Patents by Inventor Christopher Ryan Wyman

Christopher Ryan Wyman has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 10055883
    Abstract: A method, computer readable medium, and system are disclosed for rendering shadows. A frustum projected from a grid cell corresponding to a light source in light-space is defined and a graphics primitive is determined to intersect the frustum. A light-space visibility buffer is accessed to obtain a set of pixel fragment footprints corresponding to the frustum and it is identified whether each pixel fragment footprint of the pixel fragment footprints is shadowed by the graphics primitive.
    Type: Grant
    Filed: January 6, 2016
    Date of Patent: August 21, 2018
    Assignee: NVIDIA CORPORATION
    Inventors: Christopher Ryan Wyman, Aaron Eliot Lefohn, Anjul Patney
  • Publication number: 20180204307
    Abstract: A method, computer readable medium, and system are disclosed for performing spatiotemporal filtering. The method includes the steps of applying, utilizing a processor, a temporal filter of a filtering pipeline to a current image frame, using a temporal reprojection, to obtain a color and auxiliary information for each pixel within the current image frame, providing the auxiliary information for each pixel within the current image frame to one or more subsequent filters of the filtering pipeline, and creating a reconstructed image for the current image frame, utilizing the one or more subsequent filters of the filtering pipeline.
    Type: Application
    Filed: January 18, 2018
    Publication date: July 19, 2018
    Inventors: Christoph H. Schied, Marco Salvi, Anton S. Kaplanyan, Aaron Eliot Lefohn, John Matthew Burgess, Anjul Patney, Christopher Ryan Wyman
  • Patent number: 10008034
    Abstract: A system, method, and computer program product are provided for computing indirect lighting in a cloud network. In operation, one or more scenes for rendering are identified. Further, indirect lighting associated with the one or more scenes is identified. Additionally, computation associated with the indirect lighting is performed in a cloud network utilizing at least one of a voxel-based algorithm, a photon-based algorithm, or an irradiance-map-based algorithm.
    Type: Grant
    Filed: October 18, 2013
    Date of Patent: June 26, 2018
    Assignee: NVIDIA Corporation
    Inventors: Morgan McGuire, Cyril Jean-Francois Crassin, David Patrick Luebke, Michael Thomas Mara, Brent L. Oster, Peter Schuyler Shirley, Peter-Pike J. Sloan, Christopher Ryan Wyman
  • Publication number: 20180158233
    Abstract: A method for generating temporally stable hash values reduces visual artifacts associated with stochastic sampling of data for graphics applications. A given hash value can be generated from a scaled and discretized object-space for a geometric object within a scene. Through appropriate scaling, the hash value can be discretized and remain constant within a threshold distance from a pixel center. As the geometric object moves within the scene, a hash value associated with a given feature of the geometric object remains constant because the hash value is generated using an object-space coordinate anchored to the feature. In one embodiment, alpha testing threshold values are assigned random, but temporally stable hash output values generated using object-space coordinate positions for primitive fragments undergoing alpha testing. Alpha tested fragments are temporally stable, beneficially improving image quality.
    Type: Application
    Filed: November 7, 2017
    Publication date: June 7, 2018
    Inventors: Christopher Ryan Wyman, Morgan McGuire
  • Publication number: 20170263046
    Abstract: A method, computer readable medium, and system are disclosed for rendering images utilizing a foveated rendering algorithm with post-process filtering to enhance a contrast of the foveated image. The method includes the step of receiving a three-dimensional scene, rendering the 3D scene according to a foveated rendering algorithm to generate a foveated image, and filtering the foveated image using a contrast-enhancing filter to generate a filtered foveated image. The foveated rendering algorithm may incorporate aspects of coarse pixel shading, mipmapped texture maps, linear efficient anti-aliased normal maps, exponential variance shadow maps, and specular anti-aliasing techniques. The foveated rendering algorithm may also be combined with temporal anti-aliasing techniques to further reduce artifacts in the foveated image.
    Type: Application
    Filed: March 8, 2017
    Publication date: September 14, 2017
    Applicants: NVIDIA Corporation, NVIDIA Corporation
    Inventors: Anjul Patney, Marco Salvi, Joohwan Kim, Anton S. Kaplanyan, Christopher Ryan Wyman, Nir Benty, David Patrick Luebke, Aaron Eliot Lefohn
  • Patent number: 9754407
    Abstract: A system, method, and computer program product are provided for shading using a dynamic object-space grid. An object defined by triangle primitives in a three-dimensional (3D) space that is specific to the object is received and an object-space shading grid is defined for a first triangle primitive of the triangle primitives based on coordinates of the first triangle primitive in the 3D space. A shader program is executed by a processing pipeline to compute a shaded value at a point on the object-space shading grid for the first triangle primitive.
