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Architectures for parallelized intersection testing and shading for ray-tracing rendering

机译:光线跟踪渲染的并行相交测试和着色的体系结构

摘要

Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory. Test results for acceleration shapes are used to collect rays against acceleration shapes, and closest detection ray/primitive intersections are indicated by sending ray identifiers to shading resources.
机译:光线跟踪场景是通过使用多个相交测试资源和多个着色资源来实现的,这些资源通过链接/队列在总体上进行通信。从测试到阴影的队列包括相应的射线/原始相交指示,包括射线标识符。从阴影到测试的队列包括要测试的新射线的标识符,其中定义射线的数据分别存储在分布在相交测试资源之间的存储器中。射线定义数据可以保留在分布式存储器中,直到射线完成交叉测试为止,并基于射线标识符选择多次进行测试。可以使用加速度形状的结构。射线标识符和形状数据的数据包可以在相交测试资源之间传递,每个资源可以测试在数据包中标识的射线,并且在其内存中存在定义数据。加速度形状的测试结果用于收集针对加速度形状的射线,并且通过将射线标识符发送到阴影资源来指示最接近的检测射线/原始相交。

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