Cross-Instance Front-to-Back Traversal for Ray Tracing

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Solution Overview

Problem

Ray tracing in heavily-instanced scenes faces inefficiencies due to the need for recursive depth-first traversal across overlapping instances, leading to increased traversal steps and intersections, especially when using a two-level acceleration structure.

Innovation Solution

Implement a cross-instance front-to-back traversal scheme that disambiguates hit points by using a tuple of distance and unique hit point ID, allowing traversal units to prioritize nodes based on an absolute order, even if they belong to different instances, thereby reducing unnecessary traversal operations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If recursive depth-first traversal is used across overlapping instances in heavily-instanced scenes, then complete scene coverage is achieved, but traversal steps and intersections increase significantly

Engineering Contradiction:
Improvescene coverage completenessVSAvoidtraversal steps
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent segments the traversal process by introducing instance IDs and hit point IDs to uniquely identify and differentiate hit points across overlapping instances. This segmentation allows the traversal to efficiently distinguish between different instances and their respective hit points, reducing redundant traversal steps while maintaining complete scene coverage.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent adds dimensional information to the traversal by incorporating instance IDs and hit point IDs into the hit point identification system. This dimensional enhancement allows the traversal algorithm to navigate the scene more efficiently by tracking not just spatial position but also instance identity, thereby reducing unnecessary traversal steps across overlapping geometries.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Device complexity

If two-level acceleration structure is used for heavily-instanced scenes, then hierarchical organization is improved, but traversal complexity increases due to instance overlap

Engineering Contradiction:
Improveacceleration structure organizationVSAvoidtraversal efficiency
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent applies preliminary action by pre-assigning unique instance IDs and hit point IDs to each instance and its constituent hit points before traversal begins. This pre-identification system is established in advance, allowing the traversal algorithm to efficiently navigate the two-level acceleration structure without getting confused by instance overlaps, thus maintaining high traversal efficiency.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements feedback mechanisms by using instance IDs and hit point IDs to track and distinguish hit points across different instances during traversal. This feedback system allows the algorithm to recognize when it has already processed a particular hit point in a different instance, preventing redundant intersections and improving overall traversal efficiency.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12175589B2Apparatus and method for cross-instance front-to-back traversal for ray tracing heavily-instanced scenes
Publication Date: 2024.12.24 INTEL CORP
  • US12175589B2 patent drawing
  • US12175589B2 patent drawing
  • US12175589B2 patent drawing

AI summary

Apparatus and method for programmable ray tracing with hardware acceleration on a graphics processor. For example, one embodiment of a graphics processor comprises shader execution circuitry to execute a plurality of programmable ray tracing shaders. The shader execution circuitry includes a plurality of single instruction multiple data (SIMD) execution units. Sorting circuitry regroups data associated with one or more of the programmable ray tracing shaders to increase occupancy for SIMD operations performed by the SIMD execution units; and fixed-function intersection circuitry coupled to the shader execution circuitry detects intersections between rays and bounding volume hierarchies (BVHs) and/or objects contained therein and to provide results indicating the intersections to the sorting circuitry.