SYSTEMS AND METHODS FOR 3-D SCENE ACCELERATION STRUCTURE CREATION AND UPDATING

    公开(公告)号:US20230016561A1

    公开(公告)日:2023-01-19

    申请号:US17948547

    申请日:2022-09-20

    摘要: 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.

    Graphics processor with non-blocking concurrent architecture

    公开(公告)号:US10861214B2

    公开(公告)日:2020-12-08

    申请号:US15219860

    申请日:2016-07-26

    摘要: In some aspects, systems and methods provide for forming groupings of a plurality of independently-specified computation workloads, such as graphics processing workloads, and in a specific example, ray tracing workloads. The workloads include a scheduling key, which is one basis on which the groupings can be formed. Workloads grouped together can all execute from the same source of instructions, on one or more different private data elements. Such workloads can recursively instantiate other workloads that reference the same private data elements. In some examples, the scheduling key can be used to identify a data element to be used by all the workloads of a grouping. Memory conflicts to private data elements are handled through scheduling of non-conflicted workloads or specific instructions and/or deferring conflicted workloads instead of locking memory locations.

    Ray Tracing in Computer Graphics Using Intersection Testing at Selective Resolution

    公开(公告)号:US20190122419A1

    公开(公告)日:2019-04-25

    申请号:US16225273

    申请日:2018-12-19

    摘要: Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Responsibility for executing these operations can be distributed among different sets of computation units. The sets of computation units each can execute a set of instructions on a parallelized set of input data elements and produce results. These results can be that the data elements can be categorized into different subsets, where each subset requires different processing as a next step. The data elements of these different subsets can be coalesced so that they are contiguous in a results set. The results set can be used to schedule additional computation, and if there are empty locations of a scheduling vector (after accounting for the members of a given subset), then those empty locations can be filled with other data elements that require the same further processing as that subset.

    Compacting results vectors between stages of graphics processing

    公开(公告)号:US10192350B2

    公开(公告)日:2019-01-29

    申请号:US15496494

    申请日:2017-04-25

    摘要: Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Responsibility for executing these operations can be distributed among different sets of computation units. The sets of computation units each can execute a set of instructions on a parallelized set of input data elements and produce results. These results can be that the data elements can be categorized into different subsets, where each subset requires different processing as a next step. The data elements of these different subsets can be coalesced so that they are contiguous in a results set. The results set can be used to schedule additional computation, and if there are empty locations of a scheduling vector (after accounting for the members of a given subset), then those empty locations can be filled with other data elements that require the same further processing as that subset.

    Ray tracing in computer graphics using intersection testing at selective resolution

    公开(公告)号:US10789758B2

    公开(公告)日:2020-09-29

    申请号:US16225273

    申请日:2018-12-19

    摘要: Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Responsibility for executing these operations can be distributed among different sets of computation units. The sets of computation units each can execute a set of instructions on a parallelized set of input data elements and produce results. These results can be that the data elements can be categorized into different subsets, where each subset requires different processing as a next step. The data elements of these different subsets can be coalesced so that they are contiguous in a results set. The results set can be used to schedule additional computation, and if there are empty locations of a scheduling vector (after accounting for the members of a given subset), then those empty locations can be filled with other data elements that require the same further processing as that subset.

    SYSTEMS AND METHODS FOR 3-D SCENE ACCELERATION STRUCTURE CREATION AND UPDATING

    公开(公告)号:US20190164331A1

    公开(公告)日:2019-05-30

    申请号:US16245088

    申请日:2019-01-10

    摘要: 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.

    Compacting Results Vectors Between Stages of Graphics Processing

    公开(公告)号:US20170228920A1

    公开(公告)日:2017-08-10

    申请号:US15496494

    申请日:2017-04-25

    摘要: Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Responsibility for executing these operations can be distributed among different sets of computation units. The sets of computation units each can execute a set of instructions on a parallelized set of input data elements and produce results. These results can be that the data elements can be categorized into different subsets, where each subset requires different processing as a next step. The data elements of these different subsets can be coalesced so that they are contiguous in a results set. The results set can be used to schedule additional computation, and if there are empty locations of a scheduling vector (after accounting for the members of a given subset), then those empty locations can be filled with other data elements that require the same further processing as that subset.

    Building acceleration structures with synthetic acceleration shapes for use in ray tracing
    10.
    发明授权
    Building acceleration structures with synthetic acceleration shapes for use in ray tracing 有权
    使用合成加速度形状的建筑加速结构用于光线跟踪

    公开(公告)号:US09305393B2

    公开(公告)日:2016-04-05

    申请号:US14264953

    申请日:2014-04-29

    IPC分类号: G06T15/06 G06T15/08 G06T15/10

    摘要: 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.

    摘要翻译: 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。