BVH Node Block Allocation for Faster Ray Traversal

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Solution Overview

Problem

Ray tracing operations in graphics processors are resource-intensive and inefficient due to the high computational demands of processing visibility queries for ray-scene intersections using traditional bounding volume hierarchies (BVHs).

Innovation Solution

Implementing a bounding volume hierarchy (BVH) with oriented bounds using quantized shared orientations to optimize ray traversal operations, reducing computational overhead and improving performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional bounding volume hierarchies are used for ray traversal, then ray-scene intersection processing can be performed, but computational overhead is high and resource consumption increases

Engineering Contradiction:
Improveray tracing efficiencyVSAvoidcomputational resource consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The patent applies parameter changes by quantizing the orientation data from full floating-point representations to discrete quantized levels (e.g., 4-bit or 8-bit quantization). This transforms the continuous orientation parameters into discrete values that can be processed more efficiently by the graphics processor, reducing computational overhead while maintaining sufficient accuracy for ray-triangle intersection tests. The quantized orientation values are stored in compressed BVH node structures, enabling faster traversal and intersection testing.

Inventive Principle:
Principle #35Parameter changes

2Speed

If traditional BVH traversal is implemented, then visibility queries can be processed, but traversal speed is reduced due to high computational demands

Engineering Contradiction:
Improveray traversal speedVSAvoidcomputational complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The patent changes the parameter representation from full-precision floating-point orientations to quantized discrete orientation values. This parameter transformation reduces the computational complexity of orientation comparisons and triangle intersection tests during BVH traversal, enabling faster processing speeds while maintaining the necessary geometric accuracy for correct visibility queries.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent segments the orientation data into discrete quantized levels rather than using continuous values. This segmentation allows the system to process only the essential orientation information needed for intersection testing, reducing computational complexity and improving traversal speed by avoiding unnecessary high-precision calculations.

Inventive Principle:
Principle #1Segmentation

3Device complexity

If quantized shared orientations are used, then computational overhead is reduced, but orientation precision may be compromised

Engineering Contradiction:
Improvecomputational overheadVSAvoidorientation precision
Core Design Contradiction:
Device complexityVSMeasurement precision

Solution Approach 1:

The patent applies parameter changes by transforming continuous orientation parameters into quantized discrete values. This change reduces computational overhead significantly while maintaining sufficient precision for ray-triangle intersection tests. The quantization level is carefully chosen to balance between computational efficiency and geometric accuracy, ensuring that the discretized orientations still provide meaningful results for visibility determination.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250308128A1Apparatus and method for block-friendly ray traversal
Publication Date: 2025.10.02 INTEL CORP
  • US20250308128A1 patent drawing
  • US20250308128A1 patent drawing
  • US20250308128A1 patent drawing

AI summary

Apparatus and method for efficient storage of BVH nodes in blocks. For example, one embodiment of an apparatus comprises: bounding volume hierarchy (BVH) construction circuitry to construct a BVH based on primitives of a graphics scene; and block allocation hardware logic coupled to or integral to the BVH construction circuitry, the block allocation hardware logic to allocate a plurality of nodes of the BVH into a plurality of blocks for storage in a cache or memory subsystem, the block allocation hardware logic to maximize a number of blocks which include a leading parent node and one or more corresponding child nodes of the plurality of nodes.