Ray-Tracing Multi-Sample Anti-Aliasing with BVH Intersection Filtering

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Solution Overview

Problem

Ray tracing is computationally expensive and inefficient for graphics rendering due to the high number of ray-triangle intersection tests required, especially when multi-sample anti-aliasing is employed.

Innovation Solution

Perform ray-box intersection tests using a bounding volume hierarchy to eliminate nodes, followed by ray-triangle intersection tests with samples displaced from the centroid, and invoke shaders based on the results to enhance efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional ray tracing with centroid-based ray-triangle intersection tests is used, then rendering accuracy is maintained, but computational cost and processing time increase significantly

Engineering Contradiction:
Improverendering accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent performs ray-box intersection tests against bounding volumes in the bounding volume hierarchy before performing ray-triangle intersection tests. This preliminary filtering eliminates entire groups of triangles that cannot be intersected by the ray, reducing the number of expensive ray-triangle tests needed while maintaining rendering accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent organizes triangles into a bounding volume hierarchy structure, dividing the scene into hierarchical bounding boxes. This segmentation allows the rendering system to test rays against coarse bounding volumes first, then only against specific triangles in regions that actually intersect the ray, significantly reducing computational workload.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If multiple samples per pixel are used for anti-aliasing, then rendering quality improves, but the number of ray-triangle intersection tests increases proportionally

Engineering Contradiction:
Improverendering qualityVSAvoidrendering efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent combines multiple samples into a single ray-triangle intersection test by checking whether the bounding volume intersects the ray and whether the triangle intersects any of the sample points. This merging approach maintains anti-aliasing quality while reducing the number of separate intersection tests needed.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent performs bounding volume intersection tests once per ray regardless of the number of samples, and only performs full triangle intersection tests when the bounding volume intersects the ray. This partial action approach avoids redundant tests for samples that would fall in empty space, improving rendering efficiency while maintaining quality.

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If all triangles in the scene are tested for ray intersection, then complete coverage is ensured, but computational burden becomes unmanageable

Engineering Contradiction:
Improveintersection detection completenessVSAvoidcomputational burden
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The patent extracts and tests only the relevant triangles that are contained within bounding volumes intersected by the ray. By taking out the irrelevant triangles through the bounding volume hierarchy filtering, the system ensures complete coverage of intersected geometry while avoiding wasted computation on distant or unrelated triangles.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent performs preliminary bounding volume intersection tests to identify which regions of the scene contain geometry that might intersect the ray. This preliminary action filters out large portions of the scene that do not contain relevant geometry, ensuring reliable intersection detection only where needed while dramatically reducing computational burden.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP4118625B1Ray-tracing multi-sample Anti-aliasing
Publication Date: 2026.04.15 ADVANCED MICRO DEVICES INC
  • EP4118625B1 patent drawingFigure 1
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AI summary

A technique for performing a ray tracing operation for a ray is provided. The method includes performing one or more ray-box intersection tests for the ray against one or more bounding boxes of a bounding volume hierarchy to eliminate one or more nodes of the bounding volume hierarchy from consideration, for one or more triangles of the bounding volume hierarchy that are not eliminated by the one or more ray-box intersection tests, performing one or more ray-triangle intersection tests utilizing samples displaced from a centroid position of the ray, and invoking one or more shaders of a ray tracing pipeline for the samples based on results of the ray-triangle intersection tests.