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    • 2. 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。
    • 3. 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。
    • 4. 发明授权
    • Memory allocation in distributed memories for multiprocessing
    • 用于多处理的分布式存储器中的内存分配
    • US09478062B2
    • 2016-10-25
    • US13368616
    • 2012-02-08
    • Stephen John ClohsetJames Alexander McCombeLuke Tilman Peterson
    • Stephen John ClohsetJames Alexander McCombeLuke Tilman Peterson
    • G06T15/06G06T15/00
    • G06F9/4881G06F9/5016G06T15/005G06T15/06G06T2200/28G06T2210/52
    • In some aspects, finer grained parallelism is achieved by segmenting programmatic workloads into smaller discretized portions, where a first element can be indicative both of a configuration or program to be executed, and a first data set to be used in such execution, while a second element can be indicative of a second data element or group. The discretized portions can cause program execute on distributed processors. Approaches to selecting processors, and allocating local memory associated with those processors are disclosed. In one example, discretized portions that share a program have an anti-affinity to cause dispersion, for initial execution assignment. Flags, such as programmer and compiler generated flags can be used in determining such allocations. Workloads can be grouped according to compatibility of memory usage requirements.
    • 在一些方面,通过将编程工作负载分割成更小的离散部分来实现更精细的粒度并行性,其中第一元素可指示要执行的配置或程序以及要在其中执行的第一数据集, 元素可以指示第二数据元素或组。 离散化部分可以使分布式处理器上的程序执行。 公开了选择处理器以及分配与这些处理器相关联的本地存储器的方法。 在一个示例中,共享程序的离散化部分具有反关联性以引起分散,用于初始执行分配。 诸如编程器和编译器生成的标志之类的标志可用于确定这样的分配。 可以根据内存使用要求的兼容性对工作负载进行分组。
    • 5. 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。
    • 6. 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。
    • 8. 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。
    • 9. 发明申请
    • SYSTEMS AND METHODS FOR A RAY TRACING SHADER API
    • RAY TRACING SHADER API的系统和方法
    • US20100073370A1
    • 2010-03-25
    • US12563870
    • 2009-09-21
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • G06T15/50G06F17/30
    • 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. Recursive shaders can be recompiled as non-recursive shaders interfacing with API semantics according to the description.
    • 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。 根据描述,递归着色器可以重新编译为与API语义接口的非递归着色器。