequent frame from among the first and second one or more lights.
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6.
公开(公告)号:US20220198746A1
公开(公告)日:2022-06-23
申请号:US17693162
申请日:2022-03-11
申请人: NVIDIA Corporation
摘要: A global illumination data structure (e.g., a data structure created to store global illumination information for geometry within a scene to be rendered) is computed for the scene. Additionally, reservoir-based spatiotemporal importance resampling (RESTIR) is used to perform illumination gathering, utilizing the global illumination data structure. The illumination gathering includes identifying light values for points within the scene, where one or more points are selected within the scene based on the light values in order to perform ray tracing during the rendering of the scene.
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公开(公告)号:US20200349755A1
公开(公告)日:2020-11-05
申请号:US16935431
申请日:2020-07-22
申请人: NVIDIA Corporation
摘要: 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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公开(公告)号:US10417813B2
公开(公告)日:2019-09-17
申请号:US15806144
申请日:2017-11-07
申请人: NVIDIA Corporation
摘要: A method for generating temporally stable hash values reduces visual artifacts associated with stochastic sampling of data for graphics applications. A given hash value can be generated from a scaled and discretized object-space for a geometric object within a scene. Through appropriate scaling, the hash value can be discretized and remain constant within a threshold distance from a pixel center. As the geometric object moves within the scene, a hash value associated with a given feature of the geometric object remains constant because the hash value is generated using an object-space coordinate anchored to the feature. In one embodiment, alpha testing threshold values are assigned random, but temporally stable hash output values generated using object-space coordinate positions for primitive fragments undergoing alpha testing. Alpha tested fragments are temporally stable, beneficially improving image quality.
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公开(公告)号:US09747718B2
公开(公告)日:2017-08-29
申请号:US14645340
申请日:2015-03-11
申请人: NVIDIA Corporation
发明人: Anjul Patney , Eric B. Enderton , Eric B. Lum , Marco Salvi , Christopher Ryan Wyman , Yubo Zhang , Yong He , G. Evan Hart, Jr. , Kayvon Fatahalian , Yury Uralsky , Henry Packard Moreton , Aaron Eliot Lefohn
CPC分类号: G06T15/80 , G06T1/20 , G06T15/005 , G06T17/205 , G06T2210/36
摘要: A system, method, and computer program product are provided for performing object-space shading. A primitive defined by vertices in three-dimensional (3D) space that is specific to an object defined by at least the primitive is received and a shading sample rate is computed for the primitive based on a screen-space derivative of coordinates of a pixel fragment transformed into the 3D space. A shader program is executed by a processing pipeline to compute shaded attributes for the primitive according to the computed shading sample rate.
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公开(公告)号:US20240257439A1
公开(公告)日:2024-08-01
申请号:US18612293
申请日:2024-03-21
申请人: NVIDIA Corporation
CPC分类号: G06T15/06 , G06T5/20 , G06T5/70 , G06T15/506 , G06T15/60 , G06T2210/21
摘要: 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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