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公开(公告)号:US20200050550A1
公开(公告)日:2020-02-13
申请号:US16101109
申请日:2018-08-10
申请人: NVIDIA Corporation
发明人: Greg MUTHLER , Timo AILA , Tero KARRAS , Samuli LAINE , William Parsons NEWHALL , Ronald Charles BABICH , John BURGESS , Ignacio LLAMAS
IPC分类号: G06F12/0875 , G06T15/06 , G06F17/30
摘要: In a ray tracer, a cache for streaming workloads groups ray requests for coherent successive bounding volume hierarchy traversal operations by sending common data down an attached data path to all ray requests in the group at the same time or about the same time. Grouping the requests provides good performance with a smaller number of cache lines.
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公开(公告)号:US20220020202A1
公开(公告)日:2022-01-20
申请号:US17490024
申请日:2021-09-30
申请人: NVIDIA Corporation
发明人: Samuli LAINE , Tero KARRAS , Greg MUTHLER , William Parsons NEWHALL , Ronald Charles BABICH , Ignacio LLAMAS , John BURGESS
摘要: A hardware-based traversal coprocessor provides acceleration of tree traversal operations searching for intersections between primitives represented in a tree data structure and a ray. The primitives may include opaque and alpha triangles used in generating a virtual scene. The hardware-based traversal coprocessor is configured to determine primitives intersected by the ray, and return intersection information to a streaming multiprocessor for further processing. The hardware-based traversal coprocessor is configured to provide a deterministic result of intersected triangles regardless of the order that the memory subsystem returns triangle range blocks for processing, while opportunistically eliminating alpha intersections that lie further along the length of the ray than closer opaque intersections.
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公开(公告)号:US20200051316A1
公开(公告)日:2020-02-13
申请号:US16101196
申请日:2018-08-10
申请人: NVIDIA Corporation
发明人: Samuli LAINE , Tero KARRAS , Greg MUTHLER , William Parsons NEWHALL, JR. , Ronald Charles BABICH , Ignacio LLAMAS , John BURGESS
摘要: A hardware-based traversal coprocessor provides acceleration of tree traversal operations searching for intersections between primitives represented in a tree data structure and a ray. The primitives may include opaque and alpha triangles used in generating a virtual scene. The hardware-based traversal coprocessor is configured to determine primitives intersected by the ray, and return intersection information to a streaming multiprocessor for further processing. The hardware-based traversal coprocessor is configured to provide a deterministic result of intersected triangles regardless of the order that the memory subsystem returns triangle range blocks for processing, while opportunistically eliminating alpha intersections that lie further along the length of the ray than closer opaque intersections.
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