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    • 31. 发明授权
    • Tracing of shader-generated ray groups using coupled intersection testing
    • 使用耦合交叉测试跟踪着色器生成的光线组
    • US08237711B2
    • 2012-08-07
    • US11942336
    • 2007-11-19
    • James Alexander McCombeRyan R. SalsburyLuke Tilman Peterson
    • James Alexander McCombeRyan R. SalsburyLuke Tilman Peterson
    • G06T15/10G06T15/20
    • 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 efficient ray data transfer between a host processor and the testing resource. The host processor also hosts shading and/or management processes controlling the testing resource and adapting the ray tracing, as necessary or desirable, to meet criteria, while reducing degradation of rendering quality. The GAD elements can be arranged in a graph, and rays can be 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.
    • 对于由原始图像组成的光线跟踪场景,系统和方法通过在并行交叉测试资源中测试射线与几何加速度数据(GAD)的元素来加速射线/原始交点识别。 一组光线可以被描述为共享属性信息和单独的射线数据,用于主处理器和测试资源之间的有效射线数据传输。 主机处理器还承载控制测试资源的阴影和/或管理过程,并根据需要或需要调整光线跟踪以满足标准,同时减少渲染质量的降低。 GAD元素可以排列在图形中,并且可以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。
    • 32. 发明授权
    • Method, apparatus, and computer readable medium for light energy accounting in ray tracing
    • 用于光线跟踪的光能的方法,装置和计算机可读介质
    • US08120609B2
    • 2012-02-21
    • US13083232
    • 2011-04-08
    • Luke Tilman PetersonJames Alexander McCombeRyan R. Salsbury
    • Luke Tilman PetersonJames Alexander McCombeRyan R. Salsbury
    • G06T15/50
    • G06T15/06
    • For ray tracing systems, described methods, media, apparatuses provide for accounting of light energy that will be collected at pixels of a 2-D representation without recursive closure of a tree of ray/primitive intersections, and also provide for adaptivity in ray tracing based on importance indicators of each ray, such as a weight, which may be carried in data structures representative of the rays. Examples of such adaptivity may include determining a number of children to issue for shading an identified intersecting primitive, culling rays, and adding rays to achieve more accurate sampling, if desired. All such adaptivity may be triggered with goal-based indicators, such as a threshold value representative of rendering progress to a time-based goal, such as a frame rate.
    • 对于光线跟踪系统,所描述的方法,介质,设备提供将会在2-D表示的像素处收集的光能的记录,而不是光线/原始相交的树的递归闭合,并且还提供基于光线跟踪的适应性 关于每个射线的重要性指标,例如重量,其可以在代表射线的数据结构中携带。 这种适应性的示例可以包括确定若干儿童发出遮蔽所识别的相交原始图像,剔除光线和添加光线以实现更准确的采样,如果需要的话。 可以利用基于目标的指示符来触发所有这样的自适应,例如代表将进度渲染到基于时间的目标(例如帧速率)的阈值。
    • 33. 发明申请
    • METHOD, APPARATUS, AND COMPUTER READABLE MEDIUM FOR LIGHT ENERGY ACCOUNTING IN RAY TRACING
    • 方法,装备和计算机可读性介质,用于光线跟踪中的能源会计
    • US20110181613A1
    • 2011-07-28
    • US13083232
    • 2011-04-08
    • Luke Tilman PetersonJames Alexander McCombeRyan R. Salsbury
    • Luke Tilman PetersonJames Alexander McCombeRyan R. Salsbury
    • G09G5/02
    • G06T15/06
    • For ray tracing systems, described methods, media, apparatuses provide for accounting of light energy that will be collected at pixels of a 2-D representation without recursive closure of a tree of ray/primitive intersections, and also provide for adaptivity in ray tracing based on importance indicators of each ray, such as a weight, which may be carried in data structures representative of the rays. Examples of such adaptivity may include determining a number of children to issue for shading an identified intersecting primitive, culling rays, and adding rays to achieve more accurate sampling, if desired. All such adaptivity may be triggered with goal-based indicators, such as a threshold value representative of rendering progress to a time-based goal, such as a frame rate.
    • 对于光线跟踪系统,所描述的方法,介质,设备提供将会在2-D表示的像素处收集的光能的记录,而不是光线/原始相交的树的递归闭合,并且还提供基于光线跟踪的适应性 关于每个射线的重要性指标,例如重量,其可以在代表射线的数据结构中携带。 这种适应性的示例可以包括确定若干儿童发出遮蔽所识别的相交原始图像,剔除光线和添加光线以实现更准确的采样,如果需要的话。 可以利用基于目标的指示符来触发所有这样的自适应,例如代表将进度渲染到基于时间的目标(例如帧速率)的阈值。
    • 34. 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。
    • 35. 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。
    • 37. 发明授权
    • Systems and methods of defining rays for ray tracing rendering
    • 定义光线的系统和方法用于光线跟踪渲染
    • US08797322B2
    • 2014-08-05
    • US12822750
    • 2010-06-24
    • Luke Tilman PetersonJames Alexander McCombe
    • Luke Tilman PetersonJames Alexander McCombe
    • G06T15/50G06T15/06
    • G06T15/06
    • Some aspects pertain to ray data storage for ray tracing rendering. Attribute data for a first ray can be stored. To define a second ray, data defining such can comprise a reference to the first ray (in one example) and attribute source information indicative of shared attributes between the first and second rays. The attribute source information can be shared among many rays, and can be selected based on ray type. Definition data for unshared attributes can be explicit with the second ray. A plurality of rays can reference one ray for shared attribute data. Referencing rays can be counted and decremented as referencing rays complete. Shared attributes can be indicated with masks. Interface modules can service ray data read and write requests made by shaders, and shaders can explicitly reference attributes of rays, without using such interfacing modules. Data structures can be used as attribute sources without being associated with particular rays, and can be defined and selected as attribute data sources based on ray type.
    • 一些方面涉及用于光线跟踪渲染的射线数据存储。 可以存储第一条光线的属性数据。 为了定义第二射线,定义这样的射线的数据可以包括对第一射线(在一个示例中)的参考和指示第一和第二射线之间的共享属性的属性源信息。 属性源信息可以在许多射线之间共享,并且可以基于射线类型进行选择。 第二条光线可以显示非共享属性的定义数据。 多个光线可以引用一个光线用于共享属性数据。 参考光线可以计算和减少为参考光线完成。 共享属性可以用掩码指示。 接口模块可以为着色器制作的光线数据读取和写入请求提供服务,着色器可以明确地引用光线的属性,而不使用这种接口模块。 数据结构可以用作属性源而不与特定的射线相关联,并且可以基于射线类型定义和选择为属性数据源。
    • 38. 发明授权
    • Synthetic acceleration shapes for use in ray tracing
    • 用于光线跟踪的合成加速度形状
    • US08749552B2
    • 2014-06-10
    • US12571768
    • 2009-10-01
    • Sean Matthew GiesJames Alexander McCombeLuke Tilman Peterson
    • Sean Matthew GiesJames Alexander McCombeLuke Tilman Peterson
    • G06T15/50G06T15/60
    • G06T15/06G06K9/52G06T7/60G06T7/70G06T15/08G06T15/10G06T17/10G06T2200/04
    • A synthetic acceleration shape bound primitives composing a 3-D scene, and is defined using a group of fundamental shapes arranged to bound the primitives, and for which intersection results for group members yield an ultimate intersection testing result for the synthetic shape, using a logical operator. For example, two or more spheres are used to bound an object so that each of the spheres is larger than a minimum necessary to bound the object, and a volume defined by an intersection between the shapes defines a smaller volume in which the object is bounded. A ray is found to potentially intersect the object only if it intersects both spheres. In another example, an element may be defined by a volumetric union of component elements. Indicators can determine how groups of shapes should be interpreted. Synthetic shapes can be treated as a single element in a graph or hierarchical arrangement of acceleration elements.
    • 合成加速度形状绑定的原始图形组成3-D场景,并且使用布置为限制图元的一组基本形状来定义,并且组成员的哪个交集结果产生用于合成形状的最终交叉测试结果,使用逻辑 操作员。 例如,使用两个或多个球体来绑定对象,使得每个球体大于绑定对象所需的最小值,并且由形状之间的交点定义的体积定义了较小的体积,其中对象被界定 。 发现光线只有在与两个球体相交时才可能与物体相交。 在另一示例中,元件可以由元件的体积结合来定义。 指标可以确定如何解释形状组。 合成形状可以视为图形中的单个元素或加速元素的分层排列。
    • 39. 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。
    • 40. 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。