Mesh Rendering Reuse for Real-Time Ray Tracing Frames
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Solution Overview
Problem
Ray tracing-based rendering technologies are limited by long calculation times, making them unsuitable for real-time applications like games and virtual reality, as they require significant computational resources for Monte Carlo integrals and lack efficient methods for multi-viewpoint rendering.
Innovation Solution
A rendering method that reuses historical rendering results for meshes in subsequent frames, reducing the number of traced rays by leveraging previous frame data, and storing intermediate or historical results for efficient ray tracing-based rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If ray tracing-based rendering is performed on each mesh in the current frame, then rendering quality is improved, but rendering efficiency deteriorates due to long calculation time
Solution Approach 1:
The patent stores rendering results from historical frames in advance. When rendering the current frame, the system first determines whether a target mesh has a corresponding historical rendering result. If it does, the historical result is reused, avoiding redundant ray tracing calculations and significantly improving rendering efficiency while maintaining quality.
Solution Approach 2:
The patent creates and stores copies of rendering results from historical frames. These copied results are then referenced and reused during current frame rendering, eliminating the need to recalculate the same mesh rendering multiple times, thus resolving the contradiction between quality and efficiency.
2Measurement precision
If a large quantity of rays are traced for Monte Carlo integrals, then rendering accuracy is improved, but calculation time increases
Solution Approach 1:
Instead of tracing rays to calculate rendering results for every mesh in every frame, the patent copies and reuses historical rendering results when applicable. This dramatically reduces the number of rays that need to be traced while maintaining rendering accuracy, as the copied results are already computed with sufficient precision.
Solution Approach 2:
The patent discards redundant ray tracing operations by recovering and reusing historical rendering results. When a mesh's rendering result has not changed between frames, the system recovers the previous result and uses it again, avoiding the time-consuming process of tracing rays for no net gain.
3Productivity
If historical rendering results are reused for target meshes, then rendering efficiency is improved, but rendering quality may deteriorate
Solution Approach 1:
The system performs a preliminary check to determine whether a target mesh has a corresponding historical rendering result before reusing it. This ensures that historical results are only used when appropriate, maintaining rendering quality while improving efficiency by avoiding unnecessary recalculations.
Solution Approach 2:
The patent implements a feedback mechanism where the system continuously compares current frame requirements with historical rendering data. Based on this feedback, it intelligently decides whether to reuse historical results or perform new ray tracing, thus balancing quality and efficiency dynamically.
4Speed
If ray tracing is performed in real-time for games and virtual reality, then real-time performance is achieved, but computational resource requirements increase
Solution Approach 1:
The patent discards redundant computational work by recovering and reusing historical rendering results. This reduces the computational resources required for real-time rendering, making it feasible to achieve real-time performance in resource-constrained environments like games and virtual reality applications.
Solution Approach 2:
By copying and storing historical rendering results, the system avoids repeating expensive ray tracing calculations. This approach enables real-time rendering performance by significantly reducing the computational burden on hardware resources.
Data Source
AI summary
In a rendering method, a target mesh corresponding to a pixel in a current viewplane is determined in a process of rendering a current frame of the application, a historical rendering result of the target mesh that is obtained in a process of rendering a historical frame of the application is obtained, and a current rendering result of the pixel is calculated based on the historical rendering result of the target mesh. According to the rendering method, the current rendering result is calculated by reusing the historical rendering result.


