WO2012111864A1 - 레이 트레이싱 코어 및 레이 트레이싱 처리 방법 - Google Patents
레이 트레이싱 코어 및 레이 트레이싱 처리 방법 Download PDFInfo
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- WO2012111864A1 WO2012111864A1 PCT/KR2011/001083 KR2011001083W WO2012111864A1 WO 2012111864 A1 WO2012111864 A1 WO 2012111864A1 KR 2011001083 W KR2011001083 W KR 2011001083W WO 2012111864 A1 WO2012111864 A1 WO 2012111864A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/06—Ray-tracing
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2200/00—Indexing scheme for image data processing or generation, in general
- G06T2200/28—Indexing scheme for image data processing or generation, in general involving image processing hardware
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- the disclosed technique relates to three-dimensional graphics processing, and more particularly, to a ray tracing core and a ray tracing processing method.
- Three-dimensional graphics technology is a graphics technology that uses a three-dimensional representation of geometric data stored in computing, and is widely used today in various industries including the media industry and the game industry. In general, three-dimensional graphics technology requires a separate high performance graphics processor due to the large amount of computation.
- Ray tracing technology is a rendering method based on global illumination, and the reflection, refraction, and shadow effects are natural in consideration of the influence of light reflected or refracted by another object on the current object image. 3D image can be generated realistically.
- the ray tracing core includes a ray tracing unit (RTU), a control unit and a tree build unit (TBU).
- the ray tracing unit performs ray tracing based on a spatial partitioning structure.
- the control unit monitors the load state of the ray tracing unit to calculate the complexity of the spatial partition structure.
- the tree build unit builds a spatial partition structure having the calculated complexity.
- the load state may be determined based on a frame rate processed in the unit.
- the spatial partitioning structure may apply a Bounding Volume Hierarchy (BVH) or a K-Dimensional Tree (KD tree).
- BBVH Bounding Volume Hierarchy
- KD tree K-Dimensional Tree
- the complexity may vary according to the maximum primitive number and / or tree depth of the leaf node for the structure of the BVH or KD tree.
- the ray tracing core may include a primitive cache that provides a primitive scene to the tree build unit, and an AS result buffer that receives processing results for the primitive scene from the tree build unit. Acceleration Structure Result Buffer) may be further included.
- the ray tracing core may include an AS structure (Acceleration Structure Cache) for providing tree construction information for the primitive scene processed by the tree build unit to the ray tracing unit, and a texture to the ray tracing unit.
- the apparatus may further include a texture cache provided to a tracing unit and a color result buffer for receiving processing results of the tree construction information and the texture from the ray tracing unit.
- the ray tracing processing method monitors a load state of a ray tracing unit (RTU) and a tree build unit (TBU), and the load of the ray tracing unit If the load is greater than the load, the spatial partitioning structure is adjusted to reduce the complexity. If the load of the ray tracing unit is less than the load of the tree build unit, the complexity of the spatial partitioning structure is adjusted. Provide the adjusted complexity to the tree build unit. For example, the ray tracing unit may perform ray tracing based on a spatial partitioning structure, and the tree build unit may build a spatial partitioning structure.
- the ray tracing processing method may check the frame processing speed of the ray tracing unit, the frame processing speed of the tree build unit, and the frame processed by the ray tracing unit and the tree build unit per unit time
- the ratio of the processed frames can be calculated, and the load state can be determined based on the calculated frame rate.
- the spatial partition structure may comprise a Bounding Volume Hierarchy (BVH) or a K-Dimensional Tree, and the complexity is the maximum primitive of the leaf node for the structure of the BVH or KD tree. It can be changed according to the number (Maximum Primitive Number) and / or tree depth (Tree Depth).
- the ray tracing processing method is characterized in that the complexity of the spatial partition structure is increased by increasing the maximum number of primitives and / or reducing the tree depth when the load of the ray tracing unit is greater than the load of the tree build unit. Can be lowered.
- the ray tracing processing method may further include reducing the maximum number of primitives and / or increasing tree depth if the load of the ray tracing unit is less than that of the tree build unit. It can increase the complexity.
- the ray tracing processing apparatus includes a central processing unit (CPU), system memory, and dynamic ray tracing accelerator (DRTX).
- the CPU runs a three-dimensional application.
- the system memory stores graphic data information required for the 3D application.
