Acceleration Structure Generation for Ray Traversal Optimization

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Solution Overview

Problem

Current ray tracing methods require significant computation and memory bandwidth for traversal and intersection tests, leading to inefficiencies in 3D rendering.

Innovation Solution

The method involves dividing a 3D space into bounding boxes, determining overlapping positions, and generating an acceleration structure that represents these positions, allowing for early termination of traversal when a hit point is found, thereby reducing unnecessary computations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional ray tracing traversal is performed without optimization, then complete intersection testing is achieved, but computation time and memory bandwidth consumption increase significantly

Engineering Contradiction:
Improveintersection testing completenessVSAvoidtraversal computation time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent pre-calculates and stores overlap information between bounding boxes during the acceleration structure generation phase. This preliminary action enables the traversal algorithm to quickly determine whether further intersection testing is necessary by checking if the hit point lies within overlapping regions, thereby avoiding unnecessary traversal operations and reducing computation time while maintaining testing completeness

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent segments the 3D space into a hierarchical acceleration structure (such as BVH or KD-tree) where bounding boxes are organized in levels. This segmentation allows the traversal to proceed from coarse to fine levels, enabling early termination when the hit point is determined to be outside overlapping regions, thus reducing the number of nodes that need to be traversed

Inventive Principle:
Principle #1Segmentation

2Reliability

If traditional ray tracing traversal is performed without optimization, then all primitives are tested for intersection, but memory bandwidth consumption increases due to broad traversal

Engineering Contradiction:
Improveintersection test accuracyVSAvoidmemory bandwidth consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent pre-computes and stores overlap information between bounding boxes in the acceleration structure during the generation phase. This preliminary action allows the traversal algorithm to use this pre-stored information to quickly determine whether to continue traversing into child nodes, thereby reducing memory accesses during the actual ray tracing operation while maintaining intersection test accuracy

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent extracts and stores only the essential overlap information between bounding boxes during acceleration structure generation. This extracted information is sufficient for early termination decisions, allowing the system to avoid accessing broader portions of memory during traversal, thus reducing memory bandwidth consumption while preserving intersection test accuracy

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS10019832B2Method of generating and traversing acceleration structure
Publication Date: 2018.07.10 SAMSUNG ELECTRONICS CO LTD
  • US10019832B2 patent drawing
  • US10019832B2 patent drawing
  • US10019832B2 patent drawing

AI summary

A method of generating an acceleration structure for ray tracing, the method including, using a processor, dividing a three-dimensional (3D) space including primitives into bounding boxes, obtaining position information of where the bounding boxes overlapping each other, and generating an acceleration structure representing the position information and an inclusion relation between the bounding boxes. Also disclosed is a related method of traversing an acceleration structure.