GPU Ray Bundle Differential Sharing for Faster Ray Tracing

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Solution Overview

Problem

Existing graphics processing units (GPUs) face inefficiencies in ray tracing operations due to redundant computation of differential data for adjacent pixels, leading to increased processing time and resource utilization without a significant improvement in rendering quality.

Innovation Solution

Grouping rays into bundles for intersection testing and shader execution, allowing sharing of differential data between rays within the bundle to reduce redundant computations and optimize resource usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If differential data is computed for each ray individually, then rendering accuracy is maintained, but processing time and computational resources increase significantly

Engineering Contradiction:
Improverendering accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent combines multiple adjacent rays into ray bundles and computes differential data once per bundle rather than individually for each ray. This merging approach maintains rendering accuracy by preserving the differential information needed for anti-aliasing and texture filtering, while significantly reducing redundant computations across adjacent pixels.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent uses copying by replicating the bundle identifier and ray direction data across multiple rays within a bundle. Instead of computing differential data independently for each ray, the system copies the shared bundle-level differential data to all rays in the bundle, eliminating redundant calculations while maintaining the precision needed for accurate rendering.

Inventive Principle:
Principle #26Copying

2Measurement precision

If differential data is computed for every ray, then texture filtering accuracy is improved, but resource utilization increases without significant quality improvement

Engineering Contradiction:
Improvetexture filtering accuracyVSAvoidresource utilization efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent merges adjacent rays into bundles and computes differential data at the bundle level. This approach maintains texture filtering accuracy by preserving the necessary gradient information for mip-map selection and anisotropic filtering, while improving resource utilization efficiency by eliminating redundant computations across adjacent pixels that would otherwise be processed independently.

Inventive Principle:
Principle #5Merging (Combining)

3Measurement precision

If ray tracing is performed with high computational detail, then rendering quality is enhanced, but processing throughput decreases

Engineering Contradiction:
Improverendering qualityVSAvoidprocessing throughput
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent merges multiple rays into bundles and processes them collectively through the ray tracing pipeline. This maintains high rendering quality by preserving individual ray properties and intersection results, while improving processing throughput by reducing the total number of independent computation streams and enabling more efficient utilization of GPU parallel processing resources.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS20260038189A1Methods and Graphics Processing Units for Determining Differential Data for Rays of a Ray Bundle
Publication Date: 2026.02.05 IMAGINATION TECH LTD
  • US20260038189A1 patent drawing
  • US20260038189A1 patent drawing
  • US20260038189A1 patent drawing

AI summary

A graphics processing system is configured to perform ray tracing. Rays are bundled together and processed together into a ray bundle using a programmable chip. Intersection testing is performed on the rays of the ray bundle in the scene using fixed function hardware. Results of the intersection testing are used to determine whether the rays are to be maintained in the ray bundle. A plurality of instances of a shader program, each corresponding to a ray of the ray bundle, are executed, wherein the shader program utilizes data determined by the execution of an instance of the shader program corresponding to a first ray of the ray bundle in the execution of an instance of the shader program for a further ray of the ray bundle.