Distributed Ray Forwarding Using Traversal-Aware Light Transport

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Solution Overview

Problem

Conventional data-parallel rendering methods for light transport simulation, such as path tracing, require high storage and bandwidth due to spatial partitioning of scenes, leading to inefficient ray forwarding across compute nodes.

Innovation Solution

Implement a system where compute nodes selectively forward rays based on determining whether graphical data has already been intersection-tested and processed, using traversal information to reduce redundant forwarding and allow flexible scene partitioning strategies.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If spatial partitioning is used to distribute graphical data across compute nodes, then data-parallel rendering can be performed on complex scenes, but storage requirements and bandwidth consumption increase significantly

Engineering Contradiction:
Improvescene complexity handlingVSAvoidstorage requirements
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system performs preliminary intersection testing of rays against graphical data before distribution. Traversal information is pre-computed and stored in a compact format, allowing compute nodes to determine which rays need forwarding without requiring complete scene data. This preliminary action eliminates the need for redundant storage of graphical data across multiple nodes.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent extracts only the essential traversal information from the complete scene data and distributes this compact representation across compute nodes. Instead of distributing entire spatial partitions with all graphical data, only the minimal necessary information for ray traversal is extracted and shared, dramatically reducing storage requirements while maintaining rendering capability.

Inventive Principle:
Principle #2Taking out (Extraction)

2Productivity

If spatial partitioning is used to assign entire spatial domains to different compute nodes, then data-parallel rendering can proceed, but base meshes extending beyond single partitions require multiple copies increasing storage

Engineering Contradiction:
Improveparallel rendering efficiencyVSAvoiddata duplication
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

Instead of copying entire base meshes across multiple partitions, the system creates a single copy of the complete scene and distributes compact traversal information derived from this single copy. Compute nodes use this shared traversal information to access the original scene data without requiring local copies, eliminating data duplication while maintaining parallel rendering efficiency.

Inventive Principle:
Principle #26Copying

3Reliability

If rays are frequently forwarded between compute nodes in spatial partitioning, then complete scene coverage is achieved, but bandwidth consumption and computational overhead increase

Engineering Contradiction:
Improvescene coverage completenessVSAvoidbandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system implements feedback through traversal information that indicates which compute nodes have already processed which rays. Before forwarding a ray, a compute node checks this feedback information to determine if the ray has already been processed by another node. This feedback mechanism prevents redundant ray forwarding, ensuring complete scene coverage while minimizing bandwidth consumption and computational overhead.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12586300B2Distributed light transport simulation with efficient ray forwarding
Publication Date: 2026.03.24 NVIDIA CORP
  • US12586300B2 patent drawing
  • US12586300B2 patent drawing
  • US12586300B2 patent drawing

AI summary

A compute node performing a distributed light transport simulation operation on a scene may select another compute node(s) for forwarding of a ray based on determining graphical data assigned to the other compute node(s) has already been intersection-tested using the ray. Thus, the compute node can avoid forwarding the ray when the graphical data has already been processed using the ray, while providing flexibility in the partition strategy used to partition the scene amongst the compute nodes. The compute node may receive and/or determine traversal information indicating compute nodes that have already intersection-tested the ray and/or have not yet intersection-tested the ray. The traversal information may include a list of compute nodes that have or have not yet intersection-tested the ray. In some examples, the compute node replays the traversal logic used by the compute nodes to generate one or more portions of the list.