Dynamic Ray Tracing Coordinate System Selection

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Solution Overview

Problem

Current ray tracing and physics simulation techniques in image processing systems require significant computational power, making it difficult to achieve fast and realistic rendering of complex three-dimensional scenes, especially in applications like game consoles where fast rendering is necessary.

Innovation Solution

The method involves creating a spatial index with nodes corresponding to bounding volumes partitioned using both world and object coordinate systems, allowing for efficient ray tracing by selecting the appropriate coordinate system for tracing rays through the scene, and using a combined spatial index that partitions both static and dynamic objects to reduce the number of ray-bounding volume intersection tests.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If ray tracing is used to render three-dimensional scenes with high realism, then rendering quality is improved, but computational power requirements increase significantly

Engineering Contradiction:
Improverendering qualityVSAvoidcomputational power requirements
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The spatial index is divided into multiple portions, each corresponding to different coordinate systems (world coordinate system and object coordinate systems). This segmentation allows the system to partition the scene into manageable sections and select the most efficient coordinate system for each portion, reducing overall computational requirements while maintaining rendering quality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic selection of coordinate systems based on the type of objects being rendered. For static objects, the world coordinate system is used, while for dynamic objects, object-specific coordinate systems are selected. This dynamic approach optimizes computational power usage by adapting the coordinate system choice to the specific rendering needs of each object portion.

Inventive Principle:
Principle #15Dynamics

2Productivity

If the same number of rays are cast into a complex scene, then rendering speed is maintained, but the complexity of the scene increases

Engineering Contradiction:
Improverendering speedVSAvoidscene complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The spatial index is pre-computed and organized into multiple portions corresponding to different coordinate systems before rendering begins. This preliminary organization of spatial data allows the rendering system to quickly select and traverse the appropriate coordinate system portion for each ray, maintaining rendering speed even as scene complexity increases.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Different coordinate systems are applied to different portions of the scene based on local characteristics. Static environments use the world coordinate system while dynamic objects use their own coordinate systems. This local optimization allows the system to handle complex scenes efficiently by applying the most appropriate coordinate system to each local region.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS7773087B2Dynamically configuring and selecting multiple ray tracing intersection methods
Publication Date: 2010.08.10 ACTIVISION PUBLISHING INC
  • US7773087B2 patent drawing
  • US7773087B2 patent drawing
  • US7773087B2 patent drawing

AI summary

Embodiments of the invention provide methods and apparatus to determine a coordinate system to use when traversing rays through a portion of a spatial index corresponding to a dynamic object which has a unique object coordinate system. An image processing system may take into consideration a number of factors including, but not limited to, a distance form a viewpoint to the dynamic object, a distance from the origin of the world coordinate system to the object coordinate system, a rate of traversal of the dynamic object, and a number of primitives which make up the object. These factors alone or together may indicate whether it is more efficient to perform ray intersection tests in an object coordinate system or in a world coordinate system. Embodiments of the invention may update a spatial index according to the selected coordinate system.