Nvidia corporation (20240338884). SHADOW DENOISING IN RAY-TRACING APPLICATIONS simplified abstract

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SHADOW DENOISING IN RAY-TRACING APPLICATIONS

Organization Name

nvidia corporation

Inventor(s)

Shiqui Liu of Santa Clara CA (US)

SHADOW DENOISING IN RAY-TRACING APPLICATIONS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240338884 titled 'SHADOW DENOISING IN RAY-TRACING APPLICATIONS

The patent application describes a method for generating an anisotropic filter kernel for a pixel in a virtual environment based on the spatial properties of the environment.

  • The filter kernel is computed using the geometry of the virtual environment, which is determined by projecting a light source onto a surface through an occluder.
  • The footprint of the light source on the surface helps define the size, orientation, and shape of the filter kernel and its corresponding weights.
  • The anisotropic filter kernel is then applied to the pixel to enhance the graphical rendering of the virtual environment.

Potential Applications: - Video game development - Virtual reality simulations - Computer-generated imagery in movies and animations

Problems Solved: - Improving the accuracy of spatial filtering in virtual environments - Enhancing the realism of lighting effects in computer graphics

Benefits: - More realistic and immersive virtual environments - Better quality graphics in video games and simulations

Commercial Applications: - Software development for gaming and entertainment industries - Graphic design tools for professionals in various fields

Questions about the technology: 1. How does this method improve the visual quality of virtual environments?

  This method enhances the realism of lighting effects and spatial filtering, resulting in more immersive graphics.

2. What are the potential limitations or challenges in implementing this technology in real-time applications?

  Real-time computation of anisotropic filter kernels for each pixel may require significant computational resources, which could impact performance.


Original Abstract Submitted

in various examples, the actual spatial properties of a virtual environment are used to produce, for a pixel, an anisotropic filter kernel for a filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment. geometry of the virtual environment may be computed based at least in part on a projection of a light source onto a surface through an occluder, in order to determine a footprint that reflects a contribution of the light source to lighting conditions of the pixel associated with a point on the surface. the footprint may define a size, orientation, and/or shape of the anisotropic filter kernel and corresponding filter weights. the anisotropic filter kernel may be applied to the pixel to produce a graphically-rendered image of the virtual environment.