Performing a texture level-of-detail approximation
US-10460504-B2 · Oct 29, 2019 · US
US10600232B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10600232-B2 |
| Application number | US-201816022506-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jun 28, 2018 |
| Priority date | Jan 26, 2018 |
| Publication date | Mar 24, 2020 |
| Grant date | Mar 24, 2020 |
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A texture level of detail (LOD) approximation may be performed utilizing ray differentials and a G-buffer. For example, a scene to be rendered is identified, and a G-buffer of the scene is rendered. Additionally, ray tracing is started for the scene, and during the ray tracing, a ray differential is created by accessing the G-buffer. Further, the created ray differential is appended to a current ray, and the created ray differential is traced.
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What is claimed is: 1. A method comprising: identifying a scene to be rendered; rendering a G-buffer of the scene; starting ray tracing for the scene; during the ray tracing, creating a ray differential for a pixel by accessing the G-buffer for the pixel and one or more additional pixels neighboring the pixel; appending the created ray differential to a current ray; and tracing the created ray differential. 2. The method of claim 1 , wherein the G-buffer is a screen-sized buffer generated using a pixel shader. 3. The method of claim 1 , wherein one or more attributes are written to the G-buffer for each pixel in the scene when the G-buffer of the scene is rendered. 4. The method of claim 1 , wherein creating the ray differential by accessing the G-buffer includes accessing entries in the G-buffer for the pixel and the one or more additional pixels that neighbor the pixel to the right and to the left within the G-buffer in order to create the ray differential in a x-direction. 5. The method of claim 1 , wherein creating the ray differential by accessing the G-buffer includes accessing entries in the G-buffer for the pixel and the one or more additional pixels that neighbor the pixel above and/or below within the G-buffer in order to create the ray differential in a y-direction. 6. The method of claim 1 , wherein G-buffer entries for pixels closest to the pixel both horizontally and vertically are accessed in order to create the ray differential in a x-direction and a y-direction. 7. The method of claim 1 , wherein a distance t to a hit point is stored in the G-buffer. 8. The method of claim 1 , wherein accessing the G-buffer for the pixel and one or more additional pixels neighboring the pixel includes accessing entries in the G-buffer for the pixel and one or more additional pixels neighboring the pixel, each entry of the entries storing a normal and a distance to a hit point for a corresponding pixel. 9. A system comprising: a processor that is configured to: identify a scene to be rendered; render a G-buffer of the scene; start ray tracing for the scene; during the ray tracing, create a ray differential for a pixel by accessing the G-buffer for the pixel and one or more additional pixels neighboring the pixel; append the created ray differential to a current ray; and trace the created ray differential. 10. The system of claim 9 , wherein the G-buffer is a screen-sized buffer generated using a pixel shader. 11. The system of claim 9 , wherein one or more attributes are written to the G-buffer for each pixel in the scene when the G-buffer of the scene is rendered. 12. The system of claim 9 , wherein creating the ray differential by accessing the G-buffer includes accessing entries in the G-buffer for the pixel and the one or more additional pixels that neighbor the pixel to the right and to the left within the G-buffer in order to create the ray differential in a x-direction. 13. The system of claim 9 , wherein creating the ray differential by accessing the G-buffer includes accessing entries in the G-buffer for the pixel and the one or more additional pixels that neighbor the pixel above and/or below within the G-buffer in order to create the ray differential in a y-direction. 14. The system of claim 9 , wherein G-buffer entries for pixels closest to the pixel both horizontally and vertically are accessed in order to create the ray differential in a x-direction and a y-direction. 15. The system of claim 9 , wherein a distance t to a hit point is stored in the G-buffer. 16. A non-transitory computer-readable storage medium storing instructions that, when executed by a processor, causes the processor to perform steps comprising: identifying a scene to be rendered; rendering a G-buffer of the scene; starting ray tracing for the scene; during the ray tracing, creating a ray differential for a pixel by accessing the G-buffer for the pixel and one or more additional pixels neighboring the pixel; appending the created ray differential to a current ray; and tracing the created ray differential. 17. The non-transitory computer-readable storage medium of claim 16 , wherein the G-buffer is a screen-sized buffer generated using a pixel shader. 18. The non-transitory computer-readable storage medium of claim 16 , wherein one or more attributes are written to the G-buffer for each pixel in the scene when the G-buffer of the scene is rendered. 19. The non-transitory computer-readable storage medium of claim 16 , wherein creating the ray differential by accessing the G-buffer includes accessing entries in the G-buffer for the pixel and the one or more additional pixels that neighbor the pixel to the right and to the left within the G-buffer in order to create the ray differential in a x-direction. 20. The non-transitory computer-readable storage medium of claim 16 , wherein creating the ray differential by accessing the G-buffer includes accessing entries in the G-buffer for the pixel and the one or more additional pixels that neighbor the pixel above and/or below within the G-buffer in order to create the ray differential in a y-direction. 21. The non-transitory computer-readable storage medium of claim 16 , wherein G-buffer entries for pixels closest to the pixel both horizontally and vertically are accessed in order to create the ray differential in a x-direction and a y-direction.
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