EARLY RELEASE OF RESOURCES IN RAY TRACING HARDWARE

    公开(公告)号:US20210398340A1

    公开(公告)日:2021-12-23

    申请号:US16905844

    申请日:2020-06-18

    Abstract: Techniques are disclosed for improving the throughput of ray intersection or visibility queries performed by a ray tracing hardware accelerator. Throughput is improved, for example, by releasing allocated resources before ray visibility query results are reported by the hardware accelerator. The allocated resources are released when the ray visibility query results can be stored in a compressed format outside of the allocated resources. When reporting the ray visibility query results, the results are reconstructed based on the results stored in the compressed format. The compressed format storage can be used for ray visibility queries that return no intersections or terminate on any hit ray visibility query. One or more individual components of allocated resources can also be independently deallocated based on the type of data to be returned and/or results of the ray visibility query.

    HARDWARE ACCELERATION FOR RAY TRACING PRIMITIVES THAT SHARE VERTICES

    公开(公告)号:US20210390759A1

    公开(公告)日:2021-12-16

    申请号:US16901023

    申请日:2020-06-15

    Abstract: Enhanced techniques applicable to a ray tracing hardware accelerator for traversing a hierarchical acceleration structure and its underlying primitives are disclosed. For example, traversal speed is improved by grouping processing of primitives sharing at least one feature (e.g., a vertex or an edge) during ray-primitive intersection testing. Grouping the primitives for ray intersection testing can reduce processing (e.g., projections and transformations of primitive vertices and/or determining edge function values) because at least a portion of the processing results related to the shared feature in one primitive can be used in determine whether the ray intersects another primitive(s). Processing triangles sharing an edge can double the culling rate of the triangles in the ray/triangle intersection test without replicating the hardware.

    HARDWARE-BASED TECHNIQUES APPLICABLE FOR RAY TRACING FOR EFFICIENTLY REPRESENTING AND PROCESSING AN ARBITRARY BOUNDING VOLUME

    公开(公告)号:US20210390756A1

    公开(公告)日:2021-12-16

    申请号:US16897764

    申请日:2020-06-10

    Abstract: A bounding volume is used to approximate the space an object occupies. If a more precise understanding beyond an approximation is required, the object itself is then inspected to determine what space it occupies. Often, a simple volume (such as an axis-aligned box) is used as bounding volume to approximate the space occupied by an object. But objects can be arbitrary, complicated shapes. So a simple volume often does not fit the object very well. That causes a lot of space that is not occupied by the object to be included in the approximation of the space being occupied by the object. Hardware-based techniques are disclosed herein, for example, for efficiently using multiple bounding volumes (such as axis-aligned bounding boxes) to represent, in effect, an arbitrarily shaped bounding volume to better fit the object, and for using such arbitrary bounding volumes to improve performance in applications such as ray tracing.

    Displaced Micro-meshes for Ray and Path Tracing

    公开(公告)号:US20230078932A1

    公开(公告)日:2023-03-16

    申请号:US17946828

    申请日:2022-09-16

    Abstract: A Displaced Micro-mesh (DMM) primitive enables high complexity geometry for ray and path tracing while minimizing the associated builder costs and preserving high efficiency. A structured, hierarchical representation implicitly encodes vertex positions of a triangle micro-mesh based on a barycentric grid, and enables microvertex displacements to be encoded efficiently (e.g., as scalars linearly interpolated between minimum and maximum triangle surfaces). The resulting displaced micro-mesh primitive provides a highly compressed representation of a potentially vast number of displaced microtriangles that can be stored in a small amount of space. Improvements in ray tracing hardware permit automatic processing of such primitive for ray-geometry intersection testing by ray tracing circuits without requiring intermediate reporting to a shader.

    HARDWARE-BASED TECHNIQUES APPLICABLE FOR RAY TRACING FOR EFFICIENTLY REPRESENTING AND PROCESSING AN ARBITRARY BOUNDING VOLUME

    公开(公告)号:US20220180593A1

    公开(公告)日:2022-06-09

    申请号:US17681168

    申请日:2022-02-25

    Abstract: A bounding volume is used to approximate the space an object occupies. If a more precise understanding beyond an approximation is required, the object itself is then inspected to determine what space it occupies. Often, a simple volume (such as an axis-aligned box) is used as bounding volume to approximate the space occupied by an object. But objects can be arbitrary, complicated shapes. So a simple volume often does not fit the object very well. That causes a lot of space that is not occupied by the object to be included in the approximation of the space being occupied by the object. Hardware-based techniques are disclosed herein, for example, for efficiently using multiple bounding volumes (such as axis-aligned bounding boxes) to represent, in effect, an arbitrarily shaped bounding volume to better fit the object, and for using such arbitrary bounding volumes to improve performance in applications such as ray tracing.

    RAY TRACING HARDWARE ACCELERATION WITH ALTERNATIVE WORLD SPACE TRANSFORMS

    公开(公告)号:US20210390755A1

    公开(公告)日:2021-12-16

    申请号:US16897745

    申请日:2020-06-10

    Abstract: Enhanced techniques applicable to a ray tracing hardware accelerator for traversing a hierarchical acceleration structure are disclosed. The traversal efficiency of such hardware accelerators are improved, for example, by transforming a ray, in hardware, from the ray's coordinate space to two or more coordinate spaces at respective points in traversing the hierarchical acceleration structure. In one example, the hardware accelerator is configured to transform a ray, received from a processor, from the world space to at least one alternate world space and then to an object space in hardware before a corresponding ray-primitive intersection results are returned to the processor. The techniques disclosed herein facilitate the use of additional coordinate spaces to orient acceleration structures in a manner that more efficiently approximate the space occupied by the underlying primitives being ray-traced.

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