RayCore 2000 is the latest real-time ray tracing GPU IP for high-performance, high-resolution mobile and embedded devices. This advanced GPU IP provides more immersive reality-like 3D contents to end-users and more convenience content development environment to content developers with enhanced graphic functionalities – multi-texturing, bump mapping, light binding and multiple light sources support.
As more and more mobile and embedded consumers are equipped with high performance devices that can handle various types of multiple high-quality 3D contents, visual graphics technology is becoming the kernel of today and tomorrow’s device-related technology.
RayCore 2000 is designed to fulfill these demanding requirements of fast evolving mobile and embedded space. Based on its patented MIMD architecture, the area efficiency (e.g., small silicon size to yield high performance) is achieved and fundamental problem of GPU implementing the light effects in real-time is resolved. This allows RayCore 2000 to enhance user experiences in mobile gaming, mobile and embedded UI (User Interface) and various near-future applications including Virtual Reality and Augmented Reality.
The new graphics functionalities of RayCore 2000 further reinforce the visual quality of 3D contents. ‘Multi-texturing’ allows to produce more sophisticated and rich images with multiple textures of different material properties while ‘bump mapping’ makes it possible to express detailed uneven impression on surface with simple setting. ‘Light binding’ can be applied to a certain object to emphasize its presence or movement in a scene, and configurable ‘multiple light sources’ are used to intensify brightness. Ultimately, these graphics functionalities amplify the visual realism of 3D contents.
- Multi-texturing allows the developers to make detailed three-dimensional expression in a simple way. For example, by combining textures of different colors and feel, an object’s texture image can be implemented more realistically at low cost. Also, a light map texture may be used to light a surface as an alternative to recalculating that lighting every time the surface is rendered. In order to load textures in graphics system efficiently, two types of texture compression is used – ETC1/ETC2 for RGB textures and lossless FBC for alpha/normal maps. These texture compression techniques are executed during rendering as part of the overall graphics pipelines, reducing bandwidth and power consumption.
- Bump mapping
- Bump mapping make a rendered surface look more realistic just by mapping a normal texture on an object and modifying the normal angle (the direction pointing perpendicular from a face), which influences how a pixel is shaded. Especially, the combination of bump mapping and ray tracing makes the 3D scene more sophisticated. This feature allows the content developers to implement uneven surfaces of natural objects (e.g. rock, water, skin) and artificial patterns finely by applying natural light effects to the bumpy surfaces.
- Light binding
- Light binding is unique graphic functionality which allows one or more direct light sources to be illuminated to a certain object. In a typical ray traced scene, light effects such as reflection, refraction, transmission and shadows are applied to the whole screen and produce the image of perfect light intensity similar to reality. However, light binding functionality helps to highlight certain object with more light by attaching one or more light sources close to that object. This will lead the users and viewers to have close attention to a certain point while running games, UI or other 3D contents.
- Displacement mapping
- Displacement mapping is an advanced computer graphics technique that shows the effect of the actual points according to a given height field. Unlike bump mapping, which works by just changing the surface normal to create the illusion of surface detail, displacement mapping simulates real bumps, creases, ridges in the actual mesh by modifying geometry. RayCore 2000 GPU allows real-time displacement mapping to be implemented in mobile/embedded systems, thereby enhancing the level of realism and high-frequency graphic detail in mobile.
- Semi-soft shadow
- RayCore 2000 supports semi-soft shadows with reasonable computation cost and fast rendering time in comparison to implementing soft shadows by selective ray sampling. Semi-soft shadow functionality can implement smooth penumbras similar to soft shadows with rendering performance more than twice as fast as soft raytraced shadows’ one.