Dynamic graphics rendering scheduling
AssigneeCaustic Graphics, Inc.
InventorsLuke Tilman Peterson, Ryan R. Salsbury, Sean Matthew Gies, Steven John Clohset
Life of this patent
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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.
Claims9
A method of scheduling graphics computation workloads, comprising:
- estimating a number of new computation workloads that will be generated by a first workload during its execution;
- monitoring status of a queue between a processor element that will execute the first thread and one or more processor elements that will execute the new workloads;
- and
- allowing the first workload to execute based at least on the queue having sufficient available space to temporarily store data representing the new workloads, until the data can be read from the queue for use by the one or more processor elements.
A method for scheduling ray tracing workloads, comprising:
- determining that a ray intersects an element of an acceleration structure that bounds a plurality of child elements located in different positions in a 3-D scene, wherein the ray begins at a ray origin;
- identifying a child element of the plurality that is closer to the ray origin than another child element of the plurality;
- and
- prioritizing testing of the child element of the plurality that is closer to the ray origin than others of the child elements of the plurality.
A method for scheduling ray tracing workloads, comprising:
- determining that a plurality of rays intersects an element of an acceleration structure that bounds a plurality of child elements located in different positions in a 3-D scene, wherein the ray begins at a ray origin;
- making respective collections of the rays to be tested for intersection with the plurality of child elements;
- identifying a child element of the plurality that is closer to an origin of an origin of a ray from the collection associated with that child element;
- and
- prioritizing testing of the child element of the plurality that is closer to the ray origin than others of the child elements of the plurality.
Dependencies are inferred from the claim text.