93 patents in this list

Updated: June 03, 2024

Nvidia stands at the forefront of the graphics processing industry, pioneering advanced innovations in ray tracing technology. As the demand for hyper-realistic graphics in gaming and professional visualization grows, effective and efficient ray tracing solutions have become vital for achieving unmatched photorealism and immersive experiences.

Nvidia's groundbreaking ray tracing technology offers transformative improvements in rendering techniques, real-time lighting simulation, and intricate shadow and refraction effects. Key innovations include sophisticated real-time ray tracing algorithms, enhanced AI-driven denoising techniques, and the development of RTX hardware acceleration.

By addressing the complexities of ray tracing, Nvidia is redefining the standards of visual realism and performance in graphics processing, spearheading a new era in digital content creation and interactive entertainment.

1. Adaptive Importance Sampling for Real-Time Ray Tracing in Dynamic Scenes

Nvidia Corporation, 2023

Method for accurately lighting virtual scenes in real-time rendering applications with complex, dynamic scenes. The method involves adaptive importance sampling of light sources in a scene using a cumulative distribution function (CDF). The CDF is generated based on importance estimates of lights in each voxel of the scene. This allows efficient sampling of lights for scene rendering by using the CDF to determine which lights are more important in a region. The CDF is updated as lights move or occlude to adapt to changing lighting conditions. Jittering voxel boundaries and light normal directions helps smooth out artifacts.

US20230419590A1-patent-drawing

2. Optimized Byte Code Compilation for Accelerated Ray Tracing on GPUs

NVIDIA Corporation, 2023

Accelerating ray tracing and material shading on parallel processors like GPUs without adding transistors. The method involves compiling material graphs into optimized byte code instructions for execution on the parallel processing cores. The material graphs represent the surface properties and relationships of objects. The byte code is generated by parsing the graphs into expression trees and optimizing them. This allows efficient evaluation of the material graphs using the parallel processing cores without branching or sorting rays.

3. Spectral Rendering Method for Realistic Visualization of Volume Media

NVIDIA Corporation, 2023

Spectral rendering of images with volume media like mist, fog, dust, clouds, water, etc., that closely matches rendering in a multi-color scheme like RGB. The method involves identifying a light in a scene, determining an attenuation function characterizing interaction with the medium, fitting parameters based on minimizing color difference, and rendering using the attenuation function and fitted parameters. This allows realistic spectral rendering of lights transmitting through media that matches the appearance in a multi-color rendering.

US20230410371A1-patent-drawing

4. Hybrid Approach for Rendering Ray-Traced Shadows in Scenes with Foliage

NVIDIA CORPORATION, 2023

Render shadows in scenes with foliage like trees and bushes using a hybrid approach that improves performance and realism when ray-tracing shadows of alpha-tested geometry. The approach involves combining noisy visibility samples from raytraced opaque geometry with shadow maps that only contain alpha-tested geometry. This results in hybrid denoised shadows that show penumbras of high quality and hard ray-traced shadows at contact points with a low performance impact. The alpha-only shadow map only contains depth values from geometry that passes the alpha-test.

US11847733B2-patent-drawing

5. Optimization of Motion Vector Estimation for Translucent Objects in Ray Tracing

Nvidia Corporation, 2023

Optimizing motion vector estimation for translucent objects in images to improve rendering quality and reduce noise. The optimization involves accurately finding motion vectors for pixels in a current frame by searching for matching world positions in previous frames, even when objects are transparent. It uses numerical optimization techniques like Newton's method to minimize the angle between vectors instead of finding closest pixels. This improves performance over naive methods like random walks. The optimized motion vectors are then used for tasks like denoising and temporal anti-aliasing.

6. Efficient Real-Time Water Caustics Rendering for Gaming and Animation

Nvidia Corporation, 2023

Generating realistic water caustics in real-time gaming and animation applications that appear and move like actual physical caustics, while avoiding the need for expensive denoising procedures that can be computationally expensive or prohibitive for real-time use. The method involves using a low resolution caustics map with each point treated as a vector. These vectors are rendered as a mesh with connectors between adjacent points. When a hit point is detected, the position of the hit point replaces the original vertex position. This projected mesh provides sharp caustic patterns using fewer points compared to traditional denoising. The density of triangles is determined based on area to accurately represent brightness.

