Neural Network BVH Rebuild for Dynamic Mesh Ray Tracing

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Solution Overview

Problem

Building a bounding volume hierarchy (BVH) for dynamic geometries in ray tracing is an expensive process, especially in applications where scene geometry changes frequently, such as in video games or real-time simulations.

Innovation Solution

Utilizing trained neural networks to generate BVHs from meshes, with each network corresponding to a specific mesh topology, allowing generation of BVHs for various animation states of a scene without the need for complex calculations at runtime.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional BVH construction algorithms are used for dynamic geometries, then accurate bounding volume hierarchy is achieved, but computational cost and reconstruction time increase significantly

Engineering Contradiction:
ImproveBVH accuracyVSAvoidBVH construction speed
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system performs preliminary action by training neural networks offline on representative mesh datasets before runtime. The trained networks are then reused during animation to generate BVHs instantly without complex calculations, resolving the contradiction between accuracy and speed by shifting computational burden to the training phase.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent creates simplified copies of the mesh topology with associated neural network models that can rapidly generate BVH structures. These network-based copies approximate the complex geometric relationships without requiring full traditional BVH construction algorithms, maintaining sufficient accuracy while dramatically reducing computation time.

Inventive Principle:
Principle #26Copying

2Reliability

If traditional BVH reconstruction is performed for each animation state, then up-to-date bounding volumes are maintained, but computational overhead becomes prohibitive for real-time applications

Engineering Contradiction:
ImproveBVH currencyVSAvoidcomputational overhead
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent replaces the mechanical/computational system of traditional BVH construction algorithms with a neural network-based system. The neural networks, trained offline, substitute for the expensive runtime calculations, enabling real-time BVH generation for animated meshes with minimal computational overhead while maintaining currency with animation states.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Reliability

If complex BVH construction algorithms are used, then robust BVH generation is achieved, but runtime performance deteriorates

Engineering Contradiction:
ImproveBVH robustnessVSAvoidreconstruction time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs the complex and robust BVH construction work in advance during the offline training phase. Multiple sample meshes are processed through traditional algorithms to create ground truth data, which trains the neural networks. At runtime, the pre-trained networks provide robust BVH generation instantly without repeating the expensive construction process.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260065512A1Fast bounding volume hierarchy tree rebuild for dynamic geometries using neural networks
Publication Date: 2026.03.05 ADVANCED MICRO DEVICES INC
  • US20260065512A1 patent drawing
  • US20260065512A1 patent drawing
  • US20260065512A1 patent drawing

AI summary

Techniques herein involve building bounding volume hierarchies for ray tracing using neural networks. These techniques use one trained neural network per animated mesh, with each such neural network being trained for a particular mesh topology. Meshes can be animated or otherwise modified to represent a single geometry object or portion of a geometry object in various animation states. Training a single neural network for each animated mesh allows such a neural network to generate BVHs for any animation state for the corresponding animated mesh in a robust manner. In other words, by limiting the responsibility of each such trained neural network to a single mesh topology (and therefore providing constraints to what the trained neural network must learn), it is possible for such a trained neural network to robustly and accurately generate BVHs.