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    • 1. 发明申请
    • SYNTHETIC ACCELERATION SHAPES FOR USE IN RAY TRACING
    • 用于雷达追踪的合成加速形状
    • US20100097372A1
    • 2010-04-22
    • US12571768
    • 2009-10-01
    • Sean Matthew GiesJames Alexander McCombeLuke Tilman Peterson
    • Sean Matthew GiesJames Alexander McCombeLuke Tilman Peterson
    • G06T15/10
    • 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集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。
    • 2. 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。
    • 3. 发明授权
    • Systems and methods of multidimensional query resolution and computation organization
    • 多维查询解析与计算机构的系统与方法
    • US08593458B2
    • 2013-11-26
    • US12563870
    • 2009-09-21
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • G06T15/50G06T15/60G06F3/00G06F9/44G06F9/46G06F13/00
    • 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。
    • 4. 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。
    • 5. 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。
    • 6. 发明申请
    • SYSTEMS AND METHODS FOR A RAY TRACING SHADER API
    • RAY TRACING SHADER API的系统和方法
    • US20100073369A1
    • 2010-03-25
    • US12563791
    • 2009-09-21
    • James Alexander McCOMBELuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • James Alexander McCOMBELuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • G06T15/50
    • 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。
    • 7. 发明申请
    • DYNAMIC RAY POPULATION CONTROL
    • 动态人口控制
    • US20110032257A1
    • 2011-02-10
    • US12771408
    • 2010-04-30
    • Luke Tilman PetersonRyan R. SalsburySean Matthew GiesSteven John Clohset
    • Luke Tilman PetersonRyan R. SalsburySean Matthew GiesSteven John Clohset
    • G06T17/00
    • 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。
    • 8. 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。
    • 9. 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。
    • 10. 发明申请
    • APPARATUS AND METHOD FOR RAY TRACING WITH BLOCK FLOATING POINT DATA
    • 利用块浮点数据进行跟踪跟踪的装置和方法
    • US20090244058A1
    • 2009-10-01
    • US12059559
    • 2008-03-31
    • Stephen PurcellRyan R. SalsburyJames Alexander McCombeSean Matthew Gies
    • Stephen PurcellRyan R. SalsburyJames Alexander McCombeSean Matthew Gies
    • G06F17/00
    • 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。