Ray Tracing Core MIMD Architecture Pipeline Efficiency
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current 3D graphic technologies require separate high-performance processors for ray tracing, which is computationally intensive and inefficient, especially in simulating realistic light effects like reflection, refraction, and shading.
Innovation Solution
A ray tracing core with a setup processing unit, ray generation unit, and multiple T&I units using MIMD architecture, which generates eye rays and shading rays, and performs intersection tests within a unified pipeline architecture to enhance processing efficiency and reduce computational load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Power
If a separate high-performance processor is used for ray tracing, then the computational capability for light effects simulation is improved, but the device complexity and processing efficiency deteriorate
Solution Approach 1:
The patent merges the ray tracing processing unit into the existing graphics processing pipeline, combining ray generation, T&I testing, and shading functions within a unified processor structure. This integration eliminates the need for separate high-performance processors while maintaining computational capability for light effects simulation.
Solution Approach 2:
The ray tracing processing unit is designed with multi-functionality, handling eye ray generation, shading ray generation, T&I testing, and shading calculations within a single processor. This universal design reduces device complexity by eliminating dedicated separate processors for each function.
2Reliability
If traditional ray tracing processing is used, then light effects simulation is achieved, but the processing time and computational load increase
Solution Approach 1:
The ray tracing process is segmented into distinct functional units: ray generation unit, T&I unit, and shading unit. Each unit processes specific tasks independently and efficiently, reducing overall processing time while maintaining simulation quality. The segmentation allows parallel processing of multiple rays simultaneously.
Solution Approach 2:
The setup processing unit performs preliminary actions by pre-calculating and storing intersection information in advance. This preliminary preparation reduces the computational load during actual ray tracing operations, significantly decreasing processing time while preserving light effects simulation accuracy.
3Productivity
If multiple processing units are added to increase processing speed, then the productivity is improved, but the device complexity and synchronization overhead increase
Solution Approach 1:
The patent introduces a control unit as an intermediary that manages multiple processing units through a unified pipeline architecture. This control unit coordinates data flow and synchronization between processing units, reducing complexity overhead while maintaining high processing speed through efficient resource management.
4Measurement precision
If intersection testing accuracy is improved, then the measurement precision is improved, but the computational load and processing time increase
Solution Approach 1:
The setup processing unit performs preliminary intersection testing and pre-calculates potential hit points before detailed T&I processing. This preliminary action filters out non-intersecting rays early, maintaining high intersection testing accuracy while significantly reducing the computational load on the main processing units.
Data Source
AI summary
A ray tracing core includes a ray generation unit and a plurality of T&I (Traversal & Intersection) units with MIMD (Multiple Instruction stream Multiple Data stream) architecture. The ray generation unit generates at least one eye ray based on an eye ray generation information. The eye ray generation information includes a screen coordinate value. Each of the plurality of T&I units receives the at least one eye ray and checks whether there exists a triangle intersected with the received at least one eye ray. The triangle configures a space.


