Patent Drafting Analysis of Intel Corporation’s Triangle Pairs and Shared Transformation Circuitry for Ray Tracing | US 11,922,557 B2
Patent Drafting Analysis of Intel Corporation's Ray Tracing Triangle Pairs and Shared Transformation Circuitry | US 11,922,557 B2
A structural and strategic analysis of US 11,922,557 B2 covering claim architecture, drafting quality signals, critical gaps, and prosecution positioning for Intel's shared transformation ray tracing hardware invention.
Structural Overview
The detailed description dominates at approximately 63% of total words, with 26 drawing sheets providing extensive GPU architecture context — though only Figures 15–17 directly address the novel triangle-pair and shared transformation mechanism. The claim set is compact at 18 claims across 3 independent claims (apparatus, method, CRM), providing tripartite type coverage. Figure coverage is broad across general GPU architecture but narrowly targeted for the specific inventive contribution, with FIG. 15 illustrating triangle pairs, FIG. 16 showing the shared transformation architecture, and FIG. 17 depicting the method flow.
Section Word Distribution
↗ Click bars to exploreFigure Inventory — 26 Sheets
| Figure | Description | Role |
|---|---|---|
| FIG. 1 | Block diagram of a computer system 100 showing processor cores 107, graphics processors 108, memory controller 116, and platform controller hub 130.Search in Eureka ↗ | Other |
| FIG. 2A | Block diagram of processor 200 with multiple processor cores 202A-202N, integrated memory controller 214, and integrated graphics processor 208.Search in Eureka ↗ | Other |
| FIG. 2B | Hardware logic block diagram of graphics processor core 219 showing sub-cores 221A-221F, EU arrays, samplers, shared function logic 235, and media pipeline 234.Search in Eureka ↗ | System architecture |
| FIG. 2C | Block diagram of GPU 239 with multi-core groups 240A-240N showing GFX cores 243, tensor cores 244, ray tracing cores 245, and L1/L2 caches.Search in Eureka ↗ | System architecture |
| FIG. 2D | Block diagram of GPGPU 270 showing compute units 260A-260N with vector registers 261, scalar registers 262, shared memory 256, and DMA controller 269.Search in Eureka ↗ | System architecture |
| FIG. 3A | Block diagram of discrete graphics processor 300 with graphics processing engine 310, 3D pipeline 312, media pipeline 316, display controller 302, and memory interface 314.Search in Eureka ↗ | System architecture |
| FIG. 3B | Tiled graphics processor 320 showing graphics processing engine cluster 322 with graphics engine tiles 310A-310D interconnected via fabric interconnect 324.Search in Eureka ↗ | System architecture |
| FIG. 3C | Compute accelerator 330 with compute engine cluster 332, compute engine tiles 340A-340D, and L3 cache 336 configured for parallel compute acceleration.Search in Eureka ↗ | Other |
| FIG. 4 | Graphics processing engine 410 showing graphics core array 414, shared function logic 420 (sampler 421, math 422, ITC 423), 3D pipeline 312, and media pipeline 316.Search in Eureka ↗ | System architecture |
| FIG. 5A | Thread execution logic 500 with shader processor 502, thread dispatcher 504, ray tracer 505, execution units 508A-508N, sampler 510, and data cache 512.Search in Eureka ↗ | System architecture |
| FIG. 5B | Graphics execution unit 508 internal structure showing thread arbiter 522, GRF 524, ARF 526, SIMD FPUs 534, SIMD ALUs 535, and instruction fetch path.Search in Eureka ↗ | System architecture |
| FIG. 6 | Execution unit 600 showing compute 610 with ALU 611, systolic array 612, math 613, register file 606, thread control 601, and instruction fetch/prefetch 603.Search in Eureka ↗ | Other |
| FIG. 7 | Graphics processor instruction formats 700 showing 128-bit instruction 710 (opcode 712, control 714, exec-size 716, dest 718, SRC0-2) and 64-bit compact instruction 730 with opcode decode 740.Search in Eureka ↗ | Other |
| FIG. 8 | Graphics processor 800 pipeline showing geometry pipeline 820 with vertex shader 807, hull shader 811, tessellator 813, domain shader 817, geometry shader 819, media pipeline 830, and render output pipeline 870.Search in Eureka ↗ | System architecture |
| FIG. 9A | Graphics processor command format 900 showing fields: client 902, opcode 904, sub-opcode 905, data 906, and command size 908.Search in Eureka ↗ | Other |
| FIG. 9B | Graphics processor command sequence 910 flow diagram showing pipeline flush 912, pipeline select 913, pipeline control 914, return buffer state 916, and 3D/media pipeline branching.Search in Eureka ↗ | Flow diagram |
| FIG. 10 | Data processing system 1000 showing 3D graphics application 1010, OS 1020 with graphics API 1022, shader compiler 1024, user/kernel mode graphics drivers 1026/1029, graphics processor 1032.Search in Eureka ↗ | System architecture |
| FIG. 11A | IP core development system 1100 showing software simulation 1110, simulation model 1112, RTL design 1115, hardware model 1120, non-volatile memory 1140, and fabrication facility 1165.Search in Eureka ↗ | Other |
| FIG. 11B | Cross-section of package assembly 1170 showing logic units 1172/1174 connected to substrate 1180 via interconnect structure 1173 and bridge 1182, with package interconnect 1183.Search in Eureka ↗ | Other |
| FIG. 11C | Package assembly 1190 with multiple hardware logic chiplets including logic 1172, I/O 1174, memory 1175 connected via interconnect structures 1173 and fabric 1185 on substrate 1180.Search in Eureka ↗ | Other |
| FIG. 11D | Package assembly 1194 showing interchangeable chiplets 1195 assembled onto base chiplets 1196/1198 connected via bridge interconnect 1197.Search in Eureka ↗ | Other |
| FIG. 12 | SoC integrated circuit 1200 showing application processors 1205, graphics processor 1210, image processor 1215, video processor 1220, and peripheral interfaces including USB, UART, HDMI, MIPI.Search in Eureka ↗ | Other |
| FIG. 13 | Graphics processor 1310 showing vertex processor 1305, multiple fragment processors 1315A-1315N, MMUs 1320A-1320B, caches 1325A-1325B, and interconnects 1330A-1330B.Search in Eureka ↗ | Other |
