Non-Planar Specular Reflection Ray Tracing With Coherent Secondary Rays

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Solution Overview

Problem

Existing hybrid ray tracing methods face challenges in achieving real-time performance on low-power devices due to incoherence of secondary rays, noisy images, and the need for static acceleration structures, which hinder efficient parallel processing and high computational complexity.

Innovation Solution

The method employs high coherence of secondary rays by decoupling and collectively handling them from primary rays, using dynamic acceleration structures, and optimizing reflections from non-planar surfaces as multiple small planar surfaces, enabling efficient parallel processing and reducing noise.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If traditional ray tracing is used to simulate optical effects, then visual realism is improved, but computational cost increases

Engineering Contradiction:
Improvevisual realismVSAvoidcomputational cost
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent segments the scene into static and dynamic objects, using different rendering approaches for each. Static objects use pre-computed light maps while dynamic objects use real-time ray tracing, reducing overall computational cost while maintaining visual realism for the most important elements.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic light maps that are pre-computed for static objects but can be updated when dynamic objects enter the scene. This allows the system to maintain high visual realism for static elements while reducing computational cost by avoiding real-time ray tracing for all objects.

Inventive Principle:
Principle #15Dynamics

2Measurement precision

If path tracing is used to achieve photorealism, then lighting accuracy is improved, but rendering speed decreases

Engineering Contradiction:
Improvelighting accuracyVSAvoidrendering speed
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent performs preliminary computation of light maps for static objects during scene setup or when objects are added/removed. This pre-computation stores lighting information that can be quickly applied during rendering, achieving path-tracing quality lighting without the computational cost of real-time path tracing.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces light maps as an intermediary data structure that stores pre-computed lighting information. Instead of performing expensive path tracing calculations during rendering, the system queries these pre-computed light maps, achieving accurate lighting at fraction of the computational cost.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If hybrid ray tracing is used for real-time rendering, then rendering speed is improved, but image quality deteriorates due to noise

Engineering Contradiction:
Improverendering speedVSAvoidimage quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies different quality levels to different parts of the scene. Static objects use high-quality pre-computed light maps, while dynamic objects use real-time ray tracing with adjusted parameters. This local differentiation maintains overall image quality while enabling real-time rendering speeds.

Inventive Principle:
Principle #3Local quality

4Quantity of substance

If static acceleration structures are used, then memory usage is reduced, but adaptability to dynamic scenes decreases

Engineering Contradiction:
Improvememory usageVSAvoidadaptability to dynamic scenes
Core Design Contradiction:
Quantity of substanceVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic light maps that automatically update when dynamic objects enter or leave the scene. The system determines which light map regions need updating and performs selective recomputation, maintaining low memory usage while adapting to scene changes in real-time.

Inventive Principle:
Principle #15Dynamics

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach achieves real-time hybrid ray tracing with reduced computational complexity and noise, facilitating high-quality, real-time rendering on low-power devices by leveraging GPU parallelism and dynamic acceleration structures.

Implementation Method 1

Light transport algorithms simulate the way light-rays propagate through space (while interacting with objects), attaining the resulting colors for the screen pixels.

Methodology Applied
Scientific EffectLight propagation: Light

Implementation Method 2

Ray tracing is superior to raster graphics by its capability to simulate a wide variety of optical effects, such as glossiness, specularity, radiosity, reflection and refraction, scattering, soft shadows and more.

Methodology Applied
Scientific EffectReflection: Reflection

Implementation Method 3

Ray tracing is superior to raster graphics by its capability to simulate a wide variety of optical effects, such as glossiness, specularity, radiosity, reflection and refraction, scattering, soft shadows and more.

Methodology Applied
Scientific EffectRefraction: Refraction

Implementation Method 4

Ray tracing is superior to raster graphics by its capability to simulate a wide variety of optical effects, such as glossiness, specularity, radiosity, reflection and refraction, scattering, soft shadows and more.

Methodology Applied
Scientific EffectScattering: Scattering

Data Source

PatentUS12573127B2System for non-planar specular reflections in hybrid ray tracing
Publication Date: 2026.03.10 SNAP INC
  • US12573127B2 patent drawing
  • US12573127B2 patent drawing
  • US12573127B2 patent drawing

AI summary

The present invention teaches a real-time hybrid ray tracing system for non-planar specular reflections. The high complexity of a non-planar surface is reduced to low complexity of multiple small planar surfaces. Advantage is taken of the planar nature of triangles that comprise building blocks of a non-planar surface. All secondary rays bouncing from a given surface triangle toward object triangles keep a close direction to each other. A collective control of secondary rays is enabled by this closeness and by decoupling secondary rays from primary rays. The result is a high coherence of secondary rays.