Qualcomm · Filed May 1, 2025 · Published Nov 5, 2026

Qualcomm Files Patent for Faster Reflections in Games and VR

Shiny floors and mirror-like windows are expensive for a game to draw. Qualcomm has filed a patent application for a shortcut that reuses depth data the game already makes.

Light bouncing off a surface toward distant objects to build realistic reflections on screen. Drawing from patent filing US 2026/0350910 A1.
Light bouncing off a surface toward distant objects to build realistic reflections on screen.
See all 16 drawings from this filing ↓
Publication number US 2026/0350910 A1 US20260350910A1
Applicant QUALCOMM Incorporated
Filing date May 1, 2025
Publication date Nov 5, 2026
Inventors Shraman BISWAS, Alexei Vladimirovich BOURD, Amogha Udupa Shankaranarayana Gopal
US classification 345/419
Examiner HUYNH, THANG GIA (Art Unit 2611)
Status when we published Examiner raised objections; the company can respond (Oct 23, 2026)
Document 20 claims

What Qualcomm's depth-map shortcut actually does

Ever wondered how a video game works out what should show up in a puddle or on a polished floor? The game sends out an imaginary line from each point and has to find the first thing that line bumps into. The slow way is to shuffle along the line one tiny step at a time. The filing says a single line can take about 1,400 steps across a 1024 by 1024 image.

Qualcomm's patent application takes a shortcut. Games already keep a depth map, a record of how far away each pixel is, which can be viewed as a grayscale picture. Qualcomm proposes sorting that record into nested boxes, big boxes holding smaller boxes, so the chip can skip huge empty stretches and zero in on the hit. Graphics chips with built-in ray-tracing hardware are made for exactly this kind of box searching.

There is a bonus for video. The next frame usually looks a lot like the last one, so the box layout is built once and only the heights get refreshed.

From the filing · CLAIM 1
obtain a depth map associated with an image; generate a bounding volume hierarchy (BVH) for the depth map; and perform a ray tracing operation based on the generated BVH for the depth map.

Translation: The chip creates a spatial map of the scene to calculate realistic lighting much faster.

How Qualcomm builds boxes from a depth map

The claims cover three steps: take a depth map for an image, build a bounding volume hierarchy (BVH, a tree of boxes where each box wraps smaller boxes) over it, and run a ray tracing operation on that tree. In the description, the depth values are flipped into heights, so each pixel becomes a column of that height. Because the boxes at one level never overlap, the first box a ray hits is the closest one.

Building the tree works by coalescing (merging a group of neighboring boxes into one parent box that keeps the tallest height). The example hardware supports eight children per parent. Eight neighbors can be arranged as 4 by 2 or 2 by 4, but a long, thin parent box is slow to search. So the filing alternates:

  • Odd levels of the tree group cells in a 4 by 2 rectangle.
  • Even levels use the transposed 2 by 4 rectangle, so every other level ends up with a square footprint.
  • Data is stored in a modified Morton order (a way of laying a 2D grid out in memory so neighbors sit together) so each parent's eight children are contiguous.

For a series of same-size images, the layout stays fixed. Only depth values that changed are rewritten and pushed up the tree. The result of a trace is the closest hit pixel, or the lowest-level box that contains it. The filing names screen-space reflections and filling holes after image warping for extended reality as example uses.

What this means for reflections in games and VR

If you play games with shiny surfaces or use a VR headset, the goal is reflections that look right without slowing the game down. Qualcomm's filing aims at that by swapping a slow pixel-by-pixel search for a box lookup that dedicated ray-tracing hardware can run. The description lists phones, game consoles and VR or AR headsets among the devices that could use it.

It also covers a second job: filling in gaps that appear when a VR image is warped. This is a patent application, and the examiner's first review rejected the claims as filed, which is routine at this stage and usually followed by amendments. Nothing here says a product is coming.

Qualcomm's 16th filing we've tracked since July in the GPU rendering race adds to a run that includes one on skipping redrawn points and one on photo-like image correction.

Editorial take

Claim 1 is short: a chip with memory takes a depth map for an image, builds a tree of nested boxes over it, and traces rays through that tree. That is the whole claim. It says nothing about reflections, nothing about eight boxes per group, and nothing about reusing the layout between frames.

Those specifics show up only in the dependent claims, such as the alternating 4 by 2 and 2 by 4 grouping in claim 2 and the reuse of one layout for the next image in claim 5. If the broad version survived, it would reach anyone who builds a box tree from a depth map and fires rays into it, however they arrange the boxes.

Claims that wide are usually the first thing a reviewer pushes on, so expect the final wording to land closer to the alternating-box trick. That trick is the part with real engineering detail behind it.

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The drawings

16 drawing sheets from US 2026/0350910 A1 · click any drawing to enlarge

Hardware parts that build 3D worlds inside a device, drawing sheet 1 from US 2026/0350910 A1
Sheet 1 Hardware parts that build 3D worlds inside a device
Internal stages of a graphics chip drawing a frame, drawing sheet 2 from US 2026/0350910 A1
Sheet 2 Internal stages of a graphics chip drawing a frame
Tracing light paths from a camera to render realistic shadows, drawing sheet 3 from US 2026/0350910 A1
Sheet 3 Tracing light paths from a camera to render realistic shadows
Comparing traditional screen coloring with simulated light bouncing, drawing sheet 4 from US 2026/0350910 A1
Sheet 4 Comparing traditional screen coloring with simulated light bouncing
Tracking virtual light rays as they strike objects, drawing sheet 5 from US 2026/0350910 A1
Sheet 5 Tracking virtual light rays as they strike objects
Grouping objects into boxes to speed up lighting checks, drawing sheet 6 from US 2026/0350910 A1
Sheet 6 Grouping objects into boxes to speed up lighting checks
Two ways of organizing scene shapes into search trees, drawing sheet 7 from US 2026/0350910 A1
Sheet 7 Two ways of organizing scene shapes into search trees
Stepping a reflected light ray across screen depth layers, drawing sheet 8 from US 2026/0350910 A1
Sheet 8 Stepping a reflected light ray across screen depth layers
Show the other 8 sheets
Turning depth pixels into columns helps light find surfaces, drawing sheet 9 from US 2026/0350910 A1
Sheet 9 Turning depth pixels into columns helps light find surfaces
Grouping neighbor pixels into wider blocks simplifies the scene, drawing sheet 10 from US 2026/0350910 A1
Sheet 10 Grouping neighbor pixels into wider blocks simplifies the scene
Alternating rectangular clusters keeps memory tidy as you zoom, drawing sheet 11 from US 2026/0350910 A1
Sheet 11 Alternating rectangular clusters keeps memory tidy as you zoom
Scanning pixels in zig-zag order speeds up memory lookup, drawing sheet 12 from US 2026/0350910 A1
Sheet 12 Scanning pixels in zig-zag order speeds up memory lookup
Skipping bottom storage slots saves graphics memory on mobile chips, drawing sheet 13 from US 2026/0350910 A1
Sheet 13 Skipping bottom storage slots saves graphics memory on mobile chips
How processor parts exchange scene depth to calculate light paths, drawing sheet 14 from US 2026/0350910 A1
Sheet 14 How processor parts exchange scene depth to calculate light paths
Basic steps for speeding up reflections using a depth map, drawing sheet 15 from US 2026/0350910 A1
Sheet 15 Basic steps for speeding up reflections using a depth map
Updating only changed depth values lets new frames render faster, drawing sheet 16 from US 2026/0350910 A1
Sheet 16 Updating only changed depth values lets new frames render faster
Browse all the drawings 16 drawing sheets
Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.
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