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公开(公告)号:US10600232B2
公开(公告)日:2020-03-24
申请号:US16022506
申请日:2018-06-28
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson , Jim Kjell David Nilsson
Abstract: A texture level of detail (LOD) approximation may be performed utilizing ray differentials and a G-buffer. For example, a scene to be rendered is identified, and a G-buffer of the scene is rendered. Additionally, ray tracing is started for the scene, and during the ray tracing, a ray differential is created by accessing the G-buffer. Further, the created ray differential is appended to a current ray, and the created ray differential is traced.
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公开(公告)号:US20190236830A1
公开(公告)日:2019-08-01
申请号:US16010316
申请日:2018-06-15
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson
Abstract: A method, computer readable medium, and system are disclosed for performing a texture level-of-detail approximation. The method includes the steps of identifying a scene to be rendered, projecting a ray passing through a pixel of a screen space, resulting in a first hit point at a geometry element within the scene, determining a footprint angle of the pixel, determining a curvature measure for the geometry element at the first hit point within the scene, computing a texture level of detail (LOD) approximation for a component of the scene, utilizing the footprint angle of the pixel and the curvature measure for the geometry element, and performing, utilizing a hardware processor, one or more rendering operations for the scene, utilizing the texture LOD approximation.
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公开(公告)号:US12106423B2
公开(公告)日:2024-10-01
申请号:US17946201
申请日:2022-09-16
Applicant: NVIDIA Corporation
Inventor: Gregory Muthler , John Burgess , Magnus Andersson , Ian Kwong , Edward Biddulph
CPC classification number: G06T15/06 , G06T15/005 , G06T15/30 , G06T2210/12 , G06T2210/21
Abstract: Techniques applicable to a ray tracing hardware accelerator for traversing a hierarchical acceleration structure with reduced false positive ray intersections are disclosed. The reduction of false positives may be based upon one or more of selectively performing a secondary higher precision intersection test for a bounding volume, identifying and culling bounding volumes that degenerate to a point, and parametrically clipping rays that exceed certain configured distance thresholds.
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公开(公告)号:US12260486B2
公开(公告)日:2025-03-25
申请号:US17946828
申请日:2022-09-16
Applicant: NVIDIA Corporation
Inventor: John Burgess , Gregory Muthler , Nikhil Dixit , Henry Moreton , Yury Uralsky , Magnus Andersson , Marco Salvi , Christoph Kubisch
IPC: G06T15/50 , G06T1/60 , G06T9/00 , G06T15/00 , G06T15/06 , G06T15/40 , G06T17/10 , G06T17/20 , G06T19/20
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.
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公开(公告)号:US12249022B2
公开(公告)日:2025-03-11
申请号:US17946515
申请日:2022-09-16
Applicant: NVIDIA Corporation
Inventor: John Burgess , Gregory Muthler , Nikhil Dixit , Henry Moreton , Yury Uralsky , Magnus Andersson , Marco Salvi , Christoph Kubisch
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.
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公开(公告)号:US20190236831A1
公开(公告)日:2019-08-01
申请号:US16022506
申请日:2018-06-28
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson , Jim Kjell David Nilsson
Abstract: A texture level of detail (LOD) approximation may be performed utilizing ray differentials and a G-buffer. For example, a scene to be rendered is identified, and a G-buffer of the scene is rendered. Additionally, ray tracing is started for the scene, and during the ray tracing, a ray differential is created by accessing the G-buffer. Further, the created ray differential is appended to a current ray, and the created ray differential is traced.
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公开(公告)号:US12198252B2
公开(公告)日:2025-01-14
申请号:US17946193
申请日:2022-09-16
Applicant: NVIDIA Corporation
Inventor: Gregory Muthler , John Burgess , Magnus Andersson , Ian Kwong , Edward Biddulph
Abstract: Techniques applicable to a ray tracing hardware accelerator for traversing a hierarchical acceleration structure with reduced false positive ray intersections are disclosed. The reduction of false positives may be based upon one or more of selectively performing a secondary higher precision intersection test for a bounding volume, identifying and culling bounding volumes that degenerate to a point, and parametrically clipping rays that exceed certain configured distance thresholds.
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公开(公告)号:US12198251B2
公开(公告)日:2025-01-14
申请号:US17946093
申请日:2022-09-16
Applicant: NVIDIA Corporation
Inventor: Gregory Muthler , John Burgess , Magnus Andersson , Ian Kwong , Edward Biddulph
Abstract: Techniques applicable to a ray tracing hardware accelerator for traversing a hierarchical acceleration structure with reduced false positive ray intersections are disclosed. The reduction of false positives may be based upon one or more of selectively performing a secondary higher precision intersection test for a bounding volume, identifying and culling bounding volumes that degenerate to a point, and parametrically clipping rays that exceed certain configured distance thresholds.
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公开(公告)号:US11282261B2
公开(公告)日:2022-03-22
申请号:US16897745
申请日:2020-06-10
Applicant: NVIDIA Corporation
Inventor: Gregory Muthler , John Burgess , James Robertson , Magnus Andersson
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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公开(公告)号:US20190236166A1
公开(公告)日:2019-08-01
申请号:US15881619
申请日:2018-01-26
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson
CPC classification number: G06F16/5862 , G06T1/60 , G06T11/001 , G06T15/005 , G06T15/04 , G06T15/205 , G06T15/30 , G06T15/80
Abstract: A method, computer readable medium, and system are disclosed for performing a texture level-of-detail approximation. The method includes the steps of identifying a scene to be rendered, projecting a ray passing through a pixel of a screen space, resulting in a first hit point at a geometry element within the scene, determining a footprint angle of the pixel, determining a curvature measure for the geometry element at the first hit point within the scene, computing a texture level of detail (LOD) approximation for a component of the scene, utilizing the footprint angle of the pixel and the curvature measure for the geometry element, and performing, utilizing a hardware processor, one or more rendering operations for the scene, utilizing the texture LOD approximation.
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