Patents by Inventor James Alexander McCombe

James Alexander McCombe 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).

  • Patent number: 7969434
    Abstract: For ray tracing scenes composed of primitives, systems and methods accelerate intersection testing by testing rays against elements of geometry acceleration data (GAD) arranged in a graph of nodes, where pairs of nodes are connected by edges, and each element bounds a varying granularity selection of the primitives. Upon detection of intersections between rays and elements, references to the rays are added to respective collections associated with the elements. Further processing of those rays is deferred until rays of a given collection are determined ready, and then rays from such a ready collection are tested for intersection with elements of GAD connected by edges to the element associated with the ready collection. When a primitive is bounded by no higher granularity GAD element, it is tested for intersection, and indications of intersection are output.
    Type: Grant
    Filed: September 17, 2007
    Date of Patent: June 28, 2011
    Assignee: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury
  • Patent number: 7932905
    Abstract: For ray tracing systems, described methods, media, apparatuses provide for accounting of light energy that will be collected at pixels of a 2-D representation without recursive closure of a tree of ray/primitive intersections, and also provide for adaptivity in ray tracing based on importance indicators of each ray, such as a weight, which may be carried in data structures representative of the rays. Examples of such adaptivity may include determining a number of children to issue for shading an identified intersecting primitive, culling rays, and adding rays to achieve more accurate sampling, if desired. All such adaptivity may be triggered with goal-based indicators, such as a threshold value representative of rendering progress to a time-based goal, such as a frame rate.
    Type: Grant
    Filed: October 15, 2007
    Date of Patent: April 26, 2011
    Assignee: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury
  • Publication number: 20110050698
    Abstract: Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory.
    Type: Application
    Filed: November 8, 2010
    Publication date: March 3, 2011
    Applicant: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury, Stephen Purcell
  • Publication number: 20100332523
    Abstract: In one aspect, photon queries are answered using systems and methods of traversal of collections of photon queries through an acceleration structure, to identify photons meeting a specification of a given query. Such systems and methods can be extended to satisfying similarity queries in an n-dimensional parameter space. Queries can be associated with code (or pointers to code) that are run to achieve closure of that query. Queries can cause further queries to be emitted. Arbitrary data can be passed from one query to another; for example, parameters defined internally to the code modules themselves (e.g., the parameters do not need to have a definition or meaning to the systems or within the methods).
    Type: Application
    Filed: June 29, 2010
    Publication date: December 30, 2010
    Applicant: Caustic graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe
  • Publication number: 20100328310
    Abstract: Some aspects pertain to ray data storage for ray tracing rendering. Attribute data for a first ray can be stored. To define a second ray, data defining such can comprise a reference to the first ray (in one example) and attribute source information indicative of shared attributes between the first and second rays. The attribute source information can be shared among many rays, and can be selected based on ray type. Definition data for unshared attributes can be explicit with the second ray. A plurality of rays can reference one ray for shared attribute data. Referencing rays can be counted and decremented as referencing rays complete. Shared attributes can be indicated with masks. Interface modules can service ray data read and write requests made by shaders, and shaders can explicitly reference attributes of rays, without using such interfacing modules.
    Type: Application
    Filed: June 24, 2010
    Publication date: December 30, 2010
    Applicant: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe
  • Patent number: 7830379
    Abstract: Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory.
    Type: Grant
    Filed: March 20, 2009
    Date of Patent: November 9, 2010
    Assignee: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury, Stephen Purcell
  • Publication number: 20100231589
    Abstract: Systems, methods, and computer readable media embodying such methods provide for allowing specification of per-ray clipping information that defines a sub-portion of a 3-D scene in which the ray should be traced. The clipping information can be specified as a clip distance from a ray origin, as an end value of a parametric ray definition, or alternatively the clipping information can be built into a definition of the ray to be traced. The clipping information can be used to check whether portions of an acceleration structure need to be traversed, as well as whether primitives should be tested for intersection. Other aspects include specifying a default object that can be returned as intersected when no primitive was intersected within the sub-portion defined for testing. Further aspects include allowing provision of flags interpretable by an intersection testing resource that control what the intersection testing resource does, and/or what information it reports after conclusion of testing of a ray.
