Fixed Depth Buffer Allocation for Ray Tracing Rendering

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current scene rendering systems face complexity and high processing and data storage costs due to dynamic depth buffer modifications during ray tracing, lacking artistic control over depth samples in deep image rendering.

Innovation Solution

The system determines a fixed depth buffer based on identified reduced depth sets for each rendering element before rendering, using a reduced depth set identification software module to allocate a fixed-size image buffer for each element, allowing for efficient depth buffering and subsequent scene rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the rendering system dynamically adapts the depth buffer during ray tracing, then the rendering accuracy is improved, but the device complexity and processing costs increase significantly

Engineering Contradiction:
Improverendering accuracyVSAvoiddepth buffer management complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by performing a preliminary analysis phase before actual rendering to determine the optimal depth buffer size and configuration. The system analyzes the scene geometry and ray tracing requirements in advance, then configures the depth buffer accordingly before the main rendering process begins. This eliminates the need for dynamic adaptation during rendering while maintaining high accuracy.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If many rays are traced for each pixel to accumulate shading samples, then the rendering quality is improved, but the processing time and computational costs increase

Engineering Contradiction:
Improveshading sample accuracyVSAvoidrendering time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent applies parameter changes by dynamically adjusting the number of rays traced per pixel based on scene depth characteristics and desired quality levels. The system modifies tracing parameters adaptively - tracing more rays in regions requiring higher accuracy and fewer rays in regions where less sampling is needed. This optimizes the balance between rendering quality and processing time by changing key parameters rather than using a fixed high-sample approach throughout the entire scene.

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If the depth buffer is locked and resized during rendering, then the rendering accuracy is maintained, but the data handling overhead and processing costs increase

Engineering Contradiction:
Improvedepth sample accuracyVSAvoidrendering efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent determines the optimal depth buffer size and configuration in advance, before the rendering process begins. By performing preliminary scene analysis and ray tracing simulations, the system pre-calculates the required depth buffer parameters, allowing the buffer to be locked at an optimal size throughout rendering without requiring mid-process resizing operations.

Inventive Principle:
Principle #10Preliminary action

4Adaptability or versatility

If the rendering system lacks prior knowledge of required depth samples, then the rendering process is flexible, but the processing overhead and data storage costs increase

Engineering Contradiction:
Improverendering flexibilityVSAvoiddata storage requirements
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent changes the approach from dynamic adaptation to parameter optimization by using preliminary analysis to determine the optimal number of depth samples required for each scene. The system analyzes scene characteristics and ray intersection patterns in advance, then configures the depth buffer with the precise number of samples needed, avoiding both over-allocation and under-allocation of storage resources while maintaining rendering flexibility.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9934605B2Depth buffering for subsequent scene rendering
Publication Date: 2018.04.03 DISNEY ENTERPRISES INC
  • US9934605B2 patent drawing
  • US9934605B2 patent drawing
  • US9934605B2 patent drawing

AI summary

There is provided a scene rendering system and method for use by such a system to perform depth buffering for subsequent scene rendering. The system includes a memory storing a depth determination software including a reduced depth set identification software module, and a hardware processor configured to execute the depth determination software. The hardware processor is configured to execute the depth determination software to determine, before rendering a scene, a depth buffer based on at least one fixed depth identified for each element of a rendering framework for the scene. The hardware processor is further configured to render the scene using the depth buffer.