Interpolated Normal Mesh Compression for BVH Ray Tracing
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Solution Overview
Problem
Conventional techniques for compressing high resolution meshes for ray tracing consume excessive memory and processing resources due to inefficient compression ratios and additional evaluations of neighboring triangles, leading to high power and time consumption.
Innovation Solution
Generate a low resolution mesh with curved surface patches and interpolated normals to determine 1D offsets, reducing memory usage and processing overhead by approximating high resolution surfaces for ray casting.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If conventional compression techniques are used for high resolution meshes, then memory usage is reduced, but compression ratios are low and processing resources remain high
Solution Approach 1:
The patent segments the mesh representation into base surface geometry and offset values along normal directions. This segmentation allows independent optimization of each component, achieving higher compression ratios while reducing memory usage for complex scene rendering.
Solution Approach 2:
The patent transitions from storing full 3D vertex coordinates to storing 1D offset values along normal directions. This dimensional reduction significantly decreases the data size required to represent mesh geometry, directly improving compression ratio and reducing memory requirements.
2Manufacturing precision
If high resolution meshes are used for accurate rendering, then rendering quality is improved, but memory consumption and processing power requirements increase
Solution Approach 1:
The patent creates a simplified copy of the high resolution mesh using base surface geometry and offset values. This compressed representation copies the essential geometric information while using significantly less memory, enabling high quality rendering with reduced resource requirements.
Solution Approach 2:
The patent changes the parameter representation from full 3D coordinates to offset values along normal directions. This parameter transformation maintains geometric accuracy while reducing the amount of data stored, directly addressing the contradiction between rendering quality and memory consumption.
3Productivity
If conventional BVH structures are used for ray tracing acceleration, then ray tracing performance is improved, but data size for complex scenes exceeds accelerated processor memory
Solution Approach 1:
The patent reduces BVH node data from storing complete triangle vertex information to storing base surface references and 1D offset values. This dimensional reduction in data representation enables BVH structures for complex scenes to fit within accelerated processor memory while maintaining ray tracing performance.
4Quantity of substance
If low resolution meshes are used to reduce data size, then memory usage is reduced, but rendering accuracy deteriorates
Solution Approach 1:
The patent uses curved surface patches defined by base surface geometry and offset values along normals to approximate high resolution surfaces. This curved representation maintains surface accuracy while using fewer primitives than linear triangle meshes, resolving the contradiction between data size and rendering accuracy.
Data Source
AI summary
Devices and methods for rendering objects using ray tracing are provided which include generating a low resolution version of a high resolution mesh representing objects in the scene, determining points on curved surfaces of curved surface patches defined for one of triangles and bi-linear quadrangles of the low resolution version of the high resolution mesh, performing ray intersection testing by casting rays toward surfaces of the high resolution mesh which are approximated from new points calculated by offset values along interpolated normals from the points on the curved surfaces of the curved surface patches and rendering the objects in the scene based on the ray intersection testing.


