18490548. 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 18490548 titled 'Quantized Ray Intersection Testing with Definitive Hit Detection

Simplified Explanation

Techniques are disclosed for intersection tests in ray tracing for graphics processors. The patent application describes a method where test circuitry performs 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 indicating whether a line coincident with a ray definitively intersects a primitive. The graphics processor records an intersection for the ray with the primitive based on the result, without performing an intersection test using the initial representation of the ray and the primitive.

  • The patent application describes a technique for performing intersection tests in ray tracing for graphics processors.
  • The technique involves using an acceleration data structure with hierarchically-arranged bounding volumes for a graphics scene.
  • The intersection test operates on reduced-precision representations of rays and primitives, which are quantized versions of their initial representations.
  • The test generates a result indicating whether a line coincident with a ray definitively intersects a primitive.
  • The graphics processor records an intersection for the ray with the primitive based on the result, without performing an intersection test using the initial representation of the ray and the primitive.

Potential applications of this technology:

  • Real-time rendering in video games and virtual reality applications.
  • Computer-generated imagery in movies and animations.
  • Simulation and visualization in scientific and engineering fields.
  • Augmented reality and mixed reality experiences.

Problems solved by this technology:

  • Faster and more efficient intersection tests in ray tracing.
  • Reduction in computational resources required for intersection testing.
  • Improved performance and realism in graphics rendering.

Benefits of this technology:

  • Real-time rendering of complex scenes with accurate intersection tests.
  • Enhanced visual quality and realism in graphics rendering.
  • Improved efficiency and speed in ray tracing algorithms.
  • Enables more advanced and immersive experiences in virtual reality and augmented reality.


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.