- the DRTX constructs a spatial partition structure based on the graphic data information, performs ray tracing based on the generated spatial partition structure, transmits the result of the ray tracing to the CPU, and transmits the ray tracing speed. Monitor and reconstruct the spatial partition structure for the graphic data information.
- the ray tracing processing device interlocks with the DRTX, stores an acceleration structure of a spatial partition structure constructed according to graphic data required for the application, and stores the acceleration structure of the spatial partition structure in the DRTX. It may further include an external memory provided by.
- the system memory may include a PSS (Primitive Static Scene) area storing fixed scene information required for the 3D application and a PDS (Primitive Dynamic Scene) storing dynamic scene information required for the 3D application. ) And a texture map area for storing a mip map (MIP-MAP) for the area and texture mapping.
- PSS Primary Static Scene
- PDS Primary Dynamic Scene
- MIP-MAP mip map
- the DRTX may include a ray tracing unit (RTU) for performing ray tracing on a fixed scene and / or a dynamic scene based on a spatial partitioning structure;
- a control unit for calculating the complexity of the spatial partition structure by monitoring the load state of the ray tracing unit and a tree build unit (TBU) for building a spatial partition structure having the calculated complexity for the dynamic scene Can be.
- the ray tracing processing apparatus stores an acceleration structure of a spatial division structure constructed according to a corresponding fixed scene and / or a dynamic scene constructed in the tree building unit, and accelerates the structure of the spatial division structure. It may further include an external memory for providing to the ray tracing unit.
- FIG. 1 is a block diagram illustrating a ray tracing core in accordance with one embodiment of the disclosed technology.
- FIG. 2 is a block diagram illustrating a ray tracing apparatus including the ray tracing core of FIG. 1.
- FIG. 3 is a flowchart illustrating a ray tracing processing method performed in FIG. 1.
- FIG. 4 is a flowchart illustrating a specific example of FIG. 3.
- FIG. 5 is a diagram illustrating a process of ray tracing.
- FIG. 6 is a diagram illustrating acceleration structures and geometric data used in the disclosed technology.
- first and second are intended to distinguish one component from another, and the scope of rights should not be limited by these terms.
- first component may be named a second component, and similarly, the second component may also be named a first component.
- first item, second item and / or third item should be understood to include all combinations that can be suggested from one or more related items.
- first item, second item and / or third item may be given from two or more of the first, second or third items as well as the first, second or third items. Any combination of the possible items.
- the identifiers (e.g., a, b, c, ...) are used for convenience of description, and the identifiers do not describe the order of the steps, and each step is clearly contextual. Unless stated in a specific order, it may occur differently from the stated order. That is, each step may occur in the same order as specified, may be performed substantially simultaneously, or may be performed in the reverse order.
- FIG. 1 is a block diagram illustrating a ray tracing core in accordance with one embodiment of the disclosed technology.
- the ray tracing core 100 includes a ray tracing unit (RTU) 110, a control unit 120, and a tree build unit (TBU) 130.
- RTU ray tracing unit
- TBU tree build unit
- the ray tracing unit 110 performs ray tracing based on a spatial partitioning structure. A method of performing ray tracing will be described in more detail below.
- the control unit 120 monitors the load state of the ray tracing unit to calculate the complexity of the spatial partition structure.
- the load state may be determined based on a frame rate processed by the ray tracing unit 110 and / or the tree build unit 130.
- the tree building unit 130 builds a spatial partitioning structure having a complexity calculated by the control unit 120.
- the spatial partitioning structure may be implemented as a bounding volume hierarchy (BVH) or a K-dimensional tree (KD-Tree).
- the complexity is the Maximum Primitive Number and / or Tree Depth of the Leaf Node for the structure of BVH or KD-Tree. Subject to change. The description of BVH or KD-Tree will be described in more detail below.
- increasing the maximum number of primitives of a leaf node or lowering the total tree depth may degrade the quality of the accelerated structure (AS), but may increase the processing speed of the tree build unit 130 and consequently the performance of ray tracing. Can be.
- reducing the maximum number of primitives of a leaf node or deepening the overall tree depth can improve the quality of the accelerated structure (AS), resulting in higher ray tracing performance but slower processing of the tree build unit 130. Therefore, when the performance of the tree build unit 130 is degraded, it can be controlled to improve the processing speed, and when the performance of the tree build unit 130 is sufficient, it can be controlled to improve the quality.
- FIG. 5 is a diagram illustrating a process of ray tracing.
- a primary ray P is generated from a camera 510 position for each pixel, and a calculation is performed to find an object 520 that meets the ray P.
- FIG. When the object encountered with the ray P is the object 520 having the property of refraction or the objects 531 and 532 having the property of reflection, the refraction effect is exerted at the position where the object is met with the ray P. Create a Refraction Ray (F) and / or a Reflection Ray (R) for the reflection effect, and generate a Shadow Ray (S) in the direction of the light 550. .
- the shadow may be generated at the point where the shadow ray S is generated.
- FIG. 6 is a diagram illustrating acceleration structures and geometric data used in the disclosed technology.
- KD-tree is a type of spatial partitioning structure and can be used for Ray-Triangle Intersection Test.
- the KD-tree may include a box node 610, an inner node 620, and a leaf node 630.
- the leaf node 630 may include a triangle list for pointing at least one triangle information included in the geometric data.
- the triangle information may include vertex coordinates, normal vectors and / or texture coordinates for three points of the triangle.
- the triangle list included in the leaf node may correspond to the array index.
- FIG. 3 is a flowchart illustrating a ray tracing processing method performed in FIG. 1.
- control unit 120 may monitor load states of a ray tracing unit (RTU) 110 and a tree build unit (TBU) 130 (step S310).
- RTU ray tracing unit
- TBU tree build unit 130
- control unit 120 adjusts to reduce the complexity of the spatial partitioning structure and the ray tracing unit 110. If the load is smaller than the load of the tree building unit 130, it may be adjusted to increase the complexity of the spatial partition structure (step S320).
- the control unit 120 may provide the adjusted complexity to the tree build unit 130 (step S330).
- the tree build unit 130 may be reconfigured in the control unit 120 to reconstruct the spatial partition structure according to the complexity provided.
- FIG. 2 is a block diagram illustrating a ray tracing apparatus including the ray tracing core of FIG. 1.
- the ray tracing apparatus 200 includes a central processing unit (CPU) 210, a system memory 220, a dynamic ray tracing accelerator and an external memory 240. It may include.
- the CPU 210 may process a 3D application, and may include an application 211 such as a 3D game engine, an application programming interface (API) 212, and / or a scene manager.
- an application 211 such as a 3D game engine, an application programming interface (API) 212, and / or a scene manager.
- API application programming interface
- the system memory 220 may store graphic data information required for a three-dimensional application, and may store a PPS area 221 storing a primitive static scene and a primitive dynamic scene.
- a texture map area 223 that stores a PDS area 222 and / or a mip map (MIP-MAP) for texture mapping may be included.
- the DRTX 230 includes the ray tracing core 100 of FIG. 1, and includes a bus interface unit 231, an accelerated structure result buffer 232, and a primitive cache ( 233, Working Memory 234, Accelerated Structure Cache 235, Texture Cache 236, Color Result Buffer 237 and / or Stack Memory (Stack Memory) 238 may be further included.
- a spatial segmentation structure is constructed based on the graphic data information, ray tracing is performed based on the generated spatial segmentation structure, the results of the ray tracing performed are transmitted to the CPU 210, and the ray tracing speed Can be used to reconstruct the spatial partitioning structure for the graphical data information.
- the external memory 240 may temporarily store information processed by the DRTX 230, and may include a geometric information storage area 241, a fixed scene acceleration structure storage area 242, a dynamic scene acceleration structure storage area 243, and a texture. Map storage area 244 and / or color information storage area 245.
- FIG. 4 is a flowchart illustrating a specific example of FIG. 3.
- the scene manager 213 transmits the fixed scene, the dynamic scene, and the texture map to the system memory 220 through the API 212. You can perform preprocessing to save in each area of).
- the CPU 210, the system memory 220, and the DRTX 230 may transmit data via a high speed bus.
- the DRTX 230 transmits the fixed scene stored in the system memory 220 to the tree build unit 130 through the bus interface unit 231, and the tree build unit 130 builds the tree for the fixed scene (step)
- the fixed scene tree structure may be stored in the fixed scene acceleration structure storage area 242 of the external memory 240 through the acceleration structure result buffer 232.
- the DRTX 230 transmits the dynamic scene stored in the system memory 220 to the tree build unit 130 through the bus interface unit 231, and the tree build unit 130 builds a tree for the dynamic scene (step)
- the constructed dynamic scene tree structure may be stored in the dynamic scene acceleration structure storage area 243 of the external memory 240 through the acceleration structure result buffer 232.
- the DRTX 230 stores the fixed scene tree structure and the dynamic scene tree structure in the external memory 240 while storing the geometric information of each structure in the geometric information storage area 241 of the external memory 240.
- the DRTX 230 may interwork the working memory 234 in the process of generating a tree structure of each scene.
- the ray tracing unit 110 may call the fixed scene tree structure and the dynamic scene tree structure stored in the external memory 240 through the acceleration structure cache 235 to perform ray tracing (step S403).
- the ray tracing unit 110 may perform ray tracing using the stack memory 238.
- the texture map stored in the texture map area 223 of the system memory 220 is stored in the texture map storage area 244 of the external memory 240 and then laid out through the texture cache 236 as needed. And may be transmitted to the tracing unit 110.
- the control unit 120 may monitor the load states of the ray tracing unit 110 and the tree build unit 130 (step S405). ). In one embodiment, the control unit 120 checks the frame processing speed of the ray tracing unit 110 and the frame processing speed of the tree build unit 130, and the frames and trees processed by the ray tracing unit 110 per unit time. The ratio of the frames processed by the build unit 130 may be calculated, and the load state may be determined based on the calculated frame rate.
- the control unit 120 may determine that the tree build unit 130 takes a lot of load, and the tree In order to reduce the load of the build unit 130, the tree build unit 130 may be controlled to lower the complexity of the spatial partition structure structure (step S407). In one embodiment, the control of the tree build unit 130 to lower the complexity of the spatial partition structure structure may be performed by increasing the maximum number of primitives or reducing the tree depth.
- control unit 120 may determine that there is room in the load of the tree build unit 130.
- the tree building unit 130 may be controlled to increase the complexity of the spatial partition structure structure (step S408).
- control of the tree build unit 130 that increases the complexity of the spatial partition structure structure may be performed by reducing the maximum number of primitives or increasing the tree depth.
- the tree build unit 130 may rebuild the tree structure of the dynamic scene under the control of the control unit 120 (step S409).
- Steps 405 through 409 by the ray tracing unit 110, the control unit 120, and the tree build unit 130 may be repeatedly performed until the request of the 3D application or the end of the 3D application is completed. Can be.
- the disclosed technique can have the following effects. However, since a specific embodiment does not mean to include all of the following effects or only the following effects, it should not be understood that the scope of the disclosed technology is limited by this.
- the ray tracing core and the ray tracing processing method according to an embodiment may improve ray tracing performance.
- the ray tracing core and the ray tracing processing method according to an embodiment may improve performance of an apparatus for processing a 3D image. This is because the image processing of the rendering method according to global illumination can be performed in real time by improving the processing speed of ray tracing.
- the ray tracing core and the ray tracing processing method according to an embodiment may be easily applied to the three-dimensional image processing apparatus being used as well as the three-dimensional image processing apparatus currently being developed. This is because the disclosed technology can be performed by only replacing the ray tracing core according to the disclosed technology or updating the program.
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Abstract
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Claims (17)
- 공간 분할 구조체(Spatial Partitioning Structure)를 기초로 레이 트레이싱(Ray Tracing)을 수행하는 레이 트레이싱 유닛(Ray Tracing Unit, RTU);상기 레이 트레이싱 유닛의 부하 상태를 모니터링하여 공간 분할 구조체의 복잡도를 계산하는 컨트롤 유닛; 및상기 계산된 복잡도를 가지는 공간 분할 구조체를 구축하는 트리 빌드 유닛(Tree Build Unit, TBU)을 포함하는 레이 트레이싱 코어(Ray Tracing Core).
- 제1항에 있어서, 상기 부하 상태는해당 유닛에서 처리되는 프레임 비율(Frame Rate)을 기초로 결정되는 것을 특징으로 하는 레이 트레이싱 코어.
- 제1항에 있어서, 상기 공간 분할 구조체는 BVH(Bounding Volume Hierarchy) 또는 KD 트리(K-Dimensional Tree)인 것을 특징으로 하는 레이 트레이싱 코어.
- 제3항에 있어서, 상기 복잡도는상기 BVH 또는 KD 트리의 구조에 대한 리프노드(Leaf Node)의 최대 프리미티브 수(Maximum Primitive Number) 및/또는 트리 깊이(Tree Depth)에 따라 변경되는 것을 특징으로 하는 레이 트레이싱 코어.
