17946201. REDUCING FALSE POSITIVE RAY TRAVERSAL USING RAY CLIPPING simplified abstract (NVIDIA Corporation)
Contents
- 1 REDUCING FALSE POSITIVE RAY TRAVERSAL USING RAY CLIPPING
- 1.1 Organization Name
- 1.2 Inventor(s)
- 1.3 REDUCING FALSE POSITIVE RAY TRAVERSAL USING RAY CLIPPING - A simplified explanation of the abstract
- 1.4 Simplified Explanation
- 1.5 Potential Applications
- 1.6 Problems Solved
- 1.7 Benefits
- 1.8 Potential Commercial Applications
- 1.9 Possible Prior Art
- 1.10 Unanswered Questions
- 1.10.1 How does this technology compare to existing methods for reducing false positive ray intersections in ray tracing hardware accelerators?
- 1.10.2 What impact could the implementation of these techniques have on the overall efficiency and speed of ray tracing computations in practical applications?
- 1.11 Original Abstract Submitted
REDUCING FALSE POSITIVE RAY TRAVERSAL USING RAY CLIPPING
Organization Name
Inventor(s)
Gregory Muthler of Chapel Hill NC (US)
John Burgess of Austin TX (US)
Ian Kwong of Santa Clara CA (US)
Edward Biddulph of Helsinki (FI)
REDUCING FALSE POSITIVE RAY TRAVERSAL USING RAY CLIPPING - A simplified explanation of the abstract
This abstract first appeared for US patent application 17946201 titled 'REDUCING FALSE POSITIVE RAY TRAVERSAL USING RAY CLIPPING
Simplified Explanation
The abstract describes techniques for reducing false positive ray intersections in a ray tracing hardware accelerator for traversing a hierarchical acceleration structure. This includes selectively performing secondary higher precision intersection tests, culling degenerate bounding volumes, and parametrically clipping rays that exceed configured distance thresholds.
- Selectively performing secondary higher precision intersection tests for bounding volumes
- Identifying and culling bounding volumes that degenerate to a point
- Parametrically clipping rays that exceed configured distance thresholds
Potential Applications
This technology could be applied in various fields such as computer graphics, virtual reality, augmented reality, and gaming for faster and more accurate ray tracing computations.
Problems Solved
1. Reducing false positive ray intersections in ray tracing hardware accelerators 2. Improving the efficiency and accuracy of traversing hierarchical acceleration structures
Benefits
1. Enhanced performance in ray tracing computations 2. Reduction in computational overhead 3. Improved rendering quality in graphics applications
Potential Commercial Applications
"Optimizing Ray Tracing Hardware Accelerators for Reduced False Positives"
Possible Prior Art
There may be prior art related to optimizing ray tracing algorithms for improved performance and accuracy, but specific examples are not provided in the abstract.
Unanswered Questions
How does this technology compare to existing methods for reducing false positive ray intersections in ray tracing hardware accelerators?
This article does not provide a direct comparison with existing methods, leaving the reader to wonder about the specific advantages of the disclosed techniques over current approaches.
What impact could the implementation of these techniques have on the overall efficiency and speed of ray tracing computations in practical applications?
While the benefits of the technology are outlined, the article does not delve into the potential quantitative improvements in efficiency and speed that could be achieved in real-world scenarios.
Original Abstract Submitted
Techniques applicable to a ray tracing hardware accelerator for traversing a hierarchical acceleration structure with reduced false positive ray intersections are disclosed. The reduction of false positives may be based upon one or more of selectively performing a secondary higher precision intersection test for a bounding volume, identifying and culling bounding volumes that degenerate to a point, and parametrically clipping rays that exceed certain configured distance thresholds.