Ray Bundle Differential Data Without Redundant Tracker Rays
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Solution Overview
Problem
Existing graphics processing systems face inefficiencies in computing differential data for ray tracing, leading to redundant computations and increased resource utilization due to the need for redundant tracker rays and intersection testing.
Innovation Solution
The implementation of ray bundling, where groups of rays are kept together during emission and intersection testing, allowing for shared differential data computation and reducing the need for redundant tracker rays and intersection testing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If separate tracker rays are processed to obtain differential data, then measurement precision is improved, but device complexity and processing time increase
Solution Approach 1:
The patent merges multiple tracker rays into a single bundle and processes them together using a unified shader program. Instead of processing each tracker ray separately to obtain differential data, the system processes the entire bundle simultaneously, extracting differential information from the combined results. This reduces the number of separate processing operations while maintaining the accuracy of differential measurements.
Solution Approach 2:
The shader program is designed to handle multiple ray types (primary rays, secondary rays, and tracker rays) within a single execution context. The universal shader can process different ray kinds and extract various types of data (position, normal, differential information) from the same code path, eliminating the need for separate processing pipelines for different ray types.
2Measurement precision
If separate tracker rays are processed to obtain differential data, then measurement precision is improved, but processing time increases
Solution Approach 1:
The patent merges multiple tracker rays into a single bundle and processes them together using a unified shader program. Instead of processing each tracker ray separately to obtain differential data, the system processes the entire bundle simultaneously, extracting differential information from the combined results. This reduces the number of separate processing operations while maintaining the accuracy of differential measurements.
Solution Approach 2:
The shader program continuously processes all rays in the bundle through a single execution pass, maintaining continuous computation without the interruptions and overhead of multiple separate processing steps. The differential data is extracted continuously from the ray bundle during the single shader execution, eliminating the need for subsequent separate processing operations.
3Adaptability or versatility
If multiple shader programs are used for different ray types, then processing flexibility is improved, but device complexity increases
Solution Approach 1:
The shader program is designed to handle multiple ray types (primary rays, secondary rays, and tracker rays) within a single execution context. The universal shader can process different ray kinds and extract various types of data (position, normal, differential information) from the same code path, eliminating the need for separate processing pipelines for different ray types.
Solution Approach 2:
The shader program dynamically adapts its behavior based on the ray kind identifier. Within the single shader execution, the system can switch between processing primary rays, secondary rays, or tracker rays based on the input data, allowing flexible handling of different ray types without requiring separate dedicated shader programs for each type.
Data Source
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AI summary
Graphics processing system configured to perform ray tracing. Rays are bundled together and processed together. When differential data is needed by a shader, the data of a true ray in the bundle can be used rather than processing separate tracker rays.