Patents by Inventor Farhad Fouladi

Farhad Fouladi 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).

  • Publication number: 20060197768
    Abstract: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics system has a graphics processor includes an embedded frame buffer for storing frame data prior to sending the frame data to an external location, such as main memory. The embedded frame buffer is selectively configurable to store the following pixel formats: point sampled RGB color and depth, super-sampled RGB color and depth, and YUV (luma/chroma). Graphics commands are provided which enable the programmer to configure the embedded frame buffer for any of the pixel formats on a frame-by-frame basis.
    Type: Application
    Filed: April 6, 2006
    Publication date: September 7, 2006
    Applicant: Nintendo Co., Ltd.
    Inventors: Timothy Van Hook, Farhad Fouladi
  • Patent number: 7075545
    Abstract: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics system has a graphics processor includes an embedded frame buffer for storing frame data prior to sending the frame data to an external location, such as main memory. The embedded frame buffer is selectively configurable to store the following pixel formats: point sampled RGB color and depth, super-sampled RGB color and depth, and YUV (luma/chroma). Graphics commands are provided which enable the programmer to configure the embedded frame buffer for any of the pixel formats on a frame-by-frame basis.
    Type: Grant
    Filed: March 18, 2005
    Date of Patent: July 11, 2006
    Assignee: Nintendo Co., Ltd.
    Inventors: Timothy J. Van Hook, Farhad Fouladi
  • Patent number: 6999100
    Abstract: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The system achieves highly efficient full-scene anti-aliasing by implementing a programmable-location super-sampling arrangement and using a selectable-weight vertical-pixel support area blending filter. For a 2×2 pixel group (quad), the locations of three samples within each super-sampled pixel are individually selectable. A twelve-bit multi-sample coverage mask is used to determine which of twelve samples within a pixel quad are enabled based on the portions of each pixel occupied by a primitive fragment and any pre-computed z-buffering. Each super-sampled pixel is filtered during a copy-out operation from a local memory to an external frame buffer using a pixel blending filter arrangement that combines seven samples from three vertically arranged pixels.
    Type: Grant
    Filed: November 28, 2000
    Date of Patent: February 14, 2006
    Assignee: Nintendo Co., Ltd.
    Inventors: Mark M. Leather, Farhad Fouladi
  • Patent number: 6937245
    Abstract: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics system has a graphics processor includes an embedded frame buffer for storing frame data prior to sending the frame data to an external location, such as main memory. The embedded frame buffer is selectively configurable to store the following pixel formats: point sampled RGB color and depth, super-sampled RGB color and depth, and YUV (luma/chroma). Graphics commands are provided which enable the programmer to configure the embedded frame buffer for any of the pixel formats on a frame-by-frame basis.
    Type: Grant
    Filed: November 28, 2000
    Date of Patent: August 30, 2005
    Assignee: Nintendo Co., Ltd.
    Inventors: Timothy J. Van Hook, Farhad Fouladi
  • Publication number: 20050162436
    Abstract: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics system has a graphics processor includes an embedded frame buffer for storing frame data prior to sending the frame data to an external location, