20240046550. Quantized Ray Intersection Testing with Definitive Hit Detection simplified abstract (Apple Inc.)

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Quantized Ray Intersection Testing with Definitive Hit Detection

Organization Name

Apple Inc.

Inventor(s)

Christopher A. Burns of Austin TX (US)

Quantized Ray Intersection Testing with Definitive Hit Detection - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240046550 titled 'Quantized Ray Intersection Testing with Definitive Hit Detection

Simplified Explanation

The patent application describes techniques for intersection tests in ray tracing for graphics processors. These techniques involve using test circuitry to perform intersection tests based on a traversal of an acceleration data structure that includes hierarchically-arranged bounding volumes for a graphics scene. The test operates on reduced-precision representations of rays and reduced-representatives of primitives, which are quantized versions of their initial representations.

The test generates a result for a ray and a primitive, indicating whether a line coincident with the ray definitively intersects the primitive. The graphics processor records an intersection for the ray with the primitive based on this result, without performing an intersection test using the initial representations of the ray and the primitive.

  • Techniques for intersection tests in ray tracing for graphics processors
  • Test circuitry performs intersection tests based on traversal of an acceleration data structure
  • Data structure includes hierarchically-arranged bounding volumes for a graphics scene
  • Test operates on reduced-precision representations of rays and primitives
  • Rays and primitives are quantized versions of their initial representations
  • Test generates a result indicating definitive intersection between a ray and a primitive
  • Graphics processor records intersection based on the result, without further intersection tests using initial representations

Potential applications of this technology:

  • Real-time rendering in video games and virtual reality applications
  • Computer-generated imagery in movies and animations
  • Scientific visualization and simulations
  • Architectural and product design rendering

Problems solved by this technology:

  • Efficient and accurate intersection tests in ray tracing
  • Reduction of computational complexity and memory requirements
  • Improved performance and realism in rendering graphics

Benefits of this technology:

  • Faster rendering times and improved frame rates
  • Enhanced visual quality and realism in graphics
  • More efficient use of computational resources
  • Enables real-time ray tracing in graphics processors


Original Abstract Submitted

techniques are disclosed relating to intersection tests for ray tracing in graphics processors. in some embodiments, test circuitry is configured to perform an intersection test based on traversal of an acceleration data structure that includes hierarchically-arranged bounding volumes for a graphics scene, where the test operates on: reduced-precision representations of rays that are quantized versions of initial representations of the rays and reduced-representatives of primitives that are quantized versions of initial representations of the primitives. the test may generate a first result for a first ray and a first primitive that indicates that a line coincident with the first ray definitively intersects the first primitive. the graphics processor may record an intersection for the first ray with the first primitive, based on the first result, without performing an intersection test for the first ray using the initial representation of the first ray and the first primitive.