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83 results about "Bounding volume" patented technology

In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations by using simple volumes to contain more complex objects. Normally, simpler volumes have simpler ways to test for overlap.

Apparatus and method for converting compressed geometries into acceleration data structures

The invention discloses an apparatus and method for converting compressed geometries into accelerated data structures. An apparatus and method for transforming lossy compressed geometries into a bounding volume hierarchy. For example, one embodiment of a method includes constructing a bounding volume hierarchy (BVH) based on a compressed hierarchy (LOD) structure formed from iteratively merged geometric primitive cluster pairs, where constructing the BVH includes traversing the compressed hierarchy (LOD) structure, to select a subset of the cluster on one or more levels of a compressed hierarchy (LOD) structure based on the current cone of view; decompressing each cluster and constructing a per-cluster BVH on the primitive of each cluster, wherein each per-cluster BVH comprises a per-cluster BVH root node; and fusing the per-cluster BVH root nodes to form a BVH, the BVH being used to efficiently ray trace all decompressed geometric primitives in the scene.
Owner:INTEL CORP

Formation of bounding volume hierarchies

A method performed by a graphics processor searches for a candidate reinsertion for each of a plurality of input nodes of a current bounding volume hierarchy (BVH) which would move the input node from an old parent to a new parent, and which would reduce an expected computational cost of searching the BVH for a ray intersection; and performs a first update to update the current BVH with one or more selected reinsertions from among the candidates. The selection comprises a conflict check to determine whether any group of the candidates would affect a same part of the current BVH, and if so selecting only one of the group to include in the first update. At least one of the iterations further comprises, after the first update, performing a second update within the same iteration to update the current BVH with another of said group.
Owner:IMAGINATION TECH LTD

Prism volumes for displaced subdivided triangles

To perform ray traversals of displaced micro-meshes (DMMs), a processing system includes an accelerator unit (AU). The AU is configured to first generate a DMM including one or more base triangles. The AU then generates an initial bounding volume around a first base triangle of the DMM. Further, the AU bounds one or more sides of the initial bounding volume with respective bounding volumes to produce a prism bounding volume around the base triangle. The AU is then configured to determine whether a ray intersects the prism volume bounding the first base triangle of the DMM.
Owner:ADVANCED MICRO DEVICES INC +1

Hierarchical occlusion perception grid infinitesimal streaming and adaptive rendering method

The invention relates to a hierarchical occlusion perception grid infinitesimal streaming transmission and adaptive rendering method, which comprises the following steps of: S1, decomposing a model into grid infinitesimal, recursively constructing a bounding volume hierarchical tree BVH from bottom to top by taking the grid infinitesimal as a leaf node, and setting a semantic error and a geometric error for each sub-node cluster; s2, acquiring camera parameters of a current frame, comparing a total screen space error with an error threshold value, if the error is smaller than the threshold value, stopping traversing, and adding the cluster node into a to-be-rendered list of the current frame; and S3, if the grid infinitesimal corresponding to the cluster node in the to-be-rendered list is not loaded to the GPU memory, sending a loading request to an asynchronous streaming manager, asynchronously loading the corresponding grid infinitesimal from the memory, and rendering a father node of the cluster node. Compared with the prior art, the method has the advantages that large-scale and high-precision model data can be rendered on the lightweight XR all-in-one machine in real time, and the like.
Owner:SHANGHAI JIAOTONG UNIV

Hardware Acceleration for Motion Blur with Ray Tracing

Techniques are disclosed relating to ray tracing and motion blur in graphics processors. In some embodiments, ray intersection accelerator circuitry is configured to perform traversal operations for an acceleration data structure (ADS) that includes hierarchical bounding volumes, where the ADS includes a first node that specifies: first coordinates of a bounding volume at a first motion blur time and second coordinates of the bounding volume at a second motion blur time. The Ray accelerator may determine a ray time interval representation indicating upper and lower bounds that represent error bounds for a quantized ray time value of a ray. Interpolation circuitry may operate on the first coordinates, the second coordinates, and the ray time interval representation to generate interpolated coordinates for the bounding volume. Box test circuitry may determine whether the ray intersected the bounding volume based on the interpolated coordinates and coordinates of the ray.
Owner:APPLE INC

Method of Traversing a Hierarchical Acceleration Structure

A hierarchical acceleration structure for use in a ray tracing system. When generating a node for the hierarchical acceleration structure, the primitives in a particular portion of the 3D scene may be alternatively bounded by different shaped volumes. These bounding volumes or ‘bounding regions’ can be Axis Aligned Bounding Boxes (AABBs), although other bounding volumes can be used. The ray tracing system may use sets of two or more bounding volumes in a 3D scene to bound all the primitives within that portion. The choice of how to create sets of multiple bounding volumes within a portion of the 3D scene may be done by using a binary space partition (BSP). Different sets of bounding regions may present different amounts of surface area for a hypothetical ray entering the portion of the 3D scene dependent upon the expected ray direction or angle.
Owner:IMAGINATION TECH LTD

