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    • 41. 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。
    • 42. 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。
    • 43. 发明授权
    • Systems and methods for photon map querying
    • 光子地图查询系统和方法
    • US08952961B2
    • 2015-02-10
    • US12825728
    • 2010-06-29
    • Luke Tilman PetersonJames Alexander McCombe
    • Luke Tilman PetersonJames Alexander McCombe
    • G06F17/00G06F17/30
    • G06F17/30533G06F17/30592
    • In one aspect, photon queries are answered using systems and methods of traversal of collections of photon queries through an acceleration structure, to identify photons meeting a specification of a given query. Such systems and methods can be extended to satisfying similarity queries in an n-dimensional parameter space. Queries can be associated with code (or pointers to code) that are run to achieve closure of that query. Queries can cause further queries to be emitted. Arbitrary data can be passed from one query to another; for example, parameters defined internally to the code modules themselves (e.g., the parameters do not need to have a definition or meaning to the systems or within the methods).
    • 在一个方面,使用通过加速结构遍历光子查询的集合的系统和方法回答光子查询,以识别符合给定查询的规范的光子。 这样的系统和方法可以扩展到在n维参数空间中满足相似性查询。 查询可以与运行的代码(或代码指针)相关联,以实现该查询的关闭。 查询可能会导致进一步的查询被排除。 任意数据可以从一个查询传递给另一个查询; 例如,在代码模块本身内部定义的参数(例如,参数不需要具有对系统的定义或含义或在方法内)。
    • 44. 发明申请
    • SYSTEMS AND METHODS FOR 3-D SCENE ACCELERATION STRUCTURE CREATION AND UPDATING
    • 用于三维加速结构创建和更新的系统和方法
    • US20130113800A1
    • 2013-05-09
    • US13567033
    • 2012-08-04
    • James Alexander McCombeAaron DwyerLuke Tilman PetersonNeils Nesse
    • James Alexander McCombeAaron DwyerLuke Tilman PetersonNeils Nesse
    • G06T15/08
    • G06T15/06G06T15/08G06T15/80G06T17/00G06T17/10G06T2210/12G06T2210/32
    • Systems and methods for producing an acceleration structure provide for subdividing a 3-D scene into a plurality of volumetric portions, which have different sizes, each being addressable using a multipart address indicating a location and a relative size of each volumetric portion. A stream of primitives is processed by characterizing each according to one or more criteria, selecting a relative size of volumetric portions for use in bounding the primitive, and finding a set of volumetric portions of that relative size which bound the primitive. A primitive ID is stored in each location of a cache associated with each volumetric portion of the set of volumetric portions. A cache location is selected for eviction, responsive to each cache eviction decision made during the processing. An element of an acceleration structure according to the contents of the evicted cache location is generated, responsive to the evicted cache location.
    • 用于产生加速结构的系统和方法提供将3-D场景细分为具有不同大小的多个体积部分,每个体积部分可使用指示每个体积部分的位置和相对大小的多部分地址来寻址。 通过根据一个或多个标准表征每个图元来处理图元流,选择用于界定图元的体积部分的相对大小,以及找到结合原始图像的相对尺寸的一组体积部分。 原始ID存储在与该组体积部分的每个体积部分相关联的高速缓存的每个位置中。 响应于在处理期间进行的每个缓存驱逐决定,选择缓存位置进行驱逐。 响应于被驱逐的高速缓存位置,生成根据驱逐的高速缓存位置的内容的加速结构的元素。
    • 47. 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。
    • 48. 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。
    • 49. 发明申请
    • SYSTEMS AND METHODS OF DEFINING RAYS FOR RAY TRACING RENDERING
    • 定义RAY跟踪渲染的系统和方法
    • US20100328310A1
    • 2010-12-30
    • US12822750
    • 2010-06-24
    • Luke Tilman PetersonJames Alexander McCombe
    • Luke Tilman PetersonJames Alexander McCombe
    • G06T15/50
    • 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。
    • 50. 发明申请
    • UNIFIED RASTERIZATION AND RAY TRACING RENDERING ENVIRONMENTS
    • 统一的RASTERIZATION和RAY跟踪渲染环境
    • US20140063016A1
    • 2014-03-06
    • US13953754
    • 2013-07-30
    • John W. HowsonLuke Tilman Peterson
    • John W. HowsonLuke Tilman Peterson
    • G06T15/80G06T15/06
    • G06T15/06G06T1/20G06T15/005G06T15/80G06T2200/04G06T2200/28G06T2207/20021
    • A graphics processor architecture provides for scan conversion and ray tracing approaches to visible surface determination as concurrent and separate processes. Surfaces can be identified for shading by scan conversion and ray tracing. Data produced by each can be normalized, so that instances of shaders, being executed on a unified shading computation resource, can shade surfaces originating from both ray tracing and rasterization. Such resource also may execute geometry shaders. The shaders can emit rays to be tested for intersection by the ray tracing process. Such shaders can complete, without waiting for those emitted rays to complete. Where scan conversion operates on tiles of 2-D screen pixels, the ray tracing can be tile aware, and controlled to prioritize testing of rays based on scan conversion status. Ray population can be controlled by feedback to any of scan conversion, and shading.
    • 图形处理器架构提供扫描转换和光线跟踪方法,将可视表面确定作为并行和单独的进程。 可以通过扫描转换和光线跟踪来识别阴影的表面。 由每个产生的数据可以被归一化,使得在统一的阴影计算资源上执行的着色器的实例可以遮蔽源自光线跟踪和光栅化的表面。 这样的资源也可以执行几何着色器。 着色器可以通过光线跟踪过程发射待测试的交叉点。 这样的着色器可以完成,而不用等待那些发射的光线完成。 在扫描转换对2-D屏幕像素的平铺进行扫描的地方,光线跟踪可以是平铺感知的,并且根据扫描转换状态来控制以优先考虑光线的优先级。 可以通过反馈来控制光线群体的任何扫描转换和阴影。