7. Efficient Ray Tracing Techniques for Rendering Signed Distance Functions

NVIDIA Corporation, 2023

Rendering signed distance functions (SDFs) in computer graphics more efficiently by improving techniques for tracing rays, computing surface normals, and finding ray intersections with SDF surfaces. The techniques involve: 1. Factorizing SDF coefficients into parameters to compute ray intersections with SDF surfaces using a cubic function. 2. Computing surface normals by interpolating neighboring voxel normals. 3. Finding ray intersections with SDF surfaces using turning points of the cubic function to determine shadowed regions. These techniques improve ray tracing and surface computation efficiency compared to duplicative calculations and separate ray tracing for shadows.

US11823319B2-patent-drawing

8. Interleaved Texturing for Enhanced Ray Tracing Performance

NVIDIA CORPORATION, 2023

Interleaving textures to improve ray tracing performance for scenes with incoherent light rays. Instead of separately allocating and accessing cache lines for each texture associated with an object intersected by a ray, the textures are combined into a single interleaved texture. This reduces the number of cache lines needed and less texture data is read compared to separately accessing each texture. The interleaved texture contains blocks from multiple textures alternating in order. It can be accessed using multiple texture headers with stride distances between blocks from the same texture. This allows fetching from the interleaved texture instead of separate textures for rays with incoherent intersections.

US11823318B2-patent-drawing

9. Selective Programmable Ray Operations for Efficient Ray Tracing Hardware Acceleration

NVIDIA CORPORATION, 2023

Hardware acceleration of ray tracing for realistic graphics rendering that provides selective execution of programmable ray operations. The technique allows efficient and flexible ray intersection tests by enabling custom ray operations like selecting the level of detail (LOD) of an object. This improves ray tracing performance by allowing optimized ray operations for acceleration structures like BVHs that have mixed LOD models. It avoids the rigidity of requiring all nodes to support the same programmable ray operations. Instead, the ray operations can be applied selectively to nodes based on their data.

10. Parallel Processor-Based Penumbra Detection for Efficient Shadow Denoising in Ray Tracing

NVIDIA Corporation, 2023

Detecting penumbra regions for shadow denoising using wave intrinsic functions on parallel processors to avoid expensive post-processing for penumbra detection. The approach leverages threads of schedulable units (e.g., warps) used for visibility sampling during ray tracing to identify penumbra regions. Each thread computes a value indicating if its pixel region is in a penumbra using intrinsic functions. This avoids post-processing and allows selective denoising of penumbra regions vs fully lit/shaded regions. It also determines filter parameters based on sampling statistics to adapt denoising for regions.

US20230351555A1-patent-drawing

11. Traversal Coprocessor for Hardware-Accelerated Real-Time Ray Tracing

NVIDIA CORPORATION, 2023

Hardware acceleration for real-time ray tracing to enable interactive ray tracing for applications like virtual reality and augmented reality. The acceleration is provided by a dedicated co-processor called a traversal coprocessor that sits in the graphics pipeline alongside the streaming processors. The coprocessor efficiently traverses an acceleration data structure like a bounding volume hierarchy to quickly determine ray intersections with scene objects. It handles tasks like ray-bounding volume intersection, ray-primitive intersection, and ray transforms. The coprocessor's dedicated hardware provides faster ray tracing compared to software ray tracing.

12. Enhanced Hardware-Accelerated Ray Tracing for Real-Time Graphics

NVIDIA CORPORATION, 2023

Hardware-accelerated ray tracing that provides flexible and efficient ray intersection tests for real-time graphics. The technique allows combining ray operations like instance masking and geometric level of detail testing in parallel processing units. This improves ray tracing efficiency by enabling more complex ray tracing effects while simultaneously improving ray tracing efficiency. It allows dynamically choosing ray traversal based on multiple selection criteria per ray. The ray operations are configured to occur before and after node stack push/pop in the traversal coprocessor. This enables combining ray operations like instance masking and geometric level of detail testing in parallel processing units.

13. Efficient Large Texture Sampling for Ray Tracing in Graphics Rendering

Nvidia Corporation, 2023

Efficiently generating high quality images using techniques that allow efficient sampling of large emissive textures for lighting scenes. The method involves determining cumulative distribution functions for textures, constructing geometric representations from them, and tracing rays against the geometry to sample the textures efficiently. This hardware-accelerated sampling reduces noise compared to naive random sampling. The approach allows realistic lighting of scenes using large textures without incurring excessive computation cost.