- 제1항에 있어서, 상기 레이 트레이싱 코어는프리미티브 씬(Primitive Scene)을 상기 트리 빌드 유닛에 제공하는 프리미티브 캐시(Primitive Cache); 및상기 트리 빌드 유닛으로부터 상기 프리미티브 씬에 대한 처리 결과를 전송받는 AS 결과 버퍼(Acceleration Structure Result Buffer)를 더 포함하는 것을 특징으로 하는 레이 트레이싱 코어.
- 제1항에 있어서, 상기 레이 트레이싱 코어는상기 트리 빌드 유닛에 의해 처리된 프리미티브 씬에 대한 트리구축정보를 상기 레이 트레이싱 유닛에 제공하는 AS 캐시(Acceleration Structure Cache);텍스쳐(Texture)를 상기 레이 트레이싱 유닛에 제공하는 텍스쳐 캐시; 및상기 레이 트레이싱 유닛으로부터 상기 트리구축정보 및 텍스쳐에 대한 처리 결과를 전송받는 컬러 결과 버퍼(Color Result Buffer)를 더 포함하는 것을 특징으로 하는 레이 트레이싱 코어.
- (a) 공간 분할 구조체(Spatial Partitioning Structure)를 기초로 레이 트레이싱(Ray Tracing)을 수행하는 단계;(b) 상기 레이 트레이싱이 수행될 때의 부하 상태를 모니터링하여 공간 분할 구조체의 복잡도를 계산하는 단계; 및(c) 상기 계산된 복잡도를 가지는 공간 분할 구조체를 구축하는 단계를 포함하는 레이 트레이싱 처리 장치에서 수행되는 레이 트레이싱 방법.
- 제7항에 있어서, 상기 (b) 단계는(b1) 상기 레이 트레이싱 유닛 및 트리 빌드 유닛의 부하 상태를 모니터링하는 단계; 및(b2) 상기 레이 트레이싱 유닛(Ray Tracing Unit, RTU) 및 트리 빌드 유닛(Tree Build Unit, TBU)의 부하를 비교하여 상기 공간 분할 구조체의 복잡도를 조절하는 단계; 및(b3) 상기 조절된 복잡도를 상기 트리 빌드 유닛에 제공하는 단계를 포함하는 것을 특징으로 하는 레이 트레이싱 처리 방법.
- 제8항에 있어서, 상기 (b1) 단계는(b1-1) 레이 트레이싱 유닛의 프레임 처리 속도를 확인하는 단계;(b1-2) 트리 빌드 유닛의 프레임 처리 속도를 확인하는 단계;(b1-3) 단위 시간당 상기 레이 트레이싱 유닛에서 처리되는 프레임과 상기 트리 빌드 유닛에서 처리되는 프레임의 비율을 산출하는 단계; 및(b1-4) 상기 산출된 프레임 비율(Frame Rate)을 기초로 부하 상태를 판단하는 단계를 포함하는 것을 특징으로 하는 레이 트레이싱 처리 방법.
- 제8항에 있어서, 상기 공간 분할 구조체는 BVH(Bounding Volume Hierarchy) 또는 KD 트리(K-Dimensional Tree)를 포함하고,상기 복잡도는 상기 BVH 또는 KD 트리의 구조에 대한 리프노드(Leaf Node)의 최대 프리미티브 수(Maximum Primitive Number) 및/또는 트리 깊이(Tree Depth)에 따라 변경되는 것을 특징으로 하는 레이 트레이싱 처리 방법.
- 제10항에 있어서, 상기 (b2) 단계는상기 레이 트레이싱 유닛의 부하가 상기 트리 빌드 유닛의 부하보다 큰 경우에는 최대 프리미티브 수의 증가 및/또는 트리 깊이(Tree Depth)의 감소로 상기 공간 분할 구조체의 복잡도를 낮추는 것을 특징으로 하는 레이 트레이싱 처리 방법.
- 제10항에 있어서, 상기 (b2) 단계는상기 레이 트레이싱 유닛의 부하가 상기 트리 빌드 유닛의 부하보다 작은 경우에는 최대 프리미티브 수의 감소 및/또는 트리 깊이(Tree Depth)의 증가로 상기 공간 분할 구조체의 복잡도를 높이는 것을 특징으로 하는 레이 트레이싱 처리 방법.
