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    • 21. 发明申请
    • ARCHITECTURES FOR PARALLELIZED INTERSECTION TESTING AND SHADING FOR RAY-TRACING RENDERING
    • 用于平行跟踪测试和边缘渲染的架构
    • US20110050698A1
    • 2011-03-03
    • US12941884
    • 2010-11-08
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • G06T15/50
    • G06T15/06G06T15/005G06T15/50G06T15/80
    • Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory. Test results for acceleration shapes are used to collect rays against acceleration shapes, and closest detection ray/primitive intersections are indicated by sending ray identifiers to shading resources.
    • 光线跟踪场景是利用与多个着色资源相结合的多个交叉点测试资源来实现的,通过链路/队列在聚合中进行通信。 从测试到阴影的队列包括相应的射线/原始相交指示,包括射线标识符。 从阴影到测试的队列包括要测试的新射线的标识符,其中定义射线的数据被分别存储在分布在交叉点测试资源之间的存储器中。 光线定义数据可以保留在分布式存储器中,直到光线完成相交测试,并根据光线标识符多次选择进行测试。 可以使用加速形状的结构。 光线标识符和形状数据的包可以在交叉点测试资源之间传递,并且每个资源可以测试在分组中标识的射线,并且其存储在哪个定义数据中。 加速度形状的测试结果用于收集与加速度形状相对应的射线,最近的检测射线/原始相交是通过将遮蔽资源发送射线标识符来表示的。
    • 22. 发明授权
    • Architectures for parallelized intersection testing and shading for ray-tracing rendering
    • 用于光线跟踪渲染的并行交叉测试和阴影的架构
    • US07830379B2
    • 2010-11-09
    • US12408478
    • 2009-03-20
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • G06T15/50
    • G06T15/06G06T15/005G06T15/50G06T15/80
    • Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory. Test results for acceleration shapes are used to collect rays against acceleration shapes, and closest detection ray/primitive intersections are indicated by sending ray identifiers to shading resources.
    • 光线跟踪场景是利用与多个着色资源相结合的多个交叉点测试资源来实现的,通过链路/队列在聚合中进行通信。 从测试到阴影的队列包括相应的射线/原始相交指示,包括射线标识符。 从阴影到测试的队列包括要测试的新射线的标识符,其中定义射线的数据被分别存储在分布在交叉点测试资源之间的存储器中。 光线定义数据可以保留在分布式存储器中,直到光线完成相交测试,并根据光线标识符多次选择进行测试。 可以使用加速形状的结构。 光线标识符和形状数据的包可以在交叉点测试资源之间传递,并且每个资源可以测试在分组中标识的射线,并且其存储在哪个定义数据中。 加速度形状的测试结果用于收集与加速度形状相对应的射线,最近的检测射线/原始相交是通过将遮蔽资源发送射线标识符来表示的。
    • 24. 发明授权
    • Systems and methods for a ray tracing shader API
    • 光线跟踪着色器API的系统和方法
    • US08482561B2
    • 2013-07-09
    • US12563791
    • 2009-09-21
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • G06T15/50G06T15/60G06T15/06
    • G06T15/06G06T15/80
    • Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader.
    • 方面包括用于将着色器与其他组件接口的API接口和/或提供光线跟踪功能的代码模块。 例如,API调用可以允许将光能直接贡献给用于识别的像素的缓冲器,并且允许单独或以束发射用于交叉测试的新光线。 API还可以提供一种机制,用于将任意数据与通过使用发射光线呼叫的着色器定义要测试的射线的射线定义数据相关联。 将任意数据提供给与随后被射线相交的对象相关联的着色器。 数据可以包括可以在着色器之后使用或运行的代码或代码的指针。 数据也可以通过一系列着色器传播,并与每个着色器中实例化的光线相关联。
    • 25. 发明申请
    • SYSTEMS AND METHODS FOR RENDERING WITH RAY TRACING
    • 用RAY跟踪渲染的系统和方法
    • US20130050213A1
    • 2013-02-28
    • US13567076
    • 2012-08-05
    • James Alexander McCombeRyan R. SalsburyLuke Tilman Peterson
    • James Alexander McCombeRyan R. SalsburyLuke Tilman Peterson
    • G06T15/50G06T1/00
    • G06T15/06G06T2210/52
    • For ray tracing scenes composed of primitives, systems and methods—accelerate ray/primitive intersection identification by testing rays against elements of geometry acceleration data (GAD) in a parallelized intersection testing resource. Groups of rays can be described as shared attribute information and individual ray data for ray data transfer. A host hosts shading and/or management processes can control the testing resource and adapting the ray tracing. The GAD elements can be arranged in a graph, and rays collected into collections based on whether a ray intersects a given element. When a collection is deemed ready for further testing, it is tested for intersection with GAD elements connected, in the graph, to the given element. The graph can be hierarchical such that rays of a given collection are tested against children of the GAD element associated with the given collection.
