VR Ray Tracing Pipeline With Stereo Rendering and GPU Load Control

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Solution Overview

Problem

Implementing real-time ray tracing in VR devices is challenging due to the high GPU power requirements and lack of user-friendly integration methods, with current solutions often neglecting optimization for limited computational resources.

Innovation Solution

A native ray tracing SDK and rendering plugin for mobile and PC platforms, incorporating hybrid rendering techniques, stereo vision optimization, and computational optimizations such as shadow map reduction and reflection area limitation, to enable real-time ray tracing in VR.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If real-time ray tracing is implemented in VR devices, then visual quality and immersion are improved, but GPU power requirements and computational load increase significantly

Engineering Contradiction:
Improvevisual qualityVSAvoidGPU power requirements
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent segments the rendering process into two distinct pipelines: a traditional rasterization pipeline for most objects and a ray tracing pipeline for specific objects requiring high visual quality. This segmentation allows the system to allocate computational resources selectively, rendering ray traced shadows and reflections only for objects that need them, rather than applying ray tracing to the entire scene, thus reducing overall GPU power requirements while maintaining high visual quality where needed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies local quality by differentiating rendering quality across different parts of the scene. Instead of uniform rendering, it identifies specific objects or areas that require high-quality ray traced rendering (such as objects with complex lighting interactions) and applies ray tracing only to those local regions, while using faster rasterization for the rest of the scene. This localized approach maintains visual quality where it matters most while reducing overall computational load.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If ray tracing technology is integrated into VR applications, then visual effects are enhanced, but coding complexity and integration difficulty increase

Engineering Contradiction:
Improvevisual effectsVSAvoidcoding complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent introduces a ray tracing SDK as an intermediary layer between the existing game engine and the ray tracing rendering system. This SDK provides pre-built functions and APIs that simplify the integration process, allowing developers to add ray tracing capabilities without needing to implement complex rendering algorithms from scratch. The SDK acts as a mediator that handles the technical complexity of ray tracing while exposing simplified interfaces to the game engine and application logic.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent creates a universal integration framework that can work with multiple game engines and VR platforms through standardized interfaces. The ray tracing SDK is designed to be platform-agnostic and engine-agnostic, providing multi-functional capabilities that can be applied across different development environments. This universality reduces integration complexity by providing a single, consistent API for adding ray tracing to various applications rather than requiring engine-specific implementation details.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Stability of the object's composition

If comprehensive ray tracing is applied to all objects in the scene, then visual consistency is improved, but computational efficiency and rendering speed decrease

Engineering Contradiction:
Improvevisual consistencyVSAvoidrendering speed
Core Design Contradiction:
Stability of the object's compositionVSProductivity

Solution Approach 1:

The patent applies partial action by implementing ray tracing only for a subset of objects in the scene rather than all objects. The system identifies which objects require ray traced rendering based on their visual importance, material properties, or lighting interactions, and applies the computationally intensive ray tracing algorithm only to those objects. This partial application maintains visual consistency for critical elements while avoiding the performance penalty of rendering every object with full ray tracing fidelity.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20260030830A1Method for ray tracing, electronic device and chip
Publication Date: 2026.01.29 INNOPEAK TECHNOLOGY INC
  • US20260030830A1 patent drawing
  • US20260030830A1 patent drawing
  • US20260030830A1 patent drawing

AI summary

A method for ray tracing is executed by an electronic device. Game objects are added to a ray tracing world class associated with a scene. Materials of the game objects are added to the ray tracing world class. Light configuration is added to the ray tracing world class. Ray tracing effects are rendered for at least one portion of the game objects in the scene based on the ray tracing world class and stereo views of the scene including the game objects are generated. An electronic device and a chip are also provided.