Dynamically Aligned Structure for Real-Time AR Ray Tracing

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Solution Overview

Problem

Existing ray tracing methods in augmented reality (AR) and virtual reality (VR) face high computational complexity and power consumption, making them unsuitable for real-time applications and consumer computing devices, particularly due to the time-consuming traversals of acceleration structures and the need for repeated reconstruction of these structures with scene changes.

Innovation Solution

The introduction of a Dynamically Aligned Structure (DAS) replaces traditional acceleration structures, allowing for the alignment of secondary rays with existing hit points, reducing computational complexity and power consumption by eliminating the need for pre-processing and traversals, and enabling path tracing in real-time.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional acceleration structures (K-trees or BVH trees) are used for ray tracing, then ray-triangle intersection tests can be performed, but the traversals of acceleration structures consume 60%-70% of the image generation time

Engineering Contradiction:
Improveray-triangle intersection test accuracyVSAvoidimage generation time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent pre-calculates and stores triangle world-space coordinates and barycentric coordinates in a lookup table before ray tracing begins. This preliminary preparation eliminates the need for time-consuming acceleration structure traversals during actual ray tracing, as all necessary geometric data is already organized and accessible in memory.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent creates a simplified copy of the scene geometry by storing only essential triangle data (world-space coordinates and barycentric coordinates) in a lookup table, rather than maintaining complex acceleration structures. This copied data structure enables fast ray-triangle intersection tests without the overhead of traversing K-trees or BVH trees.

Inventive Principle:
Principle #26Copying

2Ease of operation

If acceleration structures are used in ray tracing, then ray traversal can be performed, but the memory size is typically doubled by the acceleration structure

Engineering Contradiction:
Improveray traversal capabilityVSAvoidmemory size
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The patent extracts only the essential geometric data (triangle world-space coordinates and barycentric coordinates) from the full scene representation and stores it in a compact lookup table. This extraction eliminates the need for large acceleration structure data structures while retaining all necessary information for ray-triangle intersection tests.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent optimizes memory usage by storing geometric data with the specific quality and detail level needed for ray tracing operations. Rather than maintaining full-precision acceleration structures throughout memory, only the necessary triangle vertex coordinates and barycentric weights are stored in the lookup table, reducing overall memory consumption.

Inventive Principle:
Principle #3Local quality

3Manufacturing precision

If path tracing with global illumination is used, then photo-realistic images can be generated, but the computational cost is much greater than standard ray tracing

Engineering Contradiction:
Improveimage photo-realism qualityVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent pre-calculates and stores world-space triangle coordinates and barycentric coordinates in a lookup table before path tracing begins. This preliminary organization of geometric data enables fast intersection tests during multiple bounces of global illumination, reducing the computational burden of path tracing while maintaining photo-realistic image quality.

Inventive Principle:
Principle #10Preliminary action

4Speed

If standard ray tracing methods are used in AR, then real-time augmentation can be achieved, but the visual context lacks photo-realism elements such as reflections, refractions, and color bleeding

Engineering Contradiction:
Improvereal-time processing speedVSAvoidvisual photo-realism quality
Core Design Contradiction:
SpeedVSManufacturing precision

Solution Approach 1:

The patent pre-calculates and stores essential triangle geometric data in a lookup table, enabling fast ray-triangle intersection tests. This preliminary preparation allows path tracing with global illumination to run in real-time by eliminating the bottleneck of acceleration structure traversals, thus achieving both real-time speed and photo-realistic quality with reflections, refractions, and color bleeding.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10403027B2System for ray tracing sub-scenes in augmented reality
Publication Date: 2019.09.03 SNAP INC
  • US10403027B2 patent drawing
  • US10403027B2 patent drawing
  • US10403027B2 patent drawing

AI summary

The present disclosure describes a new global illumination ray tracing, applied to augmented reality and virtual reality. The Acceleration Structures of prior art are replaced by a new and novel device--a Dynamically Aligned Structure (DAS), a means for carrying out the intersection between secondary rays and scene geometry in large groups of rays, gaining high speed and lowering computational complexity. Its reduced power consumption is suitable to consumer level computing devices.