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63 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

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

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

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

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

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

Slicked point analysis method and related device

The embodiment of the invention discloses a clicked point analysis method and a related device, when a clicked point used for clicked feedback is analyzed, fixed point positions on a surrounding body of a game object are not adopted, and the clicked point is analyzed based on an actual intersection mode of a line segment representing a hit object and the surrounding body representing an object part. According to the method, the hit point selection strategy for selecting the hit points is determined according to the hit points, so that different hit points can be selected for hit feedback under different intersection modes, the positions of the hit points are more matched with the hitting mode of the hitting object hitting the game object, the accuracy and authenticity of the hit points are improved, and the hit point selection strategy is more accurate. Therefore, when the hitting object hits the same object part of the game object in different hitting modes, different hitting effects can be brought to players, hit feedback better fits hitting logic in reality, and then more real game interaction experience is brought to the players.
Owner:SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD

A collision computation acceleration method of a parameterized geometry combined collision algorithm

This invention discloses a collision calculation acceleration method combining parametric geometry and collision algorithms, belonging to the field of physical simulation technology. The method includes: traversing a 3D scene to classify and label geometric objects as parametric entities or discrete mesh objects; constructing a hybrid bounding volume hierarchical structure tree, with leaf nodes storing algebraic equations or vertex data respectively; performing generalized collision detection to screen potential collision pairs; calculating a collision urgency index based on overlapping volume and complexity, and prioritizing collision pairs; using analytical geometry for parametric entities and primitive intersection testing for discrete meshes, and dynamically allocating computational resources according to priority; finally, using pose hash caching and a warm-start strategy to accelerate convergence. This invention effectively solves the problems of high computational load and inefficient resource allocation in traditional discretized collision detection by combining hybrid geometric representation and dynamic scheduling mechanisms, significantly improving the real-time performance of physical simulation.
Owner:PLANT RESOURCE TECH CO LTD

Adaptive hierarchical bounding box reconstruction using biased cost function

This disclosure provides systems, apparatus, apparatus, and methods, including computer programs encoded on a storage medium, for adaptive BVH reconstruction using biased cost functions of dynamic geometry. A graphics processor may obtain an indication of a first BVH structure comprising first nodes, where the first BVH structure represents first geometry data of first primitives in a first frame, where each of the first nodes is associated with a first primitive; a number of rays intersecting each of the first BVH structures from a direction associated with the first frame may be detected; a cost function may be updated based on the number of rays and each of the directions; and may configure a second BVH structure including second nodes based on the updated cost function, where the second BVH structure represents second geometry data for second primitives in a second frame, where each of the second nodes is associated with a second primitive.
Owner:QUALCOMM INC

Ray-box intersection circuitry

Techniques are disclosed relating to ray intersection tests for ray tracing in graphics processors. In some embodiments, a ray cache stores, transformed ray direction corresponding to a transform of a ray based on its dominant direction axis. Ray intersect acceleration circuitry may determine whether a ray intersects a bounding volume of a bounding volume hierarchy (BVH) data structure. Ray-plane test circuitry may perform a set of six ray-plane tests for the bounding volume using at most four floating-point multiplication operations by four multiplier circuits. The floating-point operations may operate on the transformed ray direction components from the ray cache circuitry and coordinate information for the bounding volume. Disclosed techniques may reduce area and power consumption by avoiding multiplier circuitry for some ray-plane tests.
Owner:APPLE INC

Techniques for improving compression by forcing a hit for bounding volumes of a bvh

Data for nodes of a bounding volume hierarchy can be represented in fixed-point format for compression. For good precision, fixed-point bounds are stored along with each node, where these bounds represent the minimum and maximum representable numbers in the format. While this provides good compression, there are ways in which this technique can produce undesirable results. For example, if the size of many or most of the bounding volumes in the fixed-point number space is significantly smaller than the bounds, then the representation of such bounding volume in the fixed-point space may be unnecessarily large, resulting in a large number of false positive intersections during BVH traversal. Thus, techniques are provided herein for setting certain bounding volumes as “always hit” in order to eliminate the bounding volumes from inclusion in the fixed-point bounds. This shrinks the fixed-point bounds, giving better precision for smaller bounding volumes.
Owner:ADVANCED MICRO DEVICES INC +1

Apparatus and method for bounding volume hierarchy (BVH) construction with stochastic processing

A method and apparatus for efficiently constructing a bounding volume hierarchy (BVH). For example, one embodiment of an apparatus comprises: a primitive sampler to identify a representative subset of input primitives of a graphics scene; bounding volume hierarchy (BVH) builder hardware logic to construct an approximate BVH based on the representative subset of input primitives; hardware logic to insert input primitives not in the representative subset into leaves of the approximate BVH; and the BVH builder or a different BVH builder to construct a final BVH based on the primitives inserted into the leaves of the approximate BVH.
Owner:INTEL CORP

Method for ascertaining a three-dimensional bounding volume

A computer-implemented method for ascertaining a three-dimensional bounding volume, preferably a bounding box, for an object displayed on first data, the first data having at least three spatial dimensions, information data of a two-dimensional minimum bounding polygon being received for the object displayed on second data, a projection matrix, which defines a mapping of a three-dimensional data point of the first data onto a two-dimensional data point in the second data being received, and the three-dimensional bounding volume of the object being ascertained with the aid of a mathematical optimization procedure and a target function, the target function comprising fewer than 100,000 terms. The invention also relates to a device for processing data, which comprises computer components for carrying out the above method, as well as a computer program product, comprising commands, which, when the program is executed by a computer, prompt the latter to carry out the above method.
Owner:DSPACE DIGITAL SIGNAL PROCESSING & CONTROL ENGINEERING GMBH

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

Content generation systems and applications using octree-based spatial databases

Approaches presented herein provide for the generation and maintenance of a minimally-sized octree (or other spatial representation) for an arbitrary or dynamic dataset. An octree representation allows for efficient real-time querying of dynamic content, where such a spatial database can scale from a single machine to multiple machines. Objects in a scene can be stored to the spatial database using a set of spatial primitives. When a first object (or set of objects) in a scene is determined, an initial octree and root can be determined based at least in part upon the size and location of the object(s). An additional object may be added that is outside the existing root of the octree. A new bounding volume is generated that surrounds this new object, and the bounding volume is grown in alternating directions until the bounding volume also includes the other objects in the environment, and this new volume boundary becomes the new root of an updated octree for this environment.
Owner:NVIDIA CORP

Method, apparatus, and computer readable medium for generation of tightly world space enclosing regions

Systems and techniques are provided for determining bounding volumes for hierarchical structures used for ray tracing. For example, a process can include obtaining an acceleration data structure that includes one or more primitives of a scene object. A graph cut can be applied to the acceleration data structure. A set of nodes of the acceleration data structure can be determined based on the graph cut, where the determined set of nodes are positioned to be adjacent to the graph cut. A world space bounding volume can be generated for the scene object using the determined set of nodes based on the graph cut.
Owner:QUALCOMM 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