Cache Request Grouping for Ray Tracing Datapath Scheduling

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional computer graphics technologies, particularly ray tracing, face challenges in achieving real-time interactive performance due to the computational complexity of simulating realistic reflections and shadows, as they require processing millions of light rays interacting with complex 3D scenes, which is beyond the capabilities of traditional graphics processing units (GPUs).

Innovation Solution

A hardware-based traversal coprocessor accelerates ray tracing by utilizing a bounding volume hierarchy (BVH) to efficiently traverse acceleration data structures, perform ray-primitive intersection tests, and handle instance transforms, significantly reducing the computational load and enabling real-time rendering of high-quality shadows and reflections.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If conventional GPUs are used to process millions of light rays for realistic reflections and shadows, then rendering quality is improved, but processing speed and real-time performance deteriorate

Engineering Contradiction:
Improverendering qualityVSAvoidprocessing speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent segments the ray tracing workload by implementing a hierarchical bounding volume hierarchy (BVH) structure that divides the 3D scene into multiple levels of spatial partitions. This allows the GPU to process rays in organized groups, traversing only relevant scene portions rather than evaluating all primitives, thereby maintaining rendering quality while improving processing throughput through structured data organization and selective computation.

Inventive Principle:
Principle #1Segmentation

2Reliability

If traditional graphics processing units process ray tracing computations, then comprehensive ray-primitive intersection testing is achieved, but computational complexity and processing time increase beyond real-time capabilities

Engineering Contradiction:
Improveintersection testing accuracyVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent applies preliminary action by pre-processing the 3D scene into a hierarchical bounding volume hierarchy (BVH) data structure before ray tracing execution. This pre-organized structure enables rapid traversal during runtime, allowing the system to quickly identify and test only those primitives that may intersect with incoming rays, thereby maintaining accurate intersection testing while dramatically reducing processing time through avoided computations.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If a detailed bounding volume hierarchy is used to accelerate ray tracing, then traversal efficiency is improved, but memory usage and data structure complexity increase

Engineering Contradiction:
Improvetraversal efficiencyVSAvoidmemory usage
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The patent implements the nested doll principle through a hierarchical BVH structure where bounding volumes are nested at multiple levels, with child bounding volumes contained within parent bounding volumes. This nested organization allows efficient spatial partitioning and rapid elimination of non-intersecting scene portions during ray traversal, improving traversal efficiency while using memory only for the hierarchical structure rather than duplicating primitive data at each level.

Inventive Principle:
Principle #7Nested doll (Nesting)

Data Source

PatentUS20250004947A1Method for efficient grouping of cache requests for datapath scheduling
Publication Date: 2025.01.02 NVIDIA CORP
  • US20250004947A1 patent drawing
  • US20250004947A1 patent drawing
  • US20250004947A1 patent drawing

AI summary

In a ray tracer, a cache for streaming workloads groups ray requests for coherent successive bounding volume hierarchy traversal operations by sending common data down an attached data path to all ray requests in the group at the same time or about the same time. Grouping the requests provides good performance with a smaller number of cache lines.