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    • 6. 发明授权
    • Systems and methods for a ray tracing shader API
    • 光线跟踪着色器API的系统和方法
    • US08482561B2
    • 2013-07-09
    • US12563791
    • 2009-09-21
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • James Alexander McCombeLuke Tilman PetersonRyan R. SalsburySean Matthew Gies
    • G06T15/50G06T15/60G06T15/06
    • G06T15/06G06T15/80
    • Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader.
    • 方面包括用于将着色器与其他组件接口的API接口和/或提供光线跟踪功能的代码模块。 例如,API调用可以允许将光能直接贡献给用于识别的像素的缓冲器,并且允许单独或以束发射用于交叉测试的新光线。 API还可以提供一种机制,用于将任意数据与通过使用发射光线呼叫的着色器定义要测试的射线的射线定义数据相关联。 将任意数据提供给与随后被射线相交的对象相关联的着色器。 数据可以包括可以在着色器之后使用或运行的代码或代码的指针。 数据也可以通过一系列着色器传播,并与每个着色器中实例化的光线相关联。
    • 8. 发明授权
    • Architectures for parallelized intersection testing and shading for ray-tracing rendering
    • 用于光线跟踪渲染的并行交叉测试和阴影的架构
    • US08203559B2
    • 2012-06-19
    • US12941884
    • 2010-11-08
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • G06T15/50
    • G06T15/06G06T15/005G06T15/50G06T15/80
    • 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.
    • 光线跟踪场景是利用与多个着色资源相结合的多个交叉点测试资源来实现的,通过链路/队列在聚合中进行通信。 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被分别存储在分布在交叉点测试资源之间的存储器中。 光线定义数据可以保留在分布式存储器中,直到光线完成相交测试,并根据光线标识符多次选择进行测试。 可以使用加速形状的结构。 光线标识符和形状数据的包可以在交叉点测试资源之间传递,并且每个资源可以测试在分组中标识的射线,并且其存储在哪个定义数据中。 加速度形状的测试结果用于收集与加速度形状相对应的射线,最近的检测射线/原始相交是通过将遮蔽资源发送射线标识符来表示的。
    • 9. 发明授权
    • Method and apparatus for performing formal verification of polynomial datapath
    • 用于执行多项式数据通路的形式验证的方法和装置
    • US08527924B2
    • 2013-09-03
    • US13441543
    • 2012-04-06
    • Theo Alan DraneFreddie Rupert Exall
    • Theo Alan DraneFreddie Rupert Exall
    • G06F17/50
    • G06F17/5081G06F17/5022G06F17/504G06F17/505
    • A method and apparatus are provided for use in synthesis of RTL integrated circuit design to determine the functional equivalence of designs. For example, the receiver receives a plurality of designs for synthesis in RTL and a data flow graph is derived for each design. Internal bit widths in the data flow graph representations are restricted (52) to provide a first modified version of each of the designs. These first modified versions are compared each with the design from which it was derived in a comparison unit (54). The input bit widths of the data flow graph representation are then restricted to be no wider than the output bit widths (56) to derive second modified versions of the designs (58). These second modified versions are compared with each other (60) to determine which are equivalent. Equivalent designs can be passed to an RTL synthesis unit 62, or otherwise further evaluated.
    • 提供了一种用于合成RTL集成电路设计以确定设计的功能等同性的方法和装置。 例如,接收器在RTL中接收多个用于合成的设计,并为每个设计导出数据流图。 限制数据流图表示中的内部位宽度(52)以提供每个设计的第一修改版本。 将这些第一修改版本与在比较单元(54)中从其派生的设计进行比较。 然后将数据流图表示的输入位宽度限制为不比输出位宽(56)宽,以导出设计(58)的第二修改版本。 将这些第二修改版本相互比较(60)以确定哪些是等效的。 等效设计可以传递给RTL合成单元62,或进一步评估。
    • 10. 发明授权
    • Architectures for concurrent graphics processing operations
    • 用于并发图形处理操作的体系结构
    • US08502820B2
    • 2013-08-06
    • US13525300
    • 2012-06-16
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • Luke Tilman PetersonJames Alexander McCombeRyan R. SalsburyStephen Purcell
    • G06T15/50G06T15/60
    • G06T15/06G06T15/005G06T15/50G06T15/80
    • Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Scheduling of graphics operations for concurrent execution on a computer may increase throughput. In aspects herein, constituent graphics operations are scheduled in groups, having members selected according to disclosed aspects. Processing for specific graphics operations in a group can be deferred if all the operations in the group cannot be further tested concurrently. Graphics operations that have been deferred are recombined into two or more different groups and ultimately complete processing, through a required number of iterations of such process. In one application, the performance of the graphics operations perform a search in which respective 1:1 matches between different types of geometric shapes involved in the 3-D scene are identified. For example, closest intersections between rays and scene geometry can be identified by processing scheduled according to disclosed aspects.
    • 光线跟踪,更一般地,在3-D场景中发生的图形操作涉及多个组成图形操作。 在计算机上并行执行的图形操作的调度可以增加吞吐量。 在这些方面中,组件图形操作按组进行调度,具有根据公开的方面选择的成员。 如果组中的所有操作无法进一步并发测试,则可以推迟对组中特定图形操作的处理。 已经推迟的图形操作被重新组合成两个或更多个不同的组,并且通过所需数量的这种过程的迭代最终完成处理。 在一个应用中,图形操作的性能执行搜索,其中识别在3-D场景中涉及的不同类型的几何形状之间相应的1:1匹配。 例如,可以通过根据所公开的方面调度的处理来识别光线和场景几何之间的最接近的交点。