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Autoexposure ray tracing

A ray tracing and ray technology, applied in sports accessories, 3D image processing, indoor games, etc., can solve problems such as unattractive visual effects and reduced user experience

Pending Publication Date: 2022-03-25
NVIDIA CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, since the actual lighting conditions around the table may not have changed, this rapid switching from overexposed to underexposed will not create a natural or ideal representation of the rendered frame
As a result, conventional auto-exposure algorithms may result in frame sequences that degrade the user experience by making the game more challenging (e.g. due to improper exposure of potentially relevant subjects in the frame), while also producing less appealing visuals

Method used

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  • Autoexposure ray tracing
  • Autoexposure ray tracing
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Embodiment Construction

[0013] The disclosed systems and methods relate to applying ray tracing techniques to perform automatic exposure in graphically rendered frames. While primarily described with respect to virtual environments corresponding to video game applications, this is not intended to be limiting. For example, the systems and methods of the present disclosure may be implemented for any application that includes a virtual or paravirtual (e.g., augmented or mixed reality) environment, such as virtual reality (VR) applications, augmented reality (AR) applications, computer-aided design (CAD) application, simulation application (eg, robot simulation, vehicle simulation, etc.), and / or other application types.

[0014] refer to figure 1 , figure 1 is an example automatic exposure system 100 (also referred to herein as "system 100") according to some embodiments of the present disclosure. It should be understood that this and other arrangements described herein are set forth by way of example...

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Abstract

In various examples, a virtual photometer may be implemented with ray tracing techniques to determine incident light values-e.g., incident irradiance, incident radiance, etc.-to adjust automatic exposure values of the rendered frame. For example, for any location in a virtual game environment, one or more rays may be used to sample incident light on a sampling pattern (e.g., a hemispherical sampling pattern). As a result, the incident light values can be sampled near the object of interest in the scene or frame such that the exposure values are consistent or stable regardless of the composition of the rendered frame.

Description

Background technique [0001] Proper exposure levels of rendered frames for applications like video games can provide more realism while also allowing players to more easily navigate the game environment. Auto-exposure in games usually achieves a pleasing balance by analyzing the pixels of the rendered scene and adjusting brightness or exposure based on the pixel values. For example, where some pixels are brighter and others are darker, the determined exposure value may correspond to some balance between bright and dark pixels such that each pixel is correctly exposed. However, these traditional methods typically suffer from difficulties when everything in the image is either dark or light. For example, in the case of an image that is too dark, the auto-exposure algorithm may increase the exposure level to the point where everything in the image is too bright. Also, in the case of an image that is too bright, the auto-exposure algorithm may lower the exposure level to the poin...

Claims

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Application Information

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IPC IPC(8): G06T15/20G06T15/06G06T15/50
CPCG06T15/20G06T15/06G06T15/506A63F2300/538A63F2300/66
Inventor J·博克尚斯基O·M·莱特
Owner NVIDIA CORP