Ray-Traced Inverse Transform Sampling for Emissive Texture Noise

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Solution Overview

Problem

Existing ray tracing methods for real-time rendering face challenges in balancing performance and noise reduction due to the high computational cost of traditional inverse transform sampling, particularly when dealing with large emissive textures, which are inefficient and lack control over variance reduction or performance prioritization.

Innovation Solution

Implementing a ray traversal search over cumulative probability geometry for importance sampling, utilizing hardware-accelerated ray tracing to prioritize performance and reduce noise, and constructing geometric representations from cumulative distribution functions to efficiently trace rays.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional inverse transform sampling is used for importance sampling in ray tracing, then noise reduction is achieved, but computational cost and processing time increase significantly

Engineering Contradiction:
Improvenoise reductionVSAvoidrendering performance
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent replaces the traditional mechanical/computational inverse transform sampling algorithm with a hardware-accelerated ray tracing approach. By constructing a cumulative distribution function (CDF) geometry representation and using hardware ray tracing units to traverse this geometry, the system achieves importance sampling without the computational overhead of traditional methods. The hardware acceleration substitutes the software-based mathematical inversion process with parallel hardware operations.

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

Solution Approach 2:

The patent transforms the 1D inverse transform sampling problem into a 3D geometry traversal problem. By representing the CDF as a geometric structure (typically a height field or volume), the sampling process becomes a ray-triangle intersection problem in 3D space. This dimensional transformation enables the use of efficient hardware-accelerated ray tracing algorithms that can process multiple samples in parallel.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Measurement precision

If more computational resources are allocated to reduce noise between frames, then image quality improves, but latency and performance degradation occur

Engineering Contradiction:
Improveframe-to-frame consistencyVSAvoidlatency
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent performs preliminary construction of the CDF geometry representation from the emissive texture data before the actual ray tracing sampling occurs. This pre-processing step creates a reusable geometric structure that can be traversed efficiently multiple times without repeating the expensive inversion calculation. The CDF geometry is built once and then used for all subsequent importance sampling operations, reducing per-frame computational cost.

Inventive Principle:
Principle #10Preliminary action

3Device complexity

If traditional sampling methods are used without hardware acceleration, then algorithm simplicity is maintained, but processing speed and efficiency decrease

Engineering Contradiction:
Improvealgorithm simplicityVSAvoidsampling speed
Core Design Contradiction:
Device complexityVSSpeed

Solution Approach 1:

The patent extracts the computationally intensive inversion operation from the per-sample processing path and performs it once during CDF geometry construction. By separating the one-time geometry building step from the repeated sampling step, the system eliminates redundant calculations in the sampling loop while maintaining the conceptual simplicity of inverse transform sampling for the actual sampling operation.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS12475632B2Inverse transform sampling through ray tracing
Publication Date: 2025.11.18 NVIDIA CORP
  • US12475632B2 patent drawing
  • US12475632B2 patent drawing
  • US12475632B2 patent drawing

AI summary

High quality image rendering can be achieved in part by using inverse transform sampling to direct sampling toward regions of greater importance, such as regions with higher brightness values, to reduce noise and improve convergence. Inverse transform sampling can be achieved more efficiently by reformulating as a ray-tracing problem, using tree traversal units that can be accelerated. A geometric mesh can be generated based on a set of cumulative distribution functions (CDFs) for various rows and columns of pixels in a texture, and individual rays can be traced against this mesh, with those rays having a higher probability of intersection at a point with greater importance, such as a higher brightness value. A probability distribution function to be used for importance sampling can be derived by analyzing partial derivatives of the CDF geometry at the intersection location.