- 3차원 어플리케이션을 실행하는 CPU(Central Processing Unit);상기 3차원 어플리케이션에 필요한 그래픽 데이터를 저장하는 시스템 메모리; 및상기 그래픽 데이터 정보를 기초로 공간 분할 구조체를 구축하고, 상기 생성된 공간 분할 구조체를 기초로 레이 트레이싱을 수행하며, 상기 레이 트레이싱 속도를 모니터링하여 상기 그래픽 데이터 정보에 대한 공간 분할 구조체를 재구축하는 DRTX(Dynamic Ray Tracing Accelerator)를 포함하는 레이 트레이싱 처리 장치.
- 제13항에 있어서, 상기 레이 트레이싱 처리 장치는상기 DRTX와 연동하며, 상기 어플리케이션에 필요한 그래픽 데이터에 따라 구축된 공간 분할 구조체의 가속 구조(Acceleration Structure)를 저장하고, 상기 공간 분활 구조체의 가속 구조를 상기 DRTX로 제공하는 외부 메모리를 더 포함하는 것을 특징으로 하는 레이 트레이싱 처리 장치.
- 제13항에 있어서, 상기 시스템 메모리는상기 3차원 어플리케이션에 필요한 고정 씬(Scene) 정보를 저장하는 PSS(Primitive Static Scene) 영역;상기 3차원 어플리케이션에 필요한 동적 씬 정보를 저장하는 PDS(Primitive Dynamic Scene) 영역; 및텍스처 매핑을 위한 밉맵(MIP-MAP)을 저장하는 텍스처 맵(Texture Map) 영역을 포함하는 것을 특징으로 하는 레이 트레이싱 처리 장치.
- 제13항에 있어서, 상기 DRTX는공간 분할 구조체(Spatial Partitioning Tree)를 기초로 고정 씬 및/또는 동적씬에 대한 레이 트레이싱(Ray Tracing)을 수행하는 레이 트레이싱 유닛(Ray Tracing Unit, RTU);상기 레이 트레이싱 유닛의 부하 상태를 모니터링하여 공간 분할 구조체의 복잡도를 계산하는 컨트롤 유닛; 및동적 씬에 대하여 상기 계산된 복잡도를 가지는 공간 분할 구조체를 구축하는 트리 빌드 유닛(Tree Build Unit, TBU)을 포함하는 것을 특징으로 하는 레이 트레이싱 처리 장치.
- 제16항에 있어서, 상기 레이 트레이싱 처리 장치는상기 트리 빌드 유닛에서 구축된 해당 고정 씬 및/또는 동적 씬에 따라 구축된 공간 분할 구조체의 가속 구조(Acceleration Structure)를 저장하고, 상기 공간 분할 구조체의 가속 구조를 상기 레이 트레이싱 유닛으로 제공하는 외부 메모리를 더 포함하는 것을 특징으로 하는 레이 트레이싱 처리 장치.
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WO2016006786A1 (en) * | 2014-07-07 | 2016-01-14 | Samsung Electronics Co., Ltd. | Rendering system and rendering method thereof |
WO2016027912A1 (ko) * | 2014-08-19 | 2016-02-25 | 주식회사 실리콘아츠 | 레이 트레이싱 방법, 이를 수행하는 레이 트레이싱 장치 및 이를 저장하는 기록매체 |
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KR102169799B1 (ko) * | 2019-04-11 | 2020-10-26 | 주식회사 실리콘아츠 | 포터블 레이 트레이싱 장치 |
CN113034338B (zh) * | 2019-12-24 | 2023-03-17 | 深圳市海思半导体有限公司 | 一种用于gpu的bvh构造方法、装置及存储介质 |
KR102269648B1 (ko) * | 2020-10-13 | 2021-06-25 | 세종대학교산학협력단 | 성능이 개선된 레이 트레이싱 장치 및 방법 |
KR102537319B1 (ko) * | 2020-12-15 | 2023-05-26 | 세종대학교산학협력단 | 동적 장면에 대한 집중도 기반의 레이 트레이싱 방법 및 장치 |
KR102539910B1 (ko) * | 2020-12-15 | 2023-06-05 | 세종대학교산학협력단 | 포비티드 렌더링에 관한 집중도 기반의 레이 트레이싱 방법 및 장치 |
US11869117B2 (en) | 2021-03-18 | 2024-01-09 | Samsung Electronics Co., Ltd. | Systems and methods of adaptive, variable-rate, hybrid ray tracing |
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US20130314420A1 (en) | 2013-11-28 |
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