    Type: Application
    Filed: September 8, 2009
    Publication date: September 16, 2010
    Applicant: Caustic Graphics, Inc.
    Inventors: Ryan R. Salsbury, James Alexander McCombe, Stephen Purcell, Luke Tilman Peterson
  • Publication number: 20100097372
    Abstract: A synthetic acceleration shape bound primitives composing a 3-D scene, and is defined using a group of fundamental shapes arranged to bound the primitives, and for which intersection results for group members yield an ultimate intersection testing result for the synthetic shape, using a logical operator. For example, two or more spheres are used to bound an object so that each of the spheres is larger than a minimum necessary to bound the object, and a volume defined by an intersection between the shapes defines a smaller volume in which the object is bounded. A ray is found to potentially intersect the object only if it intersects both spheres. In another example, an element may be defined by a volumetric union of component elements. Indicators can determine how groups of shapes should be interpreted. Synthetic shapes can be treated as a single element in a graph or hierarchical arrangement of acceleration elements.
    Type: Application
    Filed: October 1, 2009
    Publication date: April 22, 2010
    Applicant: Caustic Graphics, Inc.
    Inventors: Sean Matthew Gies, James Alexander McCombe, Luke Tilman Peterson
  • Publication number: 20100073370
    Abstract: Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader. Recursive shaders can be recompiled as non-recursive shaders interfacing with API semantics according to the description.
    Type: Application
    Filed: September 21, 2009
    Publication date: March 25, 2010
    Applicant: Caustic Graphics, Inc.
    Inventors: James Alexander McCombe, Luke Tilman Peterson, Ryan R. Salsbury, Sean Matthew Gies
  • Publication number: 20100073369
    Abstract: Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader.
    Type: Application
    Filed: September 21, 2009
    Publication date: March 25, 2010
    Applicant: Caustic Graphics, Inc.
    Inventors: James Alexander McCOMBE, Luke Tilman Peterson, Ryan R. Salsbury, Sean Matthew Gies
  • Publication number: 20090322752
    Abstract: Aspects comprise systems implementing ray tracing functionality according to example architectures. In one example, rays are collected into collections against elements of an acceleration structure, which in some cases are associated with objects composing a scene being ray traced. Indications of detected ray intersections also can be collected in an output buffer, and in some examples, the output buffer can comprise a plurality of portions, each associated with a scene object, or a common portion of code to be executed during shading. Buffer contents can be accessed in a block read. An intersection shading resource can load data to be used in shading the intersections for the identified rays, and locally storing that data for use in shading those intersections.
    Type: Application
    Filed: September 8, 2009
    Publication date: December 31, 2009
    Applicant: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury, Steven John Clohset
  • Publication number: 20090289939
    Abstract: For ray tracing scenes composed of primitives, systems and methods can traverse rays through an acceleration structure. The traversal can be implemented by concurrently testing a plurality of nodes of the acceleration structure for intersection with a sequence of one or more rays. Such testing can occur in a plurality of test cells. Leaf nodes of the acceleration structure can bound primitives, and a sequence primitives can be tested concurrently for intersection in the test cells against a plurality of rays that have intersected a given leaf node. Intersection testing of a particular leaf node can be deferred until a sufficient quantity of rays have been collected for that node.
    Type: Application
    Filed: July 16, 2009
    Publication date: November 26, 2009
    Applicant: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury
  • Publication number: 20090284523
    Abstract: For ray tracing scenes composed of primitives, systems and methods accelerate intersection testing by testing rays against elements of geometry acceleration data (GAD) arranged in a graph of nodes, where pairs of nodes are connected by edges, and each element bounds a varying granularity selection of the primitives. Upon detection of intersections between rays and elements, references to the rays are added to respective collections associated with the elements. Further processing of those rays is deferred until rays of a given collection are determined ready, and then rays from such a ready collection are tested for intersection with elements of GAD connected by edges to the element associated with the ready collection. When a primitive is bounded by no higher granularity GAD element, it is tested for intersection, and indications of intersection are output.
