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. 18, 2014

Filed:

Apr. 30, 2010
Applicants:

Luke Tilman Peterson, Oakland, CA (US);

Ryan R. Salsbury, San Francisco, CA (US);

Sean Matthew Gies, San Francisco, CA (US);

Steven John Clohset, San Francisco, CA (US);

Inventors:

Luke Tilman Peterson, Oakland, CA (US);

Ryan R. Salsbury, San Francisco, CA (US);

Sean Matthew Gies, San Francisco, CA (US);

Steven John Clohset, San Francisco, CA (US);

Assignee:

Caustic Graphics, Inc., San Francisco, CA (US);

Attorney:
Primary Examiner:
Int. Cl.
CPC ...
G06T 15/50 (2011.01);
U.S. Cl.
CPC ...
Abstract

Aspects can be for ray tracing of 3-D scenes, and include dynamically controlling a population of rays being stored in a memory, to keep the population within a target, a memory footprint or other resource usage specification. An example includes controlling the population by examining indicia associated with rays returning from intersection testing, to be shaded, the indicia correlated with behavior of shaders to be run for those rays, such that population control selects, or reorders rays for shading, to prioritize shading of rays whose shaders are expected to produce fewer rays. The indicia can include a respective weight for each ray. In an example, analyzer modules examine hints associated with shaders bound to intersected primitives. Population control aspects can influence ray diversity in memory, including encouraging a varying diversity pattern as rendering of a given scene or frame progresses, based on system resource indicia, rendering metrics and so on.


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