SYSTEM FOR FAST INTERSECTION OF SECONDARY RAYS WITH GEOMETRIC OBJECTS IN RAY TRACING
First Claim
Patent Images
1. A computer based system for fast intersections between secondary rays and objects in ray tracing of a three dimensional scene, utilizing graphics pipeline, comprising:
- at least one graphics processor with memory,at least one general purpose processors with memory,geometric data base of the scene,render target memory;
wherein in runtime,(I) graphics processor shoots first projection of rays at a cluster of existing hit points for acquiring depth map of the existing hit points; and
(II) graphics processor shoots second projection of rays through said cluster of existing hit points, utilizing the acquired depth map, for creating secondary rays; and
(III) graphics processor renders with the secondary rays the three dimensional scene, or part thereof, storing the intersections of secondary rays with geometrical objects to a render target memory; and
(IV) existing hit points are matched with points of intersections of related secondary rays and the render target; and
(V) the identity of objects represented at the points of intersection of secondary rays with the render target are located.
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Abstract
The present disclosure describes a fast intersection between secondary rays and geometric objects for a global illumination ray tracing. The Acceleration Structures of prior art are replaced by a new and novel device—a Dynamically Aligned Structure (DAS), a means for carrying out the intersection between secondary rays and scene geometry in large groups of rays, gaining high speed and lowering computational complexity. Its reduced power consumption is suitable to consumer level computing devices.
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Citations
20 Claims
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1. A computer based system for fast intersections between secondary rays and objects in ray tracing of a three dimensional scene, utilizing graphics pipeline, comprising:
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at least one graphics processor with memory, at least one general purpose processors with memory, geometric data base of the scene, render target memory; wherein in runtime, (I) graphics processor shoots first projection of rays at a cluster of existing hit points for acquiring depth map of the existing hit points; and (II) graphics processor shoots second projection of rays through said cluster of existing hit points, utilizing the acquired depth map, for creating secondary rays; and (III) graphics processor renders with the secondary rays the three dimensional scene, or part thereof, storing the intersections of secondary rays with geometrical objects to a render target memory; and (IV) existing hit points are matched with points of intersections of related secondary rays and the render target; and (V) the identity of objects represented at the points of intersection of secondary rays with the render target are located. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20)
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Specification