Volume Rendering Ray Forwarding Optimization

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Solution Overview

Problem

Current data parallel rendering techniques face challenges in managing large volumes of data for complex scenes, leading to high bandwidth consumption and resource requirements, especially when rendering images with millions of rays, which can impact performance on limited-resource computing systems.

Innovation Solution

The approach involves partitioning a data volume into macrocells, allocating each macrocell to different processing resources like GPUs, and using density-based sampling to determine sample locations along light paths, allowing for intelligent forwarding of ray data only to processors that need it, thereby reducing unnecessary data transfer and resource usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If data for all rays is passed between GPUs in a ray forwarding-based data parallel rendering process, then rendering quality is maintained, but bandwidth consumption and storage requirements increase significantly

Engineering Contradiction:
Improverendering qualityVSAvoidbandwidth consumption
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent applies local quality by making the data forwarding decision specific to each ray and each GPU partition. Instead of universally forwarding all ray data, the system evaluates each ray's interaction with local macrocells and forwards data only when necessary (when intersections occur). This selective, localized approach maintains rendering quality where needed while reducing overall bandwidth consumption.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements partial action by forwarding ray data to only those GPU partitions that actually need it (partitions containing intersected macrocells). Rather than excessive action where all rays would be forwarded to all partitions, the system performs the minimal necessary data transfer to maintain rendering quality, thus reducing bandwidth consumption while preserving image accuracy.

Inventive Principle:
Principle #16Partial or excessive action

2Reliability

If data for all rays is stored and forwarded between processors, then complete rendering information is available, but processing time and resource requirements increase

Engineering Contradiction:
Improverendering information completenessVSAvoidrendering performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent extracts and removes unnecessary data forwarding operations from the rendering pipeline. By evaluating ray-macrocell intersections and forwarding data only when intersections occur, the system extracts the essential rendering information needed for accuracy while eliminating redundant data transfers that would slow down processing and reduce overall rendering performance.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system performs partial action by completing rendering information gathering only for the necessary subset of ray-data interactions. Rather than ensuring complete information availability through universal data forwarding, the system gathers sufficient rendering information through selective forwarding, maintaining reliability while improving productivity by reducing processing overhead.

Inventive Principle:
Principle #16Partial or excessive action

3Quantity of substance

If prediction accuracy is reduced to decrease bit count, then bandwidth consumption decreases, but rendering quality deteriorates

Engineering Contradiction:
Improvedata transfer volumeVSAvoidrendering quality
Core Design Contradiction:
Quantity of substanceVSMeasurement precision

Solution Approach 1:

The patent applies partial action by transmitting ray data only for the necessary subset of rays that actually intersect with macrocells in each GPU partition. This selective data transmission reduces the total volume of data transferred compared to forwarding all rays, while maintaining rendering quality by ensuring that all necessary ray-intersection information is preserved for accurate rendering.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20230343019A1Volume rendering in distributed content generation systems and applications
Publication Date: 2023.10.26 NVIDIA CORP
  • US20230343019A1 patent drawing
  • US20230343019A1 patent drawing
  • US20230343019A1 patent drawing

AI summary

Approaches presented herein provide for reduction in bandwidth and other resources used for lighting determinations in a rendering process. Sample locations for traced rays in a data volume can be determined by sampling a probability function based on random numbers and density values of macrocells through which those ray pass. Data for the macrocells may be stored and processed using different processors, and there may be no sample locations selected for a given macrocell, such as where the macrocell has a very low maximum density value. If it is determined that no sample locations are contained within a given macrocell through which a ray passes, the ray data is not forwarded to a processor for that macrocell but can instead be forwarded to the processor (if different) for a next macrocell that contains a sample location. Such an approach conserves resources and improves system efficiency by reducing the number of communications and processing operations to be performed.