Hardware acceleration for motion blur with ray tracing

Techniques are disclosed relating to ray tracing and motion blur in graphics processors. In some embodiments, ray intersection accelerator circuitry is configured to perform traversal operations for an acceleration data structure (ADS) that includes hierarchical bounding volumes, where the ADS includes a first node that specifies: first coordinates of a bounding volume at a first motion blur time and second coordinates of the bounding volume at a second motion blur time. The Ray accelerator may determine a ray time interval representation indicating upper and lower bounds that represent error bounds for a quantized ray time value of a ray. Interpolation circuitry may operate on the first coordinates, the second coordinates, and the ray time interval representation to generate interpolated coordinates for the bounding volume. Box test circuitry may determine whether the ray intersected the bounding volume based on the interpolated coordinates and coordinates of the ray.
Owner:APPLE INC

Discrete rotations for oriented bounding boxes based on platonic solids

A technique for performing ray tracing operations is provided. The technique includes arriving at a bounding box of a bounding volume hierarchy (“BVH”) having an orientation defined based on a platonic solid; testing a ray for intersection with the bounding box; and continuing traversal of the BVH based on results of the testing.
Owner:ADVANCED MICRO DEVICES INC

Bounding volume hierarchy leaf node compression

A technique for performing a ray tracing operation is provided. The technique includes identifying triangles to be included in a compressed triangular block; storing data common to the identified triangles as common data for the compressed triangular block; and storing data unique to the identified triangle as unique data for the compressed triangle block.
Owner:ADVANCED MICRO DEVICES INC +1

Formation of bounding volume hierarchies

In a graphics processor, optimising a bounding volume hierarchy (BVH) acceleration structure representing 3D regions of space in a modelled environment for ray tracing. The BVH is a tree with leaf nod
Owner:IMAGINATION TECH LTD

Light ray tracing method, graphics processor, electronic equipment and storage medium

The invention discloses a ray tracing method, a graphics processor, an electronic device and a storage medium, and the method comprises the steps: obtaining batch primitive information meeting a coloring test requirement in a current node in a bounding volume hierarchical structure by a ray tracer in a process of carrying out a traversal intersection test on a ray and the bounding volume hierarchical structure; transmitting the batch primitive information and the current light ray information corresponding to the current node to a shader, so that the shader performs a coloring intersection test on the batch primitive and the current light ray; and receiving an intersection test result transmitted by the shader, and executing ray tracing operation according to the intersection test result. According to the technical scheme, the waiting time delay of information transmission between the light tracer and the shader can be reduced, and the execution efficiency of a graphic rendering task and the utilization rate of hardware resources of a graphic processor are improved.
Owner:RICUN TECH (SHANGHAI) CO LTD

Electromagnetic scattering calculation method based on heterogeneous GPU cluster

The embodiment of the invention provides an electromagnetic scattering calculation method based on a heterogeneous GPU cluster. The method is applied to the field of computational electromagnetism, and comprises the following steps: constructing a hierarchical bounding volume geometric acceleration structure of a target object and adding an edge index, and meanwhile, completely copying and distributing data of the acceleration structure to a video memory of each computational node in a heterogeneous GPU cluster; generating a random ray path starting from an emission source, modeling an electromagnetic scattering process as a ray path set in a probability space, and generating a ray direction through an importance sampling strategy; determining a static scheduling strategy for the ray batch based on the calculation cost of pre-sampling and geometric enhancement, and carrying out non-uniform distribution on task tiles according to the heterogeneous GPU calculation power; and monitoring the execution state of the heterogeneous GPU cluster in real time, and dynamically adjusting the distribution strategy of the residual ray tasks based on execution feedback. According to the method, the calculation overhead can be remarkably reduced while the calculation precision is ensured, and the efficiency and expandability of complex target electromagnetic scattering calculation are improved.
Owner:CHONGQING UNIV OF POSTS & TELECOMM

Bounding volume hierarchy with bounding volumes in prior space corresponding to subset of transform sub-tree bounds

Techniques are disclosed relating to ray tracing, e.g., in graphics processors. Ray tracing embodiments may utilize a bounding volume hierarchy (BVH) acceleration data structure (ADS) that includes a hierarchy of bounding volumes. A graphics processor may traverse the ADS, testing for intersections with bounding volumes, to determine which primitives to test for a given ray. Some nodes may be transform nodes (e.g., instance nodes) that correspond to a ray transform before further traversal. In disclosed embodiment, one or more levels below the transform node may be reverse transformed and included above the transform node. This may advantageously avoid a ray transform operation for rays that would not have hit in the first one or more levels of the transform sub-tree.
Owner:APPLE INC