    • 对于由原始图像,系统和方法组成的光线跟踪场景,通过对并行交叉测试资源中的几何加速度数据(GAD)的元素进行测试,加速射线/原始交点识别。 射线组可以描述为共享属性信息和用于射线数据传输的单独射线数据。 主机主机着色和/或管理过程可以控制测试资源并适应光线跟踪。 GAD元素可以排列在图形中,并且基于光线是否与给定元素相交,将光线收集到集合中。 当集合被认为准备进行进一步测试时,它将与图中连接的GAD元素的交点进行测试。 该图可以是分级的,使得给定集合的射线针对与给定集合相关联的GAD元素的子对象进行测试。
    • 26. 发明授权
    • Architectures for parallelized intersection testing and shading for ray-tracing rendering
    • 用于光线跟踪渲染的并行交叉测试和阴影的架构
    • US08203559B2
    • 2012-06-19
    • US12941884
    • 2010-11-08
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • G06T15/50
    • G06T15/06G06T15/005G06T15/50G06T15/80
    • Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory. Test results for acceleration shapes are used to collect rays against acceleration shapes, and closest detection ray/primitive intersections are indicated by sending ray identifiers to shading resources.
    • 光线跟踪场景是利用与多个着色资源相结合的多个交叉点测试资源来实现的,通过链路/队列在聚合中进行通信。 从测试到阴影的队列包括相应的射线/原始相交指示,包括射线标识符。 从阴影到测试的队列包括要测试的新射线的标识符,其中定义射线的数据被分别存储在分布在交叉点测试资源之间的存储器中。 光线定义数据可以保留在分布式存储器中,直到光线完成相交测试,并根据光线标识符多次选择进行测试。 可以使用加速形状的结构。 光线标识符和形状数据的包可以在交叉点测试资源之间传递,并且每个资源可以测试在分组中标识的射线,并且其存储在哪个定义数据中。 加速度形状的测试结果用于收集与加速度形状相对应的射线,最近的检测射线/原始相交是通过将遮蔽资源发送射线标识符来表示的。
    • 27. 发明授权
    • Method and apparatus for increasing efficiency of transmission and/or storage of rays for parallelized ray intersection testing
    • 用于提高并行光线交叉测试的射线传输和/或存储效率的方法和装置
    • US08063902B2
    • 2011-11-22
    • US11871758
    • 2007-10-12
    • Ryan R. SalsburyJames Alexander McCombeLuke Tilman Peterson
    • Ryan R. SalsburyJames Alexander McCombeLuke Tilman Peterson
    • G06T15/50
    • G06T15/06
    • For ray tracing, methods, apparatus, and computer readable media provide efficient transmission and/or storage of rays between ray emitters, and an intersection testing resource. Ray emitters, during emission of a plurality of rays, identify a shared attribute of each ray of the plurality, and represent that attribute as shared ray data. The shared ray data, and other ray data sufficient to determine both an origin and a direction for each ray of the plurality, are transmitted. Functionality in the intersection testing resource receives the shared ray data and the other ray data, and interprets the shared ray data and the other ray data to determine an origin and direction for each ray of the plurality, and provides those rays for intersection testing. Rays can be stored in the shared attribute format in the intersection testing resource and data elements representing the rays can be constructed later. Programmable receiving functionality of the intersection testing resource can accommodate many ray types and other situations.
