20240087211.Generation and Traversal of Partial Acceleration Structures for Ray Tracing simplified abstract (nvidia corporation)

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Generation and Traversal of Partial Acceleration Structures for Ray Tracing

Organization Name

nvidia corporation

Inventor(s)

Greg Muthler of Chapel Hill NC (US)

John Burgess of Austin TX (US)

Magnus Andersson of Lund (SE)

Timo Viitanen of Uusimaa (FI)

Levi Oliver of Cambridge MA (US)

Generation and Traversal of Partial Acceleration Structures for Ray Tracing - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240087211 titled 'Generation and Traversal of Partial Acceleration Structures for Ray Tracing

Simplified Explanation

The abstract describes an alternate root tree or graph structure for ray and path tracing that allows for dynamic instancing build time decisions to split any number of geometry acceleration structures in a way that is developer transparent, memory storage neutral, and traversal efficient. This innovation results in more efficient traversals that only partially traverse the acceleration structure, reducing false positive instance to geometry acceleration structure transitions for spatially separated instances of the same geometry.

  • This innovation introduces an alternate root tree or graph structure for ray and path tracing.
  • It enables dynamic instancing build time decisions to split any number of geometry acceleration structures.
  • The structure is developer transparent, memory storage neutral, and traversal efficient.
  • Traversals only need to partially traverse the acceleration structure, improving efficiency.
  • Reduces false positive instance to geometry acceleration structure transitions for spatially separated instances of the same geometry.

Potential Applications

This technology can be applied in rendering engines for video games, animation studios, architectural visualization, and scientific simulations.

Problems Solved

This technology solves the problem of inefficient traversal of acceleration structures in ray and path tracing, reducing false positive instance to geometry transitions.

Benefits

The benefits of this technology include improved efficiency in traversals, reduced memory storage requirements, and developer transparency in build time decisions.

Potential Commercial Applications

This technology can be commercialized in rendering software for various industries, offering faster and more efficient rendering capabilities.

Possible Prior Art

One possible prior art could be the use of bounding volume hierarchies in ray tracing for acceleration structures.

Unanswered Questions

How does this innovation compare to existing acceleration structure techniques in terms of traversal efficiency and memory storage requirements?

This article does not provide a direct comparison with existing acceleration structure techniques, leaving the reader to wonder about the specific advantages of this innovation over traditional methods.

What are the potential limitations or drawbacks of implementing this alternate root tree or graph structure in ray and path tracing algorithms?

The article does not address any potential limitations or drawbacks of implementing this new structure, leaving room for speculation on potential challenges in its practical application.


Original Abstract Submitted

an alternate root tree or graph structure for ray and path tracing enables dynamic instancing build time decisions to split any number of geometry acceleration structures in a manner that is developer transparent, nearly memory storage neutral, and traversal efficient. the resulting traversals only need to partially traverse the acceleration structure, which improves efficiency. one example use reduces the number of false positive instance acceleration structure to geometry acceleration structure transitions for many spatially separated instances of the same geometry.