| FIG. 14 | Graphics processor 1340 with inter-core task manager 1345, multiple shader cores 1355A-1355N, tiling unit 1358, MMUs 1320A-1320B, and interconnects 1330A-1330B.Search in Eureka ↗ | Other |
| FIG. 15 | Illustration of individual triangle 1501 and triangle pair 1502 sharing a common edge 1505, directly depicting the core inventive primitive structure claimed in Claim 1.Search in Eureka ↗ | Claim support |
| FIG. 16 | Shared transformation unit 1600 architecture showing queue 1698, ordering 1697, pairing search 1694, matrix multiply 1650, ray-triangle intersection 1670, ping-pong buffer registers 1660/1661, multiplexers 1690-1692, and Boolean control 1640.Search in Eureka ↗ | Key embodiment |
| FIG. 17 | Method flow 1700 for triangle pair shared transformation showing steps: identify and merge triangle pairs 1701, input to shared intersection circuitry 1702, cycle decision 1703, vertex transformation 1704 using triangle pairs, and ray transformation 1705 using ray direction/origin data.Search in Eureka ↗ | Flow diagram |
Claim Architecture Analysis
The patent contains 3 independent claims: Claim 1 (apparatus — graphics processor), Claim 7 (method), and Claim 13 (non-transitory machine-readable medium), providing full tripartite coverage across all standard claim types. The dependent:independent ratio is 5.00:1, which is below the semiconductor/GPU norm of 6–10:1, suggesting a slightly lean dependent claim strategy. The claim strategy clearly mirrors the core technical architecture: each independent claim captures the same shared transformation and triangle-pair intersection concept in its respective type, creating layered enforcement coverage.
Independent Claim Dissection
| Claim | Preamble | Transition | Key Body Elements |
|---|---|---|---|
| Claim 1 | A graphics processor | comprising | a queue storing a plurality of triangles from which triangle pairs are identified (each pair: two edge-sharing triangles represented by four vertices in first coordinate space, with unpaired triangles forming pairs with invalid triangles); shared transformation circuitry to perform per-vertex transformation on vertices of a first triangle pair to generate four transformed vertices in a second coordinate space in which a first ray has a canonical form; ray-triangle intersection circuitry to perform intersection test between the first ray and the first triangle pair based on the four transformed verticesSearch prior art ↗ |
| Claim 7 | A method | comprising | identifying a plurality of triangle pairs from a plurality of triangles stored in a queue (each triangle pair: two edge-sharing triangles represented by four vertices in first coordinate space, with unpaired triangles forming pairs with invalid triangles); performing per-vertex transformation on vertices of a first triangle pair of the plurality of triangle pairs to generate four transformed vertices in a second coordinate space in which a first ray has a canonical form; performing intersection test between the first ray and the first triangle pair based on the four transformed verticesSearch prior art ↗ |
| Claim 13 | A non-transitory machine-readable medium having program code stored thereon which, when executed by a machine, causes the machine to perform operations of | comprising | identifying a plurality of triangle pairs from a plurality of triangles stored in a queue (each triangle pair: two edge-sharing triangles represented by four vertices in first coordinate space, with unpaired triangles forming invalid pairs); performing per-vertex transformation on vertices of a first triangle pair to generate four transformed vertices in a second coordinate space in which a first ray has a canonical form; performing intersection test between the first ray and the first triangle pair based on the four transformed verticesSearch prior art ↗ |
Claim Dependency Tree
| Metric | This Application | Semiconductor / GPU Industry Norm |
|---|---|---|
| Total claims | 18 | 18 – 30 |
| Independent claim count | 3 | 2 – 4 |
| Dependent : Independent ratio | 5.00 : 1 | 6 – 10 : 1 |
| Method claims present? | Yes — Claim 7 | Always |
| System / apparatus claims? | Yes — Claim 1 | Always |
Drafting Quality Signals
The claim set demonstrates strong §101 defensibility through concrete hardware recitations — specifically the queue, shared transformation circuitry, and ray-triangle intersection circuitry in Claim 1 — providing a robust machine-tie-in that distinguishes this patent from abstract algorithm claims. However, the dependent claims exhibit structural redundancy: Claims 8/14 and Claims 11/17 add nearly identical limitations to their respective independent method and CRM claims, weakening fallback diversity and suggesting a missed opportunity to capture additional design-around barriers.
Strategic Intent Scorecard
Multi-dimensional assessment of this application's patent strategy quality, based on claim structure, specification depth, and prosecution positioning.
3 Critical Gaps in This Claim Set
A senior-attorney lens on the three highest-priority structural weaknesses — what each exposes in prosecution and litigation, and what a stronger filing would have done differently.
3 Critical Gaps in This Claim Set
See the full attorney-level analysis of what this application leaves unprotected — and how to draft it more defensively for your own filings.
US 11,922,557 B2 — key questions answered
Disclaimer: This analysis is generated by PatSnap Eureka AI based on publicly available patent data from the USPTO. It does not constitute legal advice and should not be relied upon as such. Patent data may be subject to change as prosecution progresses. Scores and assessments reflect automated analysis and may not capture all relevant legal or technical nuances. Always consult a qualified patent attorney for formal legal opinions on patentability, freedom to operate, or infringement.
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