    • 对于光线跟踪,方法,装置和计算机可读介质提供射线发射器之间的射线和交叉点测试资源的有效传输和/或存储。 在多个光线的发射期间,射线发射器识别多个射线的共享属性,并将该属性表示为共享射线数据。 发送共享射线数据和足以确定多个射线中的每个射线的原点和方向的其他射线数据。 交叉点测试资源中的功能接收共享射线数据和其他射线数据,并解释共享射线数据和其他射线数据,以确定多个射线的原点和方向,并提供这些射线进行交叉测试。 可以在交叉点测试资源中以共享属性格式存储光线,稍后可以构建表示光线的数据元素。 交叉点测试资源的可编程接收功能可以适应许多射线类型和其他情况。
    • 29. 发明授权
    • Method, apparatus, and computer readable medium for accelerating intersection testing in ray-tracing rendering
    • 用于在光线跟踪渲染中加速相交测试的方法,装置和计算机可读介质
    • US07969434B2
    • 2011-06-28
    • US11856612
    • 2007-09-17
    • Luke Tilman PetersonJames Alexander McCombeRyan R. Salsbury
    • Luke Tilman PetersonJames Alexander McCombeRyan R. Salsbury
    • G06T15/00
    • G06T15/06G06T15/005
    • For ray tracing scenes composed of primitives, systems and methods accelerate intersection testing by testing rays against elements of geometry acceleration data (GAD) arranged in a graph of nodes, where pairs of nodes are connected by edges, and each element bounds a varying granularity selection of the primitives. Upon detection of intersections between rays and elements, references to the rays are added to respective collections associated with the elements. Further processing of those rays is deferred until rays of a given collection are determined ready, and then rays from such a ready collection are tested for intersection with elements of GAD connected by edges to the element associated with the ready collection. When a primitive is bounded by no higher granularity GAD element, it is tested for intersection, and indications of intersection are output. Some examples encourage production of many secondary rays and collect such rays for parallelized testing, regardless of traversal order, camera ray association, or a time when each ray was spawned.
    • 对于由原始图像组成的光线跟踪场景,系统和方法通过对排列在节点图中的几何加速度数据(GAD)的元素进行测试来加速相交测试,其中节点对由边连接,每个元素界定不同的粒度选择 的原语。 在检测到光线和元件之间的交叉点时,对光线的引用被添加到与元件相关联的相应集合中。 对这些光线的进一步处理被延迟,直到给定集合的光线被准备就绪,然后测试来自这样的准备集合的光线与由边缘连接到与准备采集相关联的元素的GAD元素的相交。 当一个原语被没有更高粒度的GAD元素限制时,它被测试了交叉点,并且输出交叉点的指示。 一些例子鼓励生产许多二次射线,并且收集这样的射线用于并行测试,而不考虑遍历顺序,相机射线关联,或每个射线被产生的时间。
    • 30. 发明申请
    • RAY TRACING USING RAY-SPECIFIC CLIPPING
    • 使用RAY-SPECIFIC CLIPPING进行RAY跟踪
    • US20100231589A1
    • 2010-09-16
    • US12555678
    • 2009-09-08
    • Ryan R. SalsburyJames Alexander McCombeStephen PurcellLuke Tilman Peterson
    • Ryan R. SalsburyJames Alexander McCombeStephen PurcellLuke Tilman Peterson
    • G06T15/50
    • G06T15/06
    • Systems, methods, and computer readable media embodying such methods provide for allowing specification of per-ray clipping information that defines a sub-portion of a 3-D scene in which the ray should be traced. The clipping information can be specified as a clip distance from a ray origin, as an end value of a parametric ray definition, or alternatively the clipping information can be built into a definition of the ray to be traced. The clipping information can be used to check whether portions of an acceleration structure need to be traversed, as well as whether primitives should be tested for intersection. Other aspects include specifying a default object that can be returned as intersected when no primitive was intersected within the sub-portion defined for testing. Further aspects include allowing provision of flags interpretable by an intersection testing resource that control what the intersection testing resource does, and/or what information it reports after conclusion of testing of a ray.
    • 体现这种方法的系统,方法和计算机可读介质提供允许规定限定其中应该追踪射线的3-D场景的子部分的每个射线限幅信息。 剪辑信息可以被指定为与光线原点的剪辑距离,作为参数光线定义的结束值,或者可以将剪辑信息内置到要跟踪的光线的定义中。 剪切信息可以用于检查是否需要遍历加速结构的部分,以及是否要对原语进行交叉测试。 其他方面包括指定一个默认对象,该对象可以在为测试定义的子部分中没有原语相交时返回。 其他方面包括允许提供可由交叉点测试资源解释的标志,该交叉点测试资源可以控制交叉点测试资源的作用,和/或在射线测试结束之后报告哪些信息。