Level of Detail Node for Ray Traversal Optimization

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Solution Overview

Problem

In graphics processing, determining whether a ray intersects with triangles in a scene efficiently is challenging, especially when only a few triangles are intersected, as testing against every triangle is time-consuming. Existing methods like bounding volume hierarchies help but can be improved for scenarios involving shadows, refractions, and reflections where level of detail selection is complex.

Innovation Solution

Introducing a level of detail (LOD) node into the bounding volume hierarchy, which uses a range table to select the appropriate level of detail based on the distance along the ray path, allowing for per-ray basis detail selection and blending between levels to reduce rendering artifacts like popping, and optimizing ray traversal by using a biased 't' value for ray intersection testing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If ray tracing tests against every triangle in the scene, then intersection accuracy is improved, but processing time increases significantly

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

Solution Approach 1:

The scene is divided into multiple levels of detail (LOD) representations, where each level contains a different number of triangles. The ray tracing process segments the traversal by selecting appropriate LOD levels based on distance, testing against fewer triangles for distant objects and more triangles for nearby objects, thus maintaining accuracy where needed while reducing overall processing time.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different levels of geometric detail are applied to different parts of the scene based on their distance from the viewer. Nearby objects use high-detail triangle meshes for accurate ray intersection, while distant objects use lower-detail representations. This local quality adjustment ensures intersection accuracy is maintained only where visually critical, reducing total testing time.

Inventive Principle:
Principle #3Local quality

2Productivity

If bounding volume hierarchy is used to reduce triangles tested, then processing speed is improved, but rendering quality may deteriorate

Engineering Contradiction:
Improveprocessing speedVSAvoidrendering quality
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The system dynamically selects the appropriate level of detail for each object based on its distance from the viewer along the ray path. This dynamic adaptation allows the bounding volume hierarchy to efficiently cull distant objects at lower LOD levels while maintaining high-detail representations for nearby objects, thus preserving rendering quality where it matters most while maintaining processing speed benefits.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The invention changes the parameter of geometric detail (number of triangles) based on the distance parameter. By adjusting the level of detail parameter according to distance, the system achieves both fast processing through efficient culling and high rendering quality through selective detailed representation of nearby objects.

Inventive Principle:
Principle #35Parameter changes

3Loss of time

If level of detail selection is implemented, then rendering time is reduced, but visual artifacts like popping may increase

Engineering Contradiction:
Improverendering timeVSAvoidvisual artifacts
Core Design Contradiction:
Loss of timeVSObject-affected harmful factors

Solution Approach 1:

The system uses feedback from the ray tracing process itself to determine LOD selection. By evaluating the ray's distance and trajectory during traversal, the system dynamically adjusts which LOD level to use, ensuring smooth transitions between detail levels and reducing visual artifacts like popping while maintaining the rendering time benefits of LOD selection.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10354434B1Level of detail selection during ray tracing
Publication Date: 2019.07.16 INTEL CORP
  • US10354434B1 patent drawing
  • US10354434B1 patent drawing
  • US10354434B1 patent drawing

AI summary

A level of detail node may hold in a bounding volume hierarchy, an object identifier, a distance at which a transition occurs between levels of detail and a bias. When a level of detail node is encountered in the hierarchy, the distance value may be used to select a level of detail. Sometimes a different level of detail is loaded because the preferred level is not available. The different level may be marked in a register. Then for a subsequence frame, the correct level is used. A node bias may be used to override the level of detail selection is some cases.