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    • 2. 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。
    • 3. 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。
    • 4. 发明申请
    • Sliced Crossbar Architecture With No Inter-Slice Communication
    • 无切片通信的切片交叉结构
    • US20080098151A1
    • 2008-04-24
    • US11861114
    • 2007-09-25
    • Stephen PurcellScott Kimura
    • Stephen PurcellScott Kimura
    • G06F13/00
    • G06F15/173G06F13/1647G06F13/1657H04L49/101H04L49/1523
    • A memory crossbar adapted to transmit a memory transaction to a network resource. The memory crossbar includes a plurality of input ports. Each of the plurality of input ports includes a TAGS generator and a queue adapted to receive a first portion of a first memory transaction and a first portion of a second memory transaction. Each of the plurality of inputs ports also includes an arbiter coupled to the queue and adapted to independently select either the first portion of the first memory transaction or the first portion of the second memory transaction based on a priority associated with the first portion of the first memory transaction and the first portion of the second memory transaction and a multiplexer coupled to the arbiter.
    • 适于将存储器事务发送到网络资源的存储器交叉开关。 存储器横杠包括多个输入端口。 多个输入端口中的每一个包括TAGS生成器和适于接收第一存储器事务的第一部分和第二存储器事务的第一部分的队列。 多个输入端口中的每一个还包括耦合到队列并适于独立地选择第一存储器事务的第一部分或第二存储器事务的第一部分的仲裁器,其基于与第一存储器事务的第一部分相关联的优先级 存储器事务和第二存储器事务的第一部分以及耦合到仲裁器的多路复用器。
    • 7. 发明授权
    • Tool box
    • 工具箱
    • US5873463A
    • 1999-02-23
    • US941684
    • 1997-09-30
    • Stephen Purcell
    • Stephen Purcell
    • B25H3/02B65D43/16
    • B25H3/023Y10S312/902
    • A tool box in which tools, hardware, parts, and the like stored therein can be displayed, accessed, and retrieved in a quick, convenient, and efficient manner. Tools, hardware, and the like can be displayed and distinguished one from the other, accessed, removed, and stored quickly, and easily. The tool box has mating hinged container portions and mating hinged cover portions that may be pivotally opened for display, access, and retrieval of tools, hardware, and the like stored therein in a quick, convenient, and efficient manner and distinguished one from the other, accessed, removed, and stored quickly, and easily or closed for storage and transport, and display storage cases that may be removably and pivotally adjoined one to the other. The tool box is durable, light weight, inexpensive, safe to use, attractive, sturdy, and of simple construction, and may be of metal, such as aluminum or steel, thermoplastics, thermosetting polymers, rubber, or other suitable material or combination thereof.
    • 可以以快速,方便和有效的方式显示,访问和检索存储在其中的工具,硬件,部件等的工具箱。 工具,硬件等可以彼此显示和区分,容易地访问,移除和存储。 工具箱具有配合的铰接容器部分和配合的铰接盖部分,其可以枢转地打开以便以快速,方便和有效的方式存储在其中的工具,硬件等的显示,访问和检索,并且将另一个与另一个区分开 ,访问,删除和存储快速,易于或关闭以进行存储和传输,并显示可拆卸和可枢转地邻接的存储箱。 工具箱耐用,重量轻,价格便宜,使用安全,吸引力,坚固,结构简单,并且可以是金属,例如铝或钢,热塑性塑料,热固性聚合物,橡胶或其它合适的材料或其组合 。
    • 8. 发明授权
    • Apparatus and method for ray tracing with block floating point data
    • 用于具有块浮点数据的光线跟踪的装置和方法
    • US08217935B2
    • 2012-07-10
    • US12059559
    • 2008-03-31
    • Stephen PurcellRyan R. SalsburyJames Alexander McCombeSean Matthew Gies
    • Stephen PurcellRyan R. SalsburyJames Alexander McCombeSean Matthew Gies
    • G06T15/30
    • G06T15/06
    • Systems and methods include high throughput and/or parallelized ray/geometric shape intersection testing using intersection testing resources accepting and operating with block floating point data. Block floating point data sacrifices precision of scene location in ways that maintain precision where more beneficial, and allow reduced precision where beneficial. In particular, rays, acceleration structures, and primitives can be represented in a variety of block floating point formats, such that storage requirements for storing such data can be reduced. Hardware accelerated intersection testing can be provided with reduced sized math units, with reduced routing requirements. A driver for hardware accelerators can maintain full-precision versions of rays and primitives to allow reduced communication requirements for high throughput intersection testing in loosely coupled systems. Embodiments also can include using BFP formatted data in programmable test cells or more general purpose processing elements.
    • 系统和方法包括使用交叉点测试资源接受和操作块浮点数据的高吞吐量和/或并行化的射线/几何形状的交点测试。 块浮点数据牺牲场景位置的精度,保持精度更有利,并有利于降低精度。 特别地,可以以各种块浮点格式来表示光线,加速度结构和原语,从而可以减少用于存储这种数据的存储要求。 硬件加速交叉测试可以提供减小尺寸的数学单位,并减少路由要求。 用于硬件加速器的驱动程序可以保持光线和图元的全精度版本,以便在松散耦合的系统中实现高吞吐量交叉测试的通信要求降低。 实施例还可以包括在可编程测试单元或更多通用处理元件中使用BFP格式的数据。
    • 9. 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。
    • 10. 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。