The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Mar. 10, 2026

Filed:

Dec. 06, 2024
Applicant:

Apple Inc., Cupertino, CA (US);

Inventors:

Christopher A. Burns, Austin, TX (US);

Fergus W. Macgarry, Cambridge, GB;

Luca O. Iuliano, Milton Keynes, GB;

Ali Rabbani Rankouhi, Bushey, GB;

Richard W. Schreyer, Scotts Valley, CA (US);

Assignee:

Apple Inc., Cupertino, CA (US);

Attorneys:
Primary Examiner:
Int. Cl.
CPC ...
G06T 15/06 (2011.01); G06T 1/60 (2006.01); G06T 9/00 (2006.01); G06T 15/00 (2011.01);
U.S. Cl.
CPC ...
G06T 15/06 (2013.01); G06T 1/60 (2013.01); G06T 9/00 (2013.01); G06T 15/005 (2013.01); G06T 2210/12 (2013.01); G06T 2210/21 (2013.01);
Abstract

A graphics processor includes circuitry configured to generate a bounding volume hierarchy (BVH) data structure for a graphics scene to be rendered. The BVH includes a leaf node that includes: node data that specifies quantization frame data for quantized primitive children of the leaf node, a quantized primitive block that includes quantized vertex components of the primitive children, and a vertex residual block that includes additional vertex data for the primitive children. The vertex residual block may not include redundant data with the quantized primitive block and the quantized primitive block and vertex residual block may include, for the primitive children, sufficient data to reconstruct an original-precision representation of their vertices. The circuitry may traverse the BVH to perform ray tracing operations during render of the graphics scene, including to perform one or more ray primitive intersect tests based on the quantized primitive block and the vertex residual block.


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