US 12,333,642 B2
Performance of ray-traced shadow creation within a scene
Jon Story, Grafrath (DE); and Holger Heinrich Gruen, Bavaria (DE)
Assigned to NVIDIA CORPORATION, Santa Clara, CA (US)
Filed by NVIDIA Corporation, Santa Clara, CA (US)
Filed on Oct. 25, 2023, as Appl. No. 18/383,824.
Application 18/383,824 is a continuation of application No. 17/231,979, filed on Apr. 15, 2021, granted, now 11,847,733.
Application 17/231,979 is a continuation of application No. 16/522,539, filed on Jul. 25, 2019, granted, now 11,004,254, issued on May 11, 2021.
Prior Publication US 2024/0070965 A1, Feb. 29, 2024
Int. Cl. G06T 15/06 (2011.01); G06T 5/70 (2024.01); G06T 15/00 (2011.01); G06T 15/04 (2011.01); G06T 15/40 (2011.01); G06T 15/60 (2006.01)
CPC G06T 15/06 (2013.01) [G06T 5/70 (2024.01); G06T 15/005 (2013.01); G06T 15/405 (2013.01); G06T 15/60 (2013.01); G06T 15/04 (2013.01); G06T 2215/12 (2013.01)] 19 Claims
OG exemplary drawing
 
1. A method comprising:
for a pixel included in a scene associated with an environment simulation, generating a ray that simulates a path of a particle of light from the pixel toward an illuminant;
determining a distance value indicative of a distance of the pixel from the illuminant;
determining a visibility value indicative of whether the pixel is in a shadow, wherein the visibility value is defined to indicate that the pixel is in the shadow when a depth value of the pixel is larger than a depth value of a geometry intersected by the ray;
rendering the pixel with an amount of blurring, wherein the amount of blurring corresponds to the distance value.