US 11,704,863 B2
Watertight ray triangle intersection
Samuli Laine, Uusimaa (FI); Tero Karras, Uusimaa (FI); Timo Aila, Helsinki (FI); Robert Ohannessian, Austin, TX (US); William Parsons Newhall, Jr., Woodside, CA (US); Greg Muthler, Austin, TX (US); Ian Kwong, San Jose, CA (US); Peter Nelson, San Francisco, CA (US); and John Burgess, Austin, TX (US)
Assigned to NVIDIA Corporation, Santa Clara, CA (US)
Filed by NVIDIA Corporation, Santa Clara, CA (US)
Filed on Apr. 8, 2022, as Appl. No. 17/716,599.
Application 17/716,599 is a continuation of application No. 17/032,818, filed on Sep. 25, 2020, granted, now 11,328,472.
Application 17/032,818 is a continuation of application No. 16/101,148, filed on Aug. 10, 2018, granted, now 10,825,230, issued on Nov. 3, 2020.
Prior Publication US 2022/0230380 A1, Jul. 21, 2022
This patent is subject to a terminal disclaimer.
Int. Cl. G06T 15/06 (2011.01); G06T 15/00 (2011.01)
CPC G06T 15/06 (2013.01) [G06T 15/005 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A device including hardware circuitry configured to:
receive, from a processor, a query including information about a ray and a plurality of primitives;
determine, using an arithmetic unit configured to perform plural predetermined precision calculations that are fused to achieve numerical precision higher than the predetermined precision, primitives of the plurality of primitives intersected by the ray;
when the ray is determined to intersect an edge or vertex of a primitive of the plurality of primitives, a determination is made whether to push onto the stack intersection information of the primitive based on comparing vertex values of the primitive transformed into ray coordinate space; and
report the intersection information stored in the stack to the processor.