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    • 1. 发明授权
    • Systems and methods for rendering with ray tracing
    • 用光线跟踪渲染的系统和方法
    • US08736610B2
    • 2014-05-27
    • US13567076
    • 2012-08-05
    • James Alexander McCombeLuke Tilman PetersonRyan R. Salsbury
    • James Alexander McCombeLuke Tilman PetersonRyan R. Salsbury
    • 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 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。
    • 4. 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
    • US20090096789A1
    • 2009-04-16
    • US11872593
    • 2007-10-15
    • 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。
    • 5. 发明授权
    • Dynamic ray population control
    • 动态射线人口控制
    • US08674987B2
    • 2014-03-18
    • US12771408
    • 2010-04-30
    • Luke Tilman PetersonRyan R. SalsburySean Matthew GiesSteven John Clohset
    • Luke Tilman PetersonRyan R. SalsburySean Matthew GiesSteven John Clohset
    • G06T15/50
    • G06T1/20G06T1/60G06T15/005G06T15/06
    • Aspects can be for ray tracing of 3-D scenes, and include dynamically controlling a population of rays being stored in a memory, to keep the population within a target, a memory footprint or other resource usage specification. An example includes controlling the population by examining indicia associated with rays returning from intersection testing, to be shaded, the indicia correlated with behavior of shaders to be run for those rays, such that population control selects, or reorders rays for shading, to prioritize shading of rays whose shaders are expected to produce fewer rays. The indicia can include a respective weight for each ray. In an example, analyzer modules examine hints associated with shaders bound to intersected primitives. Population control aspects can influence ray diversity in memory, including encouraging a varying diversity pattern as rendering of a given scene or frame progresses, based on system resource indicia, rendering metrics and so on.
    • 方面可以用于3-D场景的光线跟踪,并且包括动态地控制存储在存储器中的光线数量,以将人口保持在目标内,内存覆盖区或其他资源使用规范中。 一个例子包括通过检查与从交叉点测试返回的光线相关联的标记来控制人口,以便被遮蔽,该标记与用于这些光线的着色器的行为相关联,使得人口控制选择或重新排列用于阴影的光线以优先化阴影 预计其着色器会产生较少光线的光线。 标记可以包括每个射线的相应重量。 在一个示例中,分析器模块检查与绑定到相交原语的着色器相关联的提示。 人口控制方面可以影响记忆中​​的射线多样性,其中包括根据系统资源标记,渲染度量等,鼓励在给定场景或帧的渲染过程中出现变化的多样性模式。
    • 7. 发明授权
    • Architectures for concurrent graphics processing operations
    • 用于并发图形处理操作的体系结构
    • US08502820B2
    • 2013-08-06
    • US13525300
    • 2012-06-16
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • G06T15/50G06T15/60
    • G06T15/06G06T15/005G06T15/50G06T15/80
    • Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Scheduling of graphics operations for concurrent execution on a computer may increase throughput. In aspects herein, constituent graphics operations are scheduled in groups, having members selected according to disclosed aspects. Processing for specific graphics operations in a group can be deferred if all the operations in the group cannot be further tested concurrently. Graphics operations that have been deferred are recombined into two or more different groups and ultimately complete processing, through a required number of iterations of such process. In one application, the performance of the graphics operations perform a search in which respective 1:1 matches between different types of geometric shapes involved in the 3-D scene are identified. For example, closest intersections between rays and scene geometry can be identified by processing scheduled according to disclosed aspects.
    • 光线跟踪,更一般地,在3-D场景中发生的图形操作涉及多个组成图形操作。 在计算机上并行执行的图形操作的调度可以增加吞吐量。 在这些方面中,组件图形操作按组进行调度,具有根据公开的方面选择的成员。 如果组中的所有操作无法进一步并发测试,则可以推迟对组中特定图形操作的处理。 已经推迟的图形操作被重新组合成两个或更多个不同的组,并且通过所需数量的这种过程的迭代最终完成处理。 在一个应用中,图形操作的性能执行搜索,其中识别在3-D场景中涉及的不同类型的几何形状之间相应的1:1匹配。 例如,可以通过根据所公开的方面调度的处理来识别光线和场景几何之间的最接近的交点。
    • 8. 发明授权
    • Ray tracing using ray-specific clipping
    • 光线跟踪使用射线专用削波
    • US08421801B2
    • 2013-04-16
    • 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内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。
    • 10. 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
    • US07932905B2
    • 2011-04-26
    • US11872593
    • 2007-10-15
    • 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。