US Patent Application 18353809. SHADER BINDING MANAGEMENT IN RAY TRACING simplified abstract

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SHADER BINDING MANAGEMENT IN RAY TRACING

Organization Name

NVIDIA Corporation

Inventor(s)

Martin Stich of Muchen (DE)

Ignacio Llamas of Palo Alto CA (US)

Steven Parker of Draper UT (US)

SHADER BINDING MANAGEMENT IN RAY TRACING - A simplified explanation of the abstract

This abstract first appeared for US patent application 18353809 titled 'SHADER BINDING MANAGEMENT IN RAY TRACING

Simplified Explanation

- The patent application describes a technique for recording shader bindings in a shader binding table that includes shader records. - The technique involves instantiating the geometry of a 3D scene using object instances and associating each object instance with a set of shader records. - The set of shader records represents shader bindings for an object instance under different predefined conditions. - The predefined conditions can be implicit in the arrangement of the shader records in memory, such as being indexed by ray type or sub-geometry. - A section selector value is computed based on the result of a ray tracing query to locate and select a shader record. - The technique enables efficient and flexible management of shader bindings in a 3D scene.


Original Abstract Submitted

In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).