    Type: Grant
    Filed: March 11, 2015
    Date of Patent: September 5, 2017
    Assignee: NVIDIA Corporation
    Inventors: Anjul Patney, Eric B. Enderton, Eric B. Lum, Marco Salvi, Christopher Ryan Wyman, Yubo Zhang, Yong He, G. Evan Hart, Jr., Kayvon Fatahalian, Yury Uralsky, Henry Packard Moreton, Aaron Eliot Lefohn
  • Patent number: 9747718
    Abstract: A system, method, and computer program product are provided for performing object-space shading. A primitive defined by vertices in three-dimensional (3D) space that is specific to an object defined by at least the primitive is received and a shading sample rate is computed for the primitive based on a screen-space derivative of coordinates of a pixel fragment transformed into the 3D space. A shader program is executed by a processing pipeline to compute shaded attributes for the primitive according to the computed shading sample rate.
    Type: Grant
    Filed: March 11, 2015
    Date of Patent: August 29, 2017
    Assignee: NVIDIA Corporation
    Inventors: Anjul Patney, Eric B. Enderton, Eric B. Lum, Marco Salvi, Christopher Ryan Wyman, Yubo Zhang, Yong He, G. Evan Hart, Jr., Kayvon Fatahalian, Yury Uralsky, Henry Packard Moreton, Aaron Eliot Lefohn
  • Publication number: 20160203635
    Abstract: A method, computer readable medium, and system are disclosed for rendering shadows. A frustum projected from a grid cell corresponding to a light source in light-space is defined and a graphics primitive is determined to intersect the frustum. A light-space visibility buffer is accessed to obtain a set of pixel fragment footprints corresponding to the frustum and it is identified whether each pixel fragment footprint of the pixel fragment footprints is shadowed by the graphics primitive.
    Type: Application
    Filed: January 6, 2016
    Publication date: July 14, 2016
    Inventors: Christopher Ryan Wyman, Aaron Eliot Lefohn, Anjul Patney
  • Publication number: 20160049000
    Abstract: A system, method, and computer program product are provided for performing object-space shading. A primitive defined by vertices in three-dimensional (3D) space that is specific to an object defined by at least the primitive is received and a shading sample rate is computed for the primitive based on a screen-space derivative of coordinates of a pixel fragment transformed into the 3D space. A shader program is executed by a processing pipeline to compute shaded attributes for the primitive according to the computed shading sample rate.
    Type: Application
    Filed: March 11, 2015
    Publication date: February 18, 2016
    Inventors: Anjul Patney, Eric B. Enderton, Eric B. Lum, Marco Salvi, Christopher Ryan Wyman, Yubo Zhang, Yong He, G. Evan Hart, JR., Kayvon Fatahalian, Yury Uralsky, Henry Packard Moreton, Aaron Eliot Lefohn
  • Publication number: 20160048999
    Abstract: A system, method, and computer program product are provided fir shading using a dynamic object-space grid. An object defined by triangle primitives in a three-dimensional (3D) space that is specific to the object is received and an object-space shading grid is defined for a first triangle primitive of the triangle primitives based on coordinates of the first triangle primitive in the 3D space. A shader program is executed by a processing pipeline to compute a shaded value at a point on the object-space shading grid for the first triangle primitive.
    Type: Application
    Filed: March 11, 2015
    Publication date: February 18, 2016
    Inventors: Anjul Patney, Eric B. Enderton, Eric B. Lum, Marco Salvi, Christopher Ryan Wyman, Yubo Zhang, Yong He, G. Evan Hart, JR., Kayvon Fatahalian, Yury Uralsky, Henry Packard Moreton, Aaron Eliot Lefohn
  • Publication number: 20140327690
    Abstract: A system, method, and computer program product are provided for computing indirect lighting in a cloud network. In operation, one or more scenes for rendering are identified. Further, indirect lighting associated with the one or more scenes is identified. Additionally, computation associated with the indirect lighting is performed in a cloud network utilizing at least one of a voxel-based algorithm, a photon-based algorithm, or an irradiance-map-based algorithm.
    Type: Application
    Filed: October 18, 2013
    Publication date: November 6, 2014
    Applicant: NVIDIA Corporation
    Inventors: Morgan McGuire, Cyril Jean-Francois Crassin, David Patrick Luebke, Michael Thomas Mara, Brent L. Oster, Peter Schuyler Shirley, Peter-Pike J. Sloan, Christopher Ryan Wyman