Adaptive Ray Sampler Average-Rate Control for Pixel Budgets

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Solution Overview

Problem

Adaptive ray tracing engines face inefficiencies due to clamping of pixel samples, leading to wasted computational resources and variations in rendered frame rates, especially in high-resolution graphics applications.

Innovation Solution

An adaptive sampling mechanism that redistributes unused sample budgets across pixels based on importance maps and computational power, ensuring an average sample count is maintained while allowing some pixels to exceed the maximum sample count, iteratively refining the distribution to achieve closer adherence to the desired average.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of energy

If the sampler clamps the number of samples at the configured maximum per pixel, then the computational resources are controlled, but the per-frame sampling budget is wasted and frame rate variations occur

Engineering Contradiction:
Improvecomputational resource efficiencyVSAvoidsampling budget utilization
Core Design Contradiction:
Loss of energyVSProductivity

Solution Approach 1:

The patent applies local quality by allowing different pixels to have different maximum sample counts based on their importance values. Instead of a uniform clamp threshold across all pixels, the system dynamically adjusts per-pixel thresholds using importance maps, enabling high-importance pixels to receive more samples while low-importance pixels receive fewer samples, thus optimizing both computational efficiency and sampling budget utilization.

Inventive Principle:
Principle #3Local quality

2Productivity

If the sampler applies adaptive mechanisms to adjust samples per pixel, then sampling efficiency is improved, but complexity in determining optimal sample distribution increases

Engineering Contradiction:
Improvesampling efficiencyVSAvoidsample distribution control complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-computing importance maps and determining optimal per-pixel sample thresholds before the actual rendering process. This allows the system to establish a clear sampling strategy in advance, reducing runtime complexity while maintaining adaptive efficiency. The importance maps and threshold values are prepared beforehand, enabling straightforward sample allocation during rendering.

Inventive Principle:
Principle #10Preliminary action

3Loss of energy

If the maximum sample count is strictly enforced per pixel, then computational power is conserved, but rendering quality in important regions suffers

Engineering Contradiction:
Improvecomputational power consumptionVSAvoidrendering quality
Core Design Contradiction:
Loss of energyVSManufacturing precision

Solution Approach 1:

The patent applies parameter changes by dynamically adjusting the maximum sample count parameter on a per-pixel basis using importance values. Pixels with higher importance can have their maximum sample count increased beyond the global threshold, while less important pixels maintain the standard limit. This flexible parameter adjustment ensures rendering quality in important regions without excessive computational power consumption overall.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12462466B2Average rate regulator for parallel adaptive sampler
Publication Date: 2025.11.04 NVIDIA CORP
  • US12462466B2 patent drawing
  • US12462466B2 patent drawing
  • US12462466B2 patent drawing

AI summary

A ray tracing method forms a first accumulation of importance values of non-clamped pixels in an image and forms a second accumulation of waste importance of clamped pixels in the image. The first accumulation and the second accumulation are applied to set an updated average sample count for pixels in the image, and the ray tracer generates a number of sampling rays for particular pixels by applying the updated average sample count to a per-pixel importance setting.