Ray Tracing Throttling by Cache Hit Rate

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Solution Overview

Problem

Ray tracing operations are resource-intensive and inefficient in real-time performance due to the high computational demands of visibility queries and ray-scene intersections, particularly in graphics processing units (GPUs).

Innovation Solution

Implementing a throttling mechanism based on cache hit rates to optimize ray tracing operations by dynamically adjusting resource allocation and workload distribution across GPU cores, utilizing dedicated ray tracing units and BVH traversal techniques.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If ray tracing operations are performed with high computational demands for visibility queries and ray-scene intersections, then rendering quality is improved, but real-time performance deteriorates

Engineering Contradiction:
Improverendering qualityVSAvoidreal-time performance
Core Design Contradiction:
Manufacturing precisionVSSpeed

Solution Approach 1:

The system dynamically adjusts ray tracing operation throughput based on cache hit rate metrics. When cache hit rates are high, the system maintains high ray tracing throughput for quality rendering. When cache hit rates drop below thresholds, the system automatically throttles ray tracing operations to preserve real-time performance, creating a dynamic balance between rendering quality and speed

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The invention changes operational parameters by monitoring cache hit rates and adjusting ray tracing throughput accordingly. The system modifies the throughput parameter of ray tracing operations based on cache performance metrics, transitioning between high-throughput mode (when cache hits are frequent) and throttled mode (when cache misses increase), thereby optimizing the trade-off between rendering quality and real-time performance

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If ray tracing operations are performed with high computational demands, then rendering accuracy is improved, but resource utilization efficiency deteriorates

Engineering Contradiction:
Improverendering accuracyVSAvoidresource utilization efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system implements feedback control by monitoring cache hit rates and using this information to adjust ray tracing throughput. The cache hit rate serves as a feedback metric that indicates resource utilization efficiency. When feedback shows low cache hit rates (indicating poor resource utilization), the system reduces ray tracing operations to improve overall efficiency while maintaining rendering accuracy when resources are efficiently utilized

Inventive Principle:
Principle #23Feedback

3Manufacturing precision

If cache hit rate is low, then memory access efficiency deteriorates, but continuing full ray tracing throughput maintains rendering quality

Engineering Contradiction:
Improverendering qualityVSAvoidmemory access efficiency
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The system dynamically responds to cache performance by adjusting ray tracing throughput in real-time. When cache hit rates indicate poor memory access efficiency, the system automatically throttles ray tracing operations to reduce memory access demands, thereby improving overall memory access efficiency while dynamically adapting to maintain acceptable rendering quality when cache performance is good

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250308135A1Apparatus and method for throttling ray tracing operations based on cache hit rate
Publication Date: 2025.10.02 INTEL CORP
  • US20250308135A1 patent drawing
  • US20250308135A1 patent drawing
  • US20250308135A1 patent drawing

AI summary

Apparatus and method for throttling ray tracing operations based on a cache hit rate. For example, one embodiment of a processor comprises: a cache subsystem comprising one or more caches; circuitry to track a plurality of hits and misses in the cache subsystem for data accesses associated with ray tracing operations; and thread management logic to dynamically control a working set size for the ray tracing operations based on the plurality of hits and misses.