A method for screen-space voxel ray-casting of scenes on a whole screen. The method comprises providing a graphics card; rendering seamlessly any one of the following list of primitives containing at least polygons, voxels; using a GPU pipeline of the graphics card for rasterization; rendering of the primitives sorted from front to back; thereby optimizing a 2D pixel fill rate by in case the primitives are voxels, rendering the voxels as discrete points and storing size and shading information into a per-pixel data structure; storing information about closest primitives into the per-pixel data structure as neighboring 2D pixel data structures; in case the primitives are polygons, rendering the polygons as continuous surfaces and storing shading information into the per-pixel data structure. The method further comprises performing the screen-space voxel ray- casting of scenes on the whole screen by means of the GPU pipeline, thereby selecting intersection candidates from the neighboring 2D pixel data structures; thereby optimizing the screen space ray-casting of voxels by selecting the intersection candidates using a two-pass convolution screen space kernel of fixed size; and identifying the kernel size per frame, based on the distance to the closest voxel from the camera.
59799425
Alternative title(s) : (fr) Procédé de lancer de rayons de voxels de scènes sur un écran entier
TTO:6.1759
Patent number | Country code | Kind code | Date issued |
US11132829 | US | B2 | 2021-09-28 |
EP3662451 | EP | B1 | 2021-09-01 |
US2020372697 | US | A1 | 2020-11-26 |
EP3662451 | EP | A1 | 2020-06-10 |
WO2019025829 | WO | A1 | 2019-02-07 |