Accelerating bounding volume hierarchy construction with machine learning

Techniques herein involve building bounding volume hierarchies for ray tracing using neural networks. Bottom-up BVH building techniques include nearest neighbor search operations and tree construction operations. The nearest neighbor search operations evaluate a set of candidate nodes that do not have any parents to identify nearest neighbor pairs and the tree construction operations “combine” the nearest neighbor pairs by generating new nodes that are parents of the nodes of the pairs. The nearest neighbor search is an expensive operation as it generally considers all possible combinations of the set to select one considered “best.” A neural network model is thus proposed herein which can perform this nearest neighbor search in a more efficient manner. Specifically, the neural network model accepts, as input, information characterizing the nodes of a set for which a search is performed and provides, as output, information characterizing the nearest neighbor pairs found for the set.
Owner:ADVANCED MICRO DEVICES INC

Method and a system for bounding volume hierarchy approximation

A method and system for traversing a bounding volume hierarchy (BVH) structure associated with a given 3D scene using a ray tracing algorithm are provided. The method comprises: determining an escape probability value for a given node of the BVH structure of a given ray traversing the given node without reflecting off any mesh element contained therein; propagating a ray in the given 3D scene that intersects the respective bounding volume of the given node; in response to determining that the ray is to traverse the respective bounding volume, determining whether the ray is to traverse or to reflect off an other respective bounding volume; and in response to determining that the ray is to reflect off the respective bounding volume: rendering a mesh element contained in the respective bounding volume of the given BVH node.
Owner:HUAWEI TECH CO LTD

Method and a system for bounding volume hierarchy approximation

A method and system for traversing a bounding volume hierarchy (BVH) structure associated with a given 3D scene using a ray tracing algorithm are provided. The method comprises: determining an escape probability value for a given node of the BVH structure of a given ray traversing the given node without reflecting off any mesh element contained therein; propagating a ray in the given 3D scene that intersects the respective bounding volume of the given node; in response to determining that the ray is to traverse the respective bounding volume, determining whether the ray is to traverse or to reflect off an other respective bounding volume; and in response to determining that the ray is to reflect off the respective bounding volume: rendering a mesh element contained in the respective bounding volume of the given BVH node.
Owner:HUAWEI TECH CO LTD

Systems and methods for detecting ray intersections with displaced micro-meshes

A device that defines and uses a bounding volume for testing for ray intersections with a displaced micro-mesh. The bounding volume is indirectly based on a twisted prism composed of two triangles and three bilinear patches that bounds the displaced micro-mesh. Instead of detecting intersection with the bilinear patches directly, tetrahedrons that circumscribe the bilinear patches can be used instead. The two bases and the three tetrahedra make fourteen triangles. The device tests for potential intersection with the displaced micro-mesh by testing for an intersection with any of the fourteen triangles. Various other methods and systems are also disclosed.
Owner:ADVANCED MICRO DEVICES INC

Progressive compression of geometry for graphics processing

A graphics processor includes circuitry configured to generate a bounding volume hierarchy (BVH) data structure for a graphics scene to be rendered. The BVH includes a leaf node that includes: node data that specifies quantization frame data for quantized primitive children of the leaf node, a quantized primitive block that includes quantized vertex components of the primitive children, and a vertex residual block that includes additional vertex data for the primitive children. The vertex residual block may not include redundant data with the quantized primitive block and the quantized primitive block and vertex residual block may include, for the primitive children, sufficient data to reconstruct an original-precision representation of their vertices. The circuitry may traverse the BVH to perform ray tracing operations during render of the graphics scene, including to perform one or more ray primitive intersect tests based on the quantized primitive block and the vertex residual block.
Owner:APPLE INC

Fast sheared box computation for scene geometry

Ray tracing simulates how light interacts with objects in a scene to render realistic images. In many ray tracing solutions, a bounding volume around a geometry in the scene is computed and a ray intersection with the bounding volume is tested. For a ray that does not intersect the bounding volume, tracing of the ray can be skipped for points within the bounding volume, thereby saving significant processing time and accelerating the ray tracing performed for a given scene. Most current ray-object intersection tests rely on use of axis-aligned bounding boxes, which do not usually fit closely to the actual geometry in the scene. However, using sheared boxes is computationally inefficient and not feasible for use with real-time rendering. The present disclosure provides fast sheared box computations for scene geometry, which can better fit the box to the scene geometry while still being computed efficiently to allow for real-time rendering.
Owner:NVIDIA CORP

Method and system for constructing ray tracing acceleration structures

The invention relates to a method and system for constructing a ray tracing acceleration structure. A computer-implemented method of creating a bounding volume hierarchy, BVH, for a model is disclosed. The model is defined with respect to a local coordinate system of the model. The method comprises defining a BVH branch node within the model, establishing a plurality of local transformation matrices for the BVH, and for each BVH branch node, determining a first bounding volume and associating the branch node with one of the plurality of local transformation matrices that maps between the first bounding volume and a second bounding volume in the local coordinate system.
Owner:IMAGINATION TECH LTD

