Patents by Inventor Jakub Boksansky
Jakub Boksansky has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Publication number: 20240029338Abstract: Disclosed approaches provide for irradiance caches which may be used to share irradiance between ray interactions spatially and/or temporally. An irradiance cache may store incoming irradiance or outgoing irradiance and may be updated by casting one or more rays from one or more locations to sample irradiance for the location(s). The number of rays that are cast may be reduced by ranking the locations, irradiance caches, and/or corresponding groups of geometry based on one or more characteristics thereof. For example, a ranking score may be computed based on camera distance, camera visibility, and/or a number of frames since a prior update. When sampling a location, outgoing irradiance from an outgoing irradiance cache may be used to determine shading when a hit distance of a ray used to generate the sample exceeds a threshold value.Type: ApplicationFiled: October 3, 2023Publication date: January 25, 2024Inventors: Oliver Mark Wright, Jakub Boksansky
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Patent number: 11790594Abstract: Disclosed approaches provide for irradiance caches which may be used to share irradiance between ray interactions spatially and/or temporally. An irradiance cache may store incoming irradiance or outgoing irradiance and may be updated by casting one or more rays from one or more locations to sample irradiance for the location(s). The number of rays that are cast may be reduced by ranking the locations, irradiance caches, and/or corresponding groups of geometry based on one or more characteristics thereof. For example, a ranking score may be computed based on camera distance, camera visibility, and/or a number of frames since a prior update. When sampling a location, outgoing irradiance from an outgoing irradiance cache may be used to determine shading when a hit distance of a ray used to generate the sample exceeds a threshold value.Type: GrantFiled: August 18, 2020Date of Patent: October 17, 2023Assignee: NVIDIA CorporationInventors: Oliver Mark Wright, Jakub Boksansky
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Patent number: 11756258Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray cone.Type: GrantFiled: September 7, 2022Date of Patent: September 12, 2023Assignee: NVIDIA CorporationInventors: Tomas Akenine-Moller, Jakub Boksansky, Oli Wright
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Patent number: 11676326Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining at least one axis of an ellipse formed by the ray cone intersecting a plane associated with geometry within the graphics scene at a hit point, computing one or more gradients along the at least one axis of the ellipse, and computing a texture color based on the one or more gradients and a texture.Type: GrantFiled: January 8, 2021Date of Patent: June 13, 2023Assignee: NVIDIA CorporationInventors: Tomas Akenine-Moller, Jakub Boksansky
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Publication number: 20230005210Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray coneType: ApplicationFiled: September 7, 2022Publication date: January 5, 2023Inventors: Tomas AKENINE-MOLLER, Jakub BOKSANSKY, Oli WRIGHT
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Patent number: 11443475Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray cone.Type: GrantFiled: September 30, 2020Date of Patent: September 13, 2022Assignee: NVIDIA CorporationInventors: Tomas Akenine-Moller, Jakub Boksansky, Oli Wright
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Publication number: 20220237852Abstract: One embodiment of a method rendering one or more graphics images includes tracing a ray cone through a three-dimensional (3D) graphics scene, generating a refracted ray cone based on the ray cone and a two-dimensional (2D) coordinate frame, and rendering a graphics image based on the refracted ray cone.Type: ApplicationFiled: May 25, 2021Publication date: July 28, 2022Inventors: Tomas AKENINE-MOLLER, Jakub BOKSANSKY
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Patent number: 11308684Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.Type: GrantFiled: August 17, 2020Date of Patent: April 19, 2022Assignee: NVIDIA CorporationInventors: Jakub Boksansky, Oliver Mark Wright
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Publication number: 20220076482Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.Type: ApplicationFiled: November 17, 2021Publication date: March 10, 2022Inventors: Jakub Boksansky, Oliver Mark Wright
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Publication number: 20220058851Abstract: Devices, systems, and techniques to incorporate lighting effects into computer-generated graphics. In at least one embodiment, a virtual scene comprising a plurality of lights is rendered by subdividing the virtual area and stored, in a record corresponding to a subdivision of the virtual area, information indicative of one or more lights in the virtual area selected based on a stochastic model. Pixels near a subdivision are rendered based on the light information stored in the subdivision.Type: ApplicationFiled: September 24, 2020Publication date: February 24, 2022Inventors: Jakub Boksansky, Paula Eveliina Jukarainen, Christopher Ryan Wyman
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Publication number: 20210350607Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray coneType: ApplicationFiled: September 30, 2020Publication date: November 11, 2021Inventors: Tomas AKENINE-MOLLER, Jakub BOKSANSKY, Oli WRIGHT
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Publication number: 20210350608Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining at least one axis of an ellipse formed by the ray cone intersecting a plane associated with geometry within the graphics scene at a hit point, computing one or more gradients along the at least one axis of the ellipse, and computing a texture color based on the one or more gradients and a texture.Type: ApplicationFiled: January 8, 2021Publication date: November 11, 2021Inventors: Tomas AKENINE-MOLLER, Jakub BOKSANSKY
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Publication number: 20210049806Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.Type: ApplicationFiled: August 17, 2020Publication date: February 18, 2021Inventors: Jakub Boksansky, Oliver Mark Wright
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Publication number: 20210049807Abstract: Disclosed approaches provide for irradiance caches which may be used to share irradiance between ray interactions spatially and/or temporally. An irradiance cache may store incoming irradiance or outgoing irradiance and may be updated by casting one or more rays from one or more locations to sample irradiance for the location(s). The number of rays that are cast may be reduced by ranking the locations, irradiance caches, and/or corresponding groups of geometry based on one or more characteristics thereof. For example, a ranking score may be computed based on camera distance, camera visibility, and/or a number of frames since a prior update. When sampling a location, outgoing irradiance from an outgoing irradiance cache may be used to determine shading when a hit distance of a ray used to generate the sample exceeds a threshold value.Type: ApplicationFiled: August 18, 2020Publication date: February 18, 2021Inventors: Oliver Mark Wright, Jakub Boksansky