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    • 3. 发明授权
    • Systems and methods for program interfaces in multipass rendering
    • 多次渲染中程序接口的系统和方法
    • US09460547B2
    • 2016-10-04
    • US14087513
    • 2013-11-22
    • Imagination Technologies Limited
    • James Alexander McCombeLuke T PetersonRyan R. SalsburySean Matthew Gies
    • G06T15/06G06T15/80
    • 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. Recursive shaders can be recompiled as non-recursive shaders interfacing with API semantics according to the description.
    • 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。 根据描述,递归着色器可以重新编译为与API语义接口的非递归着色器。
    • 4. 发明授权
    • Building acceleration structures with synthetic acceleration shapes for use in ray tracing
    • 使用合成加速度形状的建筑加速结构用于光线跟踪
    • US09305393B2
    • 2016-04-05
    • US14264953
    • 2014-04-29
    • Imagination Technologies Limited
    • Sean Matthew GiesJames A. McCombeLuke T Peterson
    • G06T15/06G06T15/08G06T15/10
    • G06T15/06G06K9/52G06T7/60G06T7/70G06T15/08G06T15/10G06T17/10G06T2200/04
    • A synthetic acceleration shape bound primitives composing a 3-D scene, and is defined using a group of fundamental shapes arranged to bound the primitives, and for which intersection results for group members yield an ultimate intersection testing result for the synthetic shape, using a logical operator. For example, two or more spheres are used to bound an object so that each of the spheres is larger than a minimum necessary to bound the object, and a volume defined by an intersection between the shapes defines a smaller volume in which the object is bounded. A ray is found to potentially intersect the object only if it intersects both spheres. In another example, an element may be defined by a volumetric union of component elements. Indicators can determine how groups of shapes should be interpreted. Synthetic shapes can be treated as a single element in a graph or hierarchical arrangement of acceleration elements.
    • 合成加速度形状绑定的原始图形组成3-D场景,并且使用布置为限制图元的一组基本形状来定义,并且组成员的哪个交集结果产生用于合成形状的最终交叉测试结果,使用逻辑 操作员。 例如,使用两个或多个球体来绑定对象,使得每个球体大于绑定对象所需的最小值,并且由形状之间的交集定义的体积定义了较小的体积,其中对象被界定 。 发现光线只有在与两个球体相交时才可能与物体相交。 在另一示例中,元件可以由元件的体积结合来定义。 指标可以确定如何解释形状组。 合成形状可以视为图形中的单个元素或加速元素的分层排列。
    • 8. 发明申请
    • Profiling Ray Tracing Renderers
    • 分析光线跟踪渲染器
    • US20150379757A1
    • 2015-12-31
    • US14852863
    • 2015-09-14
    • Imagination Technologies Limited
    • Nur MonsonJames Alexander McCombeSean Matthew Gies
    • G06T15/06G06T15/50G06T1/60G06F11/34G06T1/20
    • G06T15/06G06F11/3409G06F11/3452G06F11/3466G06F2201/865G06T1/20G06T1/60G06T15/50
    • A profiler for a ray tracing renderer interfaces with the renderer to collect rendering information, such as ray definition information, a pixel origin, objects hit, shader invocation, and related rays. In an interface, an artist views a simplified 3-D scene model and a rendered 2-D image. A pixel in the 2-D image is selectable; the profiler responds by populating the simplified 3-D scene with rays that contributed to that pixel. Rays can be displayed in the simplified 3-D scene to visually convey information about characteristics of each ray, such as whether the ray intersected an object, portions of the scene where it is occluded, and a direction. Statistics can be produced by the profiler that convey information such as relative computational complexity to render particular pixels. The profiler can step through multiple passes (e.g., multiple frames and passes of a multipass rendering), and the UI can allow pausing and stepping.
    • 用于光线跟踪渲染器的分析器与渲染器接口以收集诸如光线定义信息,像素原点,对象命中,着色器调用和相关射线之类的渲染信息。 在界面中,艺术家可以看到简化的3-D场景模型和渲染的2-D图像。 2-D图像中的像素是可选的; 分析器通过用简化的3D场景填充有助于该像素的光线来进行响应。 光线可以在简化的3-D场景中显示,以可视地传达关于每个射线的特征的信息,例如射线是否与物体相交,被遮挡的场景的部分以及方向。 可以通过传送信息(如相对计算复杂度)来呈现特定像素来生成统计信息。 分析器可以跨越多遍(例如,多个帧和多次渲染的遍历),并且UI可以允许暂停和步进。
    • 9. 发明申请
    • Building Acceleration Structures with Synthetic Acceleration Shapes for Use in Ray Tracing
    • 使用合成加速度形状构建加速结构用于光线跟踪
    • US20140333622A1
    • 2014-11-13
    • US14264953
    • 2014-04-29
    • Imagination Technologies Limited
    • Sean Matthew GiesJames A. McCombeLuke T. Peterson
    • G06T15/06G06T15/10G06T15/08
    • G06T15/06G06K9/52G06T7/60G06T7/70G06T15/08G06T15/10G06T17/10G06T2200/04
    • A synthetic acceleration shape bound primitives composing a 3-D scene, and is defined using a group of fundamental shapes arranged to bound the primitives, and for which intersection results for group members yield an ultimate intersection testing result for the synthetic shape, using a logical operator. For example, two or more spheres are used to bound an object so that each of the spheres is larger than a minimum necessary to bound the object, and a volume defined by an intersection between the shapes defines a smaller volume in which the object is bounded. A ray is found to potentially intersect the object only if it intersects both spheres. In another example, an element may be defined by a volumetric union of component elements. Indicators can determine how groups of shapes should be interpreted. Synthetic shapes can be treated as a single element in a graph or hierarchical arrangement of acceleration elements.
    • 合成加速度形状绑定的原始图形组成3-D场景,并且使用布置为限制图元的一组基本形状来定义,并且组成员的哪个交集结果产生用于合成形状的最终交叉测试结果,使用逻辑 操作员。 例如,使用两个或多个球体来绑定对象,使得每个球体大于绑定对象所需的最小值,并且由形状之间的交点定义的体积定义了较小的体积,其中对象被界定 。 发现光线只有在与两个球体相交时才可能与物体相交。 在另一示例中,元件可以由元件的体积结合来定义。 指标可以确定如何解释形状组。 合成形状可以视为图形中的单个元素或加速元素的分层排列。