14. Advanced Ray Tracing Techniques for Rendering Media with Microscopic Irregularities

NVIDIA CORPORATION, 2023

Rendering techniques for media like surfaces with microscopic irregularities and homogeneous slabs using position-free path integrals. It involves sampling directions of light passing through the medium, computing parameters for position distributions based on the directions, computing brightness at the exit direction using the distribution parameters, and rendering images based on the brightness. This approximates path integrals through the medium without the noise of Monte Carlo simulations.

15. Irradiance Caching Techniques for Efficient Ray Tracing Performance

NVIDIA Corporation, 2023

Techniques for sharing irradiance between ray interactions spatially and temporally to improve ray tracing performance for rendering virtual scenes. The method involves using irradiance caches to aggregate and interpolate irradiance samples instead of sampling from every location. Irradiance caches are associated with locations and updated by casting fewer rays based on ranking factors. Irradiance from other caches can be blended to compute irradiance at a location. This reduces the number of samples needed for lighting calculations compared to full ray tracing.

US11790594B2-patent-drawing

16. Scalable Memory Bandwidth System for Multi-Processor Environments via Hardware Page Faulting

NVIDIA Corp., 2023

High-performance data communication system for scaling memory bandwidth in multi-GPU and multi-CPU systems. The system uses hardware page faulting to enable transparent copying between processors without pinning memory. This allows flexible transfer of data between GPUs and CPUs without reducing available memory. The system uses a memory partitioning unit that services page faults for unresident addresses, allowing copy engines to transfer data between processors without worrying about memory residency. This allows efficient scaling of memory bandwidth in high-performance systems with multiple processors.

17. Fast-Full History Clamping Technique for Improved Real-Time Ray Tracing

Nvidia Corporation, 2023

Reducing temporal lag in real-time ray tracing and other dynamic scenes without compromising image quality. It uses a fast history buffer with higher blend weight and clamping to determine a clamping window for the full history buffer. This allows controlling the balance between noise reduction and temporal lag. The fast history buffer is used to clamp the full history value before reprojection to the current frame. The full history is still maintained for accurate smoothing in static scenes without clamping. This fast-full history clamping technique reduces temporal lag in dynamic scenes without adding computational complexity compared to conventional methods.

US11783455B2-patent-drawing

18. Enhanced Vehicle Surround View Systems Through Dynamic Imaging and Adaptive Modeling

NVIDIA Corporation, 2023

Improving surround view systems for vehicles by reducing artifacts, better representing useful visual information, and optimizing streaming of environment visualization. Techniques include: 1. Dynamic seam placement in stitched images based on object saliency and ego-object state to avoid important objects and reduce distortions. 2. Adaptive 3D bowl modeling of the surrounding environment based on distance to objects, providing better representation and avoiding distortions. 3. Reconstructing the area under the vehicle using cached sensor data and ego-motion to provide a complete visualization. 4. Streaming optimized visualization of the environment based on ego-object speed and direction to reduce data requirements.

US20230316635A1-patent-drawing

19. Efficient Hit Point Storage for Ray Tracing with Signed Distance Functions

NVIDIA CORPORATION, 2023

Avoiding self-intersections when rendering scenes with signed distance functions (SDFs) by compactly storing hit points in a grid representation. Instead of storing the full hit point coordinates, only an identifier of the grid voxel and subsets of the coordinates are stored. This reduces memory requirements and allows more accurate reconstruction of hit points for continuation rays. The missing coordinate values are computed based on the known ones and the voxel's canonical frame.

20. Noise-Free Differentiable Ray Casting for Optimized 3D Model Reconstruction

NVIDIA Corporation, 2023

Noise-free differentiable ray casting for optimizing 3D models using reference images. The technique involves casting multiple rays from each 3D point to compute visibility gradients. These gradients are backpropagated to update model parameters and reduce differences between rendered model and reference images. An analytical function renders the model with lower noise compared to stochastic sampling. This allows accurate 3D model reconstruction from reference images without requiring large ray counts.

US20230316631A1-patent-drawing

21. Spatial Hash Cell Alteration for Artifact Reduction in Ray Tracing

22. Adaptive Importance Sampling for Efficient Ray Tracing in Complex Environments

23. Adaptive Cone Sampling Technique for Realistic Shadowing in Ray Tracing

24. Cooperative Group Arrays for Enhanced Ray Tracing Performance in GPUs

25. Efficient Ray Cone Tracing Technique for Realistic Image Rendering

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