Dedicated Ray Memory for Ray Tracing in Graphics Systems

    公开(公告)号:US20190266782A1

    公开(公告)日:2019-08-29

    申请号:US16411628

    申请日:2019-05-14

    Abstract: A ray tracing unit is implemented in a graphics rendering system. The ray tracing unit comprises: processing logic configured to perform ray tracing operations on rays, a dedicated ray memory coupled to the processing logic and configured to store ray data for rays to be processed by the processing logic, an interface to a memory system, and control logic configured to manage allocation of ray data to either the dedicated ray memory or the memory system. Core ray data for rays to be processed by the processing logic is stored in the dedicated ray memory, and at least some non-core ray data for the rays is stored in the memory system. This allows core ray data for many rays to be stored in the dedicated ray memory without the size of the dedicated ray memory becoming too wasteful when the ray tracing unit is not in use.

    Hidden culling in tile-based computer generated images

    公开(公告)号:US10366530B2

    公开(公告)日:2019-07-30

    申请号:US15793343

    申请日:2017-10-25

    Abstract: A method and system is provided for culling hidden objects in a tile-based graphics system before they are indicated in a display list for a tile. A rendering space is divided into a plurality of regions which may for example be a plurality of tiles or a plurality of areas into which one or more tiles are divided. Depth thresholds for the regions, which are used to identify hidden objects for culling, are updated when an object entirely covers a region and in dependence on a comparison between a depth value for the object and the depth threshold for the region. For example, if the depth threshold is a maximum depth threshold, the depth threshold may be updated if an object entirely covers the tile and the maximum depth value of the object is less than the maximum depth threshold.

    Dedicated ray memory for ray tracing in graphics systems

    公开(公告)号:US10332303B2

    公开(公告)日:2019-06-25

    申请号:US15138868

    申请日:2016-04-26

    Abstract: A ray tracing unit is implemented in a graphics rendering system. The ray tracing unit comprises: processing logic configured to perform ray tracing operations on rays, a dedicated ray memory coupled to the processing logic and configured to store ray data for rays to be processed by the processing logic, an interface to a memory system, and control logic configured to manage allocation of ray data to either the dedicated ray memory or the memory system. Core ray data for rays to be processed by the processing logic is stored in the dedicated ray memory, and at least some non-core ray data for the rays is stored in the memory system. This allows core ray data for many rays to be stored in the dedicated ray memory without the size of the dedicated ray memory becoming too wasteful when the ray tracing unit is not in use.

    On Demand Geometry and Acceleration Structure Creation with Tile Object Lists

    公开(公告)号:US20180268600A1

    公开(公告)日:2018-09-20

    申请号:US15985312

    申请日:2018-05-21

    CPC classification number: G06T15/06 G06T1/20 G06T15/005

    Abstract: Systems and methods of geometry processing, for rasterization and ray tracing processes provide for pre-processing of source geometry, such as by tessellating or other procedural modification of source geometry, to produce final geometry on which a rendering will be based. An acceleration structure (or portion thereof) for use during ray tracing is defined based on the final geometry. Only coarse-grained elements of the acceleration structure may be produced or retained, and a fine-grained structure within a particular coarse-grained element may be Produced in response to a collection of rays being ready for traversal within the coarse grained element. Final geometry can be recreated in response to demand from a rasterization engine, and from ray intersection units that require such geometry for intersection testing with primitives. Geometry at different resolutions can be generated to respond to demands from different rendering components.

    Hidden Culling in Tile-Based Computer Generated Images

    公开(公告)号:US20180108174A1

    公开(公告)日:2018-04-19

    申请号:US15793343

    申请日:2017-10-25

    CPC classification number: G06T15/405 G06T15/005

    Abstract: A method and system is provided for culling hidden objects in a tile-based graphics system before they are indicated in a display list for a tile. A rendering space is divided into a plurality of regions which may for example be a plurality of tiles or a plurality of areas into which one or more tiles are divided. Depth thresholds for the regions, which are used to identify hidden objects for culling, are updated when an object entirely covers a region and in dependence on a comparison between a depth value for the object and the depth threshold for the region. For example, if the depth threshold is a maximum depth threshold, the depth threshold may be updated if an object entirely covers the tile and the maximum depth value of the object is less than the maximum depth threshold.

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