Ray Tracing Cache Partitioning for Reducing Computational Overhead

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Solution Overview

Problem

Current ray tracing methods are inefficient due to redundant actions during computations, necessitating a more effective approach to enhance performance.

Innovation Solution

The implementation of a divide and conquer method associated with a cache for ray tracing, which includes partitioning and hierarchical culling to reduce intersection testing, and utilizes a partition cache memory to store and retrieve partitioning information efficiently.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If current ray tracing methods are used, then visual realism can be achieved, but redundant computations occur leading to inefficiency

Engineering Contradiction:
Improvevisual realismVSAvoidcomputational efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent applies segmentation by dividing the scene into multiple partitions using a spatial partitioning structure (such as BVH or octree). This allows the ray tracing computation to be divided into smaller, independent sub-problems that can be processed separately, eliminating redundant computations across the entire scene while maintaining visual realism.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements preliminary action by pre-computing and storing partitioning information in a cache memory before ray tracing operations. This includes pre-calculating bounding volumes, partition hierarchies, and intersection data structures that are reused during rendering, significantly reducing redundant computations while preserving image quality.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If partitioning is performed without cache, then space can be divided for ray tracing, but partitioning information is not efficiently stored leading to repeated computations

Engineering Contradiction:
Improveray tracing performanceVSAvoidrecalculation time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent applies preliminary action by pre-computing partitioning information (such as bounding volume hierarchies, partition boundaries, and object lists) and storing them in a dedicated cache memory structure. This cached data is reused across multiple ray tracing operations, eliminating the need to recalculate partitioning information and significantly reducing computation time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements copying by creating and storing copies of partitioning data structures in cache memory. These cached copies of spatial partitioning information (bounding volumes, partition hierarchies) are rapidly accessed during ray tracing operations instead of being recalculated, improving performance while maintaining accuracy.

Inventive Principle:
Principle #26Copying

3Measurement precision

If intersection testing is performed on all partitions, then complete accuracy is maintained, but computational complexity increases

Engineering Contradiction:
Improveintersection testing accuracyVSAvoidcomputation complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies the taking out principle by extracting and removing partitions that cannot possibly intersect with the current ray (using bounding volume culling and hierarchical filtering). This eliminates unnecessary intersection tests on invisible or occluded partitions, maintaining accuracy for visible geometry while reducing overall computational complexity.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent implements partial action by performing intersection testing only on relevant partitions that are potentially visible or intersected by the ray, rather than testing all partitions in the scene. This selective approach uses hierarchical culling and spatial filtering to identify only the necessary subset of partitions requiring detailed intersection testing.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9117254B2System, method, and computer program product for performing ray tracing
Publication Date: 2015.08.25 NVIDIA CORP
  • US9117254B2 patent drawing
  • US9117254B2 patent drawing
  • US9117254B2 patent drawing

AI summary

A system, method, and computer program product are provided for performing ray tracing. In use, ray tracing is performed utilizing a divide and conquer method, where the divide and conquer method is associated with a cache.