Fragmented Acceleration Structure Management in Graphics Processors
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing graphics processors face challenges in efficiently managing fragmented acceleration structures, particularly in ray tracing and rasterization operations, which can lead to performance bottlenecks and increased resource utilization.
Innovation Solution
The development of a graphics processor architecture that includes dedicated sets of graphics processing resources arranged into multi-core groups, featuring ray tracing cores, tensor cores, and vector engines, which work together to efficiently process ray tracing and rasterization tasks using advanced acceleration structures and data formats.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If traditional acceleration structure management is used in graphics processors, then device complexity is reduced, but productivity decreases due to performance bottlenecks in ray tracing and rasterization operations
Solution Approach 1:
The patent divides the acceleration structure management into separate dedicated units: a first set of graphics processing resources for ray tracing operations and a second set for rasterization operations. This segmentation allows each unit to be optimized for its specific function, improving overall rendering performance while managing complexity through specialization rather than general-purpose processing.
Solution Approach 2:
The patent creates a unified graphics processor architecture where multiple core groups can share common resources such as memory controllers and I/O interfaces. This multi-functionality allows the system to handle both ray tracing and rasterization operations within a single integrated device, improving productivity without proportionally increasing device complexity.
2Productivity
If dedicated ray tracing cores are added to improve ray tracing performance, then productivity increases, but device complexity increases due to additional processing resources
Solution Approach 1:
The patent assigns specific local qualities to different core groups: first core groups are specialized for ray tracing operations while second core groups are specialized for rasterization operations. This local quality differentiation allows each subset of resources to be optimized for its specific task, improving ray tracing performance without requiring all resources to be equally complex.
Solution Approach 2:
The patent organizes processing resources in a multi-dimensional hierarchy with multiple levels of core groups (first core groups, second core groups, third core groups) that can be selectively activated. This dimensional organization allows the system to scale complexity only when and where needed, rather than requiring full complexity across all processing units simultaneously.
3Productivity
If multiple core groups are used to enhance parallel processing capabilities, then productivity increases, but ease of operation decreases due to resource management overhead
Solution Approach 1:
The patent implements a system where core groups can be independently activated and deactivated based on workload requirements. Each core group serves itself by handling specific types of operations (ray tracing, rasterization, compute), reducing the need for complex centralized resource management and lowering operational overhead while maintaining high parallel processing capability.
Data Source
Figure 1
Figure 2A
Figure 2B
AI summary
Apparatus and method for manageable fragmented acceleration structures. For example, one embodiment of an apparatus comprises: acceleration structure construction logic to build an acceleration structure (AS) including a multi-level linkage hierarchy with different types of AS fragments, the different types of AS fragments including a first type of AS fragments with leaves, a second type of AS fragments including AS linkages, and a third type of AS fragment including both leaves and AS linkages, wherein to construct an AS fragment, the acceleration structure construction logic is to: evaluate a plurality of primitive references, determine whether each primitive reference indicates a primitive or an AS fragment, and if the primitive reference indicates an AS fragment, then encode a pointer or offset directly or indirectly into a bounding volume hierarchy (BVH) of the AS fragment; and traversal hardware logic to traverse a ray through the AS.