    Type: Application
    Filed: September 17, 2007
    Publication date: November 19, 2009
    Applicant: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury
  • Publication number: 20090262132
    Abstract: Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory.
    Type: Application
    Filed: March 20, 2009
    Publication date: October 22, 2009
    Applicant: Caustic Graphics, Inc.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury, Stephen Purcell
  • Publication number: 20090244058
    Abstract: Systems and methods include high throughput and/or parallelized ray/geometric shape intersection testing using intersection testing resources accepting and operating with block floating point data. Block floating point data sacrifices precision of scene location in ways that maintain precision where more beneficial, and allow reduced precision where beneficial. In particular, rays, acceleration structures, and primitives can be represented in a variety of block floating point formats, such that storage requirements for storing such data can be reduced. Hardware accelerated intersection testing can be provided with reduced sized math units, with reduced routing requirements. A driver for hardware accelerators can maintain full-precision versions of rays and primitives to allow reduced communication requirements for high throughput intersection testing in loosely coupled systems. Embodiments also can include using BFP formatted data in programmable test cells or more general purpose processing elements.
    Type: Application
    Filed: March 31, 2008
    Publication date: October 1, 2009
    Applicant: CAUSTIC GRAPHICS, INC.
    Inventors: Stephen Purcell, Ryan R. Salsbury, James Alexander McCombe, Sean Matthew Gies
  • Publication number: 20090128562
    Abstract: For ray tracing scenes composed of primitives, systems and methods accelerate ray/primitive intersection identification by testing rays against elements of geometry acceleration data (GAD) in a parallelized intersection testing resource. Groups of rays can be described as shared attribute information and individual ray data for efficient ray data transfer between a host processor and the testing resource. The host processor also hosts shading and/or management processes controlling the testing resource and adapting the ray tracing, as necessary or desirable, to meet criteria, while reducing degradation of rendering quality. The GAD elements can be arranged in a graph, and rays can be collected into collections based on whether a ray intersects a given element. When a collection is deemed ready for further testing, it is tested for intersection with GAD elements connected, in the graph, to the given element.
    Type: Application
    Filed: November 19, 2007
    Publication date: May 21, 2009
    Applicant: Caustic Graphics, Inc.
    Inventors: James Alexander McCombe, Ryan R. Salsbury, Luke Tilman Peterson
  • Publication number: 20090096789
    Abstract: For ray tracing systems, described methods, media, apparatuses provide for accounting of light energy that will be collected at pixels of a 2-D representation without recursive closure of a tree of ray/primitive intersections, and also provide for adaptivity in ray tracing based on importance indicators of each ray, such as a weight, which may be carried in data structures representative of the rays. Examples of such adaptivity may include determining a number of children to issue for shading an identified intersecting primitive, culling rays, and adding rays to achieve more accurate sampling, if desired. All such adaptivity may be triggered with goal-based indicators, such as a threshold value representative of rendering progress to a time-based goal, such as a frame rate.
    Type: Application
    Filed: October 15, 2007
    Publication date: April 16, 2009
    Applicant: CAUSTIC GRAPHICS, INC.
    Inventors: Luke Tilman Peterson, James Alexander McCombe, Ryan R. Salsbury
  • Publication number: 20090096788
    Abstract: For ray tracing, methods, apparatus, and computer readable media provide efficient transmission and/or storage of rays between ray emitters, and an intersection testing resource. Ray emitters, during emission of a plurality of rays, identify a shared attribute of each ray of the plurality, and represent that attribute as shared ray data. The shared ray data, and other ray data sufficient to determine both an origin and a direction for each ray of the plurality, are transmitted. Functionality in the intersection testing resource receives the shared ray data and the other ray data, and interprets the shared ray data and the other ray data to determine an origin and direction for each ray of the plurality, and provides those rays for intersection testing. Rays can be stored in the shared attribute format in the intersection testing resource and data elements representing the rays can be constructed later.
    Type: Application
    Filed: October 12, 2007
    Publication date: April 16, 2009
    Applicant: Caustic Graphics, Inc.
    Inventors: Ryan R. SALSBURY, James Alexander McCombe, Luke Tilman Peterson