DISPLACEMENT-CENTRIC ACCELERATION FOR RAY TRACING

    公开(公告)号:US20240185503A1

    公开(公告)日:2024-06-06

    申请号:US18439182

    申请日:2024-02-12

    Applicant: Adobe Inc.

    CPC classification number: G06T15/04 G06T15/06 G06T17/20

    Abstract: Aspects and features of the present disclosure provide a direct ray tracing operator with a low memory footprint for surfaces enriched with displacement maps. A graphics editing application can be used to manipulate displayed representations of a 3D object that include surfaces with displacement textures. The application creates an independent map of a displaced surface. The application ray-traces bounding volumes on the fly and uses the intersection of a query ray with a bounding volume to produce rendering information for a displaced surface. The rendering information can be used to generate displaced surfaces for various base surfaces without significant re-computation so that updated images can be rendered quickly, in real time or near real time.

    DISPLACEMENT-CENTRIC ACCELERATION FOR RAY TRACING

    公开(公告)号:US20230017659A1

    公开(公告)日:2023-01-19

    申请号:US17365043

    申请日:2021-07-01

    Applicant: Adobe Inc.

    Abstract: Aspects and features of the present disclosure provide a direct ray tracing operator with a low memory footprint for surfaces enriched with displacement maps. A graphics editing application can be used to manipulate displayed representations of a 3D object that include surfaces with displacement textures. The application creates an independent map of a displaced surface. The application ray-traces bounding volumes on the fly and uses the intersection of a query ray with a bounding volume to produce rendering information for a displaced surface. The rendering information can be used to generate displaced surfaces for various base surfaces without significant re-computation so that updated images can be rendered quickly, in real time or near real time.

    RMIP: FAST TESSELLATION-FREE GPU DISPLACEMENT RAY TRACING VIA INVERSION AND OBLONG BOUNDING SIMULATION

    公开(公告)号:US20250166280A1

    公开(公告)日:2025-05-22

    申请号:US18516312

    申请日:2023-11-21

    Applicant: Adobe Inc.

    Abstract: A system generates, based on a displacement bounds data structure and a triangle mesh modeling a surface of a 3D virtual object within a 3D virtual scene, a displaced triangle mesh including one or more displaced surface bounding prisms, each of the one or more displaced surface bounding prisms displaced from a respective base triangle of a plurality of base triangles of the triangle mesh structure based on displacement bounds defined in a displacement bounds data structure for an area of a 2D texture space corresponding to a location of the respective base triangle defined by the 3D virtual scene. The system performs, using the displaced triangle mesh structure, a ray tracing process for a ray associated with a pixel of a 2D image of the virtual scene including determining, responsive to determining the ray intersects the particular displaced surface bounding prism, a location of an intersection of the ray.

    Displacement-centric acceleration for ray tracing

    公开(公告)号:US11908063B2

    公开(公告)日:2024-02-20

    申请号:US17365043

    申请日:2021-07-01

    Applicant: Adobe Inc.

    CPC classification number: G06T15/04 G06T15/06 G06T17/20

    Abstract: Aspects and features of the present disclosure provide a direct ray tracing operator with a low memory footprint for surfaces enriched with displacement maps. A graphics editing application can be used to manipulate displayed representations of a 3D object that include surfaces with displacement textures. The application creates an independent map of a displaced surface. The application ray-traces bounding volumes on the fly and uses the intersection of a query ray with a bounding volume to produce rendering information for a displaced surface. The rendering information can be used to generate displaced surfaces for various base surfaces without significant re-computation so that updated images can be rendered quickly, in real time or near real time.

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