3D Scene Acceleration Structure With Variable-Granularity Voxel Mapping
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Solution Overview
Problem
Existing ray tracing methods for rendering 2-D images from 3-D scenes are inefficient for complex scenes with millions of triangles, as naive intersection testing is intractable, and existing acceleration structures incur significant overhead in both computation and resource usage, especially in dynamic scenes where frequent updates are required.
Innovation Solution
A method for creating a hierarchical spatial subdivision acceleration structure using bounding volumes and kD-trees, which efficiently maps primitives to voxels of varying granularities, allowing for efficient ray intersection testing and photon mapping, while minimizing memory usage and computation resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a hierarchical spatial subdivision acceleration structure is used for ray intersection testing, then intersection testing efficiency is improved, but build time and memory usage increase
Solution Approach 1:
The patent applies segmentation by dividing the 3D scene into a hierarchical spatial subdivision structure where space is recursively partitioned into smaller regions (nodes). This segmentation allows the acceleration structure to be built incrementally and enables efficient ray traversal by only testing intersections in relevant sub-regions rather than all primitives, thus improving intersection testing efficiency while managing build complexity through hierarchical organization.
Solution Approach 2:
The patent implements dynamic update capabilities for the acceleration structure, allowing it to adapt when primitives are added, removed, or modified in the scene. This dynamic property enables the structure to be updated efficiently without complete rebuilds, balancing the trade-off between maintaining optimal intersection testing performance and minimizing build time through selective updates rather than full reconstruction.
2Productivity
If a hierarchical spatial subdivision acceleration structure is used for ray intersection testing, then intersection testing efficiency is improved, but memory usage increases
Solution Approach 1:
The patent employs nesting by creating a hierarchical structure where smaller spatial regions are nested within larger parent regions. This nested organization allows memory-efficient storage by sharing common bounding volumes across multiple levels and only storing unique information at each node, reducing overall memory consumption while maintaining the hierarchical benefits for accelerated ray intersection testing.
Solution Approach 2:
The patent applies local quality by allowing different regions of the acceleration structure to have different levels of detail and granularity based on scene complexity. This enables memory optimization by using coarser representations in simple regions and finer representations only where needed, thus improving intersection testing efficiency in critical areas without uniformly increasing memory usage across the entire scene.
3Productivity
If existing acceleration structures are used, then ray intersection testing is accelerated, but computation overhead and resource usage increase significantly
Solution Approach 1:
The patent applies preliminary action by pre-computing and storing spatial subdivision information, bounding volumes, and primitive associations in the acceleration structure before ray tracing begins. This preliminary organization of spatial data enables faster ray intersection testing during rendering by eliminating the need for complex computations during the actual ray tracing process, thus accelerating intersection testing while managing computation overhead through upfront preparation.
Data Source
AI summary
Systems and methods for producing an acceleration structure provide for subdividing a 3-D scene into a plurality of volumetric portions, which have different sizes, each being addressable using a multipart address indicating a location and a relative size of each volumetric portion. A stream of primitives is processed by characterizing each according to one or more criteria, selecting a relative size of volumetric portions for use in bounding the primitive, and finding a set of volumetric portions of that relative size which bound the primitive. A primitive ID is stored in each location of a cache associated with each volumetric portion of the set of volumetric portions. A cache location is selected for eviction, responsive to each cache eviction decision made during the processing. An element of an acceleration structure according to the contents of the evicted cache location is generated, responsive to the evicted cache location.


