US 11,727,632 B2
Shader binding management in ray tracing
Martin Stich, Muchen (DE); Ignacio Llamas, Palo Alto, CA (US); and Steven Parker, Draper, UT (US)
Assigned to NVIDIA Corporation, Santa Clara, CA (US)
Filed by NVIDIA CORPORATION, Santa Clara, CA (US)
Filed on Jul. 15, 2021, as Appl. No. 17/376,866.
Application 17/376,866 is a continuation of application No. 16/376,943, filed on Apr. 5, 2019, granted, now 11,069,129.
Claims priority of provisional application 62/653,087, filed on Apr. 5, 2018.
Prior Publication US 2021/0343072 A1, Nov. 4, 2021
This patent is subject to a terminal disclaimer.
Int. Cl. G06T 15/83 (2011.01); G06F 9/54 (2006.01); G06T 15/00 (2011.01); G06T 15/06 (2011.01)
CPC G06T 15/83 (2013.01) [G06F 9/54 (2013.01); G06T 15/005 (2013.01); G06T 15/06 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method comprising:
determining, based at least on a ray-tracing query, one or more values of at least one criteria, the one or more values corresponding to a section of at least one shader record of a plurality of shader records in a shader binding table, the plurality of shader records storing bindings between geometry of a scene for different values of the at least one criteria and individual shaders of a plurality of individual shaders, the individual shaders corresponding to individual shader records of the plurality of shader records;
determining, using the one or more values of the at least one criteria, a section selector value corresponding to the section of the shader binding table;
computing a location in memory corresponding to the section using the section selector value;
determining one or more shader records of the at least one shader record using the location; and
performing one or more operations to render an image using at least one shader of the plurality of individual shaders based at least on one or more of the bindings stored in the one or more shader records.