Fused bounding volume hierarchy for multiple levels of detail

A fused bounding volume hierarchy, which is a combination of a base bounding volume hierarchy and one or more non-base bounding volume hierarchies, is generated. For each non-base bounding volume hierarchy, multiple subtrees in the non-base bounding volume hierarchy that include less than a threshold number of child nodes are identified. Each of these subtrees is then fused with the base bounding volume hierarchy at one of the nodes of the base bounding volume hierarchy, and an identifier of the level of detail for the non-base bounding volume hierarchy is included in the node. When displaying a scene or image, for a particular portion of the scene or image the level of detail to use is identified. The fused bounding volume hierarchy is traversed and the geometric objects in the nodes of the fused bounding volume hierarchy corresponding to the identified level of detail are displayed.
Owner:ADVANCED MICRO DEVICES INC +1

Triangle pairing optimizer

A method for grouping primitives into pairs of adjoining triangles for use in a ray racing process. An input list of edges of triangular primitives is obtained and an edge bounding volume surface area
Owner:IMAGINATION TECH LTD

Velocity estimation distortion correction

In some aspects, an apparatus may receive, from a lidar sensor, a bounding geometry in accordance with one or more data points of a point cloud representing two or more scans of a sensed object. The bounding geometry may have a bounding volume associated with the sensed object. The apparatus may extend the bounding volume of the bounding geometry to enclose at least a subset of the data points in the point cloud. The apparatus may estimate a data point displacement in accordance with two or more subsets of the data points of the point cloud. The apparatus may estimate a velocity of the sensed object in accordance with the data point displacement. Numerous other aspects are described.
Owner:QUALCOMM INC

Pre-filtering node for bounding volume hierarchy

A technique for performing a ray tracing operation is provided. The technique includes traversing to a pre-filtering node for a tested ray intersecting a geometry associated with the bounding volume hierarchy, the pre-filtering node including information of triangles for filtering out leaf nodes of the bounding volume hierarchy; evaluating quantized rays corresponding to the rays for the quantized triangles of the pre-filtered nodes to filter out one or more triangles of the leaf nodes without consideration; and testing unfiltered triangles of the leaf nodes and not testing filtered triangles of the leaf nodes.
Owner:ADVANCED MICRO DEVICES INC +1

Technique for generating a bounding volume hierarchy

A technique for building a bounding volume hierarchy is disclosed. The technique includes for a subject node, selecting a dimension along which to perform a split to form child nodes of the subject node; assigning primitives of the subject node to the child nodes; and updating bounds for the child nodes in a next split dimension and not in the other dimensions.
Owner:ADVANCED MICRO DEVICES INC

Formation of bounding volume hierarchies

In a graphics processor, optimising a bounding volume hierarchy (BVH) acceleration structure representing 3D regions of space in a modelled environment for ray tracing. The BVH is a tree with leaf nod
Owner:IMAGINATION TECH LTD

Hardware acceleration for motion blur utilizing ray tracing

PendingCN122374793AGraphicsAlgorithm
Techniques related to ray tracing and motion blur in graphics processing units are disclosed. In some embodiments, a ray intersection accelerator circuit is configured to perform a traversal operation on an accelerated data structure (ADS) including a hierarchical bounding volume, wherein the ADS includes a first node specifying: a first coordinate of the bounding volume at a first motion blur time and a second coordinate of the bounding volume at a second motion blur time. The ray accelerator can determine a ray time interval representation indicating an upper and lower bound of an error bound representing a quantized ray time value. An interpolation circuit can operate on the first coordinate, the second coordinate, and the ray time interval representation to generate interpolated coordinates of the bounding volume. A box test circuit can determine whether a ray intersects with the bounding volume based on the interpolated coordinates and the ray coordinates.
Owner:APPLE INC

FAST SHEAR BOX CALCULATION FOR SCENE GEOMETRY

Ray tracing simulates how light interacts with objects in a scene to render realistic images. Many ray tracing solutions compute a bounding volume around a geometry in the scene and test for ray intersections with this volume. For a ray that does not intersect the bounding volume, ray tracing for points within the volume can be skipped, saving significant processing time and speeding up the ray tracing performed for a given scene. Most current ray-object intersection tests rely on the use of axis-aligned bounding boxes, which are typically not accurately fitted to the actual geometry in the scene. However, using sheared boxes is computationally inefficient and impractical for use with real-time rendering.The present disclosure provides fast sheared-box calculations for scene geometry, which can better fit the box to the scene geometry while still being calculated efficiently to enable real-time rendering.
Owner:NVIDIA CORP