GPU Ray Tracing Switching for Volume Rendering Efficiency

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Solution Overview

Problem

Conventional volume rendering techniques are inefficient and costly due to increased processing time and resources required for high-definition data with many voxels, particularly when generating two-dimensional images from three-dimensional data.

Innovation Solution

An information processing device and method that utilizes a graphics processing unit (GPU) with a ray tracing core unit and a central processing unit (CPU) to divide three-dimensional data into unit blocks and pass-through blocks, allowing for efficient ray tracing by switching between hardware and software processing based on block types, reducing unnecessary transitions and processing time.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If volume rendering is performed on high-definition data including many voxels using conventional techniques, then image quality is improved, but processing time and calculation cost increase significantly

Engineering Contradiction:
Improveimage qualityVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The three-dimensional space is divided into multiple unit three-dimensional bodies (voxels grouped into blocks), and further segmented into processing blocks and pass-through blocks. This segmentation allows the rendering system to process only relevant regions in detail while skipping or simplifying processing of regions that do not contain the photographing target, thereby reducing overall processing time while maintaining image quality for important areas.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different processing strategies are applied to different regions: processing blocks (containing the target) receive detailed ray tracing processing to ensure high image quality, while pass-through blocks (not containing the target) receive simplified or skipped processing. This local differentiation optimizes the balance between image quality and processing efficiency by concentrating computational resources where they are most needed.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If volume rendering is performed on high-definition data including many voxels using conventional techniques, then image quality is improved, but calculation cost increases

Engineering Contradiction:
Improveimage qualityVSAvoidcalculation cost
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

By segmenting the three-dimensional data into processing blocks and pass-through blocks, the system avoids performing expensive ray tracing calculations on all voxels. Only processing blocks containing the photographing target undergo detailed calculation, while pass-through blocks are handled more efficiently, significantly reducing total calculation cost while preserving image quality in relevant regions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs full detailed processing only where necessary (in processing blocks containing the target) and uses simplified or skipped processing elsewhere (in pass-through blocks). This partial action approach avoids the excessive calculation cost of processing all voxels uniformly, while still achieving the required image quality for the photographing target.

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If ray tracing is executed by software processing on all blocks, then flexibility is maintained, but processing efficiency decreases

Engineering Contradiction:
Improveprocessing flexibilityVSAvoidprocessing efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system segments blocks into processing blocks and pass-through blocks, allowing different processing methods to be applied to each type. This segmentation enables the system to use efficient hardware-based ray tracing for pass-through blocks while maintaining software-based processing flexibility for processing blocks containing the target, thus improving overall efficiency without sacrificing adaptability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically switches between software processing and hardware-accelerated processing based on the block type and content. Processing blocks containing the target use software processing for flexibility, while pass-through blocks use hardware acceleration for efficiency. This dynamic adaptation optimizes both flexibility and processing efficiency depending on the specific requirements of each region.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20240412443A1Information processing device, and information processing method
Publication Date: 2024.12.12 MORGENROT INC
  • US20240412443A1 patent drawing
  • US20240412443A1 patent drawing
  • US20240412443A1 patent drawing

AI summary

An information processing device including a GPU having an RT core unit for executing, using hardware, ray tracing on a predetermined three-dimensional space in which an object is included, an HWRT processing control unit 91 executes a control for causing an RT core 12H to execute ray tracing on a passage block. A WALK processing unit 92 executes ray tracing on the processing block by software processing. When a ray enters the processing block during execution of the ray tracing by the RT core 12H, a HWRT/WALK switching unit 93 switches to processing by the WALK processing unit 92. When a ray enters a passage block during execution of the software processing by the WALK processing unit 92, the HWRT/WALK switching unit 93 switches to processing by the RT core 12H. When a ray enters an adjacent processing block, switching to processing by the RT core unit 12H is prohibited.