US 12,223,586 B2
3-D graphics rendering with implicit geometry
Cuneyt Ozdas, San Francisco, CA (US); Luke Tilman Peterson, San Francisco, CA (US); Steven Blackmon, San Francisco, CA (US); and Steven John Clohset, San Francisco, CA (US)
Assigned to Imagination Technologies Limited, Kings Langley (GB)
Filed by Imagination Technologies Limited, Kings Langley (GB)
Filed on Dec. 30, 2023, as Appl. No. 18/401,452.
Application 17/185,086 is a division of application No. 14/202,722, filed on Mar. 10, 2014, granted, now 10,970,912, issued on Apr. 6, 2021.
Application 18/401,452 is a continuation of application No. 18/081,623, filed on Dec. 14, 2022, granted, now 11,861,787.
Application 18/081,623 is a continuation of application No. 17/185,086, filed on Feb. 25, 2021, granted, now 11,562,526, issued on Jan. 24, 2023.
Claims priority of provisional application 61/787,884, filed on Mar. 15, 2013.
Claims priority of provisional application 61/783,754, filed on Mar. 14, 2013.
Prior Publication US 2024/0221285 A1, Jul. 4, 2024
This patent is subject to a terminal disclaimer.
Int. Cl. G06T 15/06 (2011.01); G06T 15/50 (2011.01)
CPC G06T 15/06 (2013.01) [G06T 15/506 (2013.01); G06T 2210/12 (2013.01); G06T 2210/21 (2013.01)] 17 Claims
OG exemplary drawing
 
1. A method of rendering an image of a 3-D scene using ray tracing, comprising:
receiving explicitly-defined geometry, associated with procedural information that when executed defines an extent of implicitly-defined geometry;
executing the procedural information to produce finalised implicit geometry;
defining a bounding box element for the finalised implicit geometry;
producing an acceleration structure that comprises the defined bounding box element, which places the defined bounding box element in a 3-D scene;
storing the acceleration structure on a machine readable medium; and
traversing the acceleration structure, during rendering, with a ray in order to identify a closest intersection for the ray with either implicitly-defined geometry or explicitly-defined geometry located in the 3-D scene; and
using the closest intersection for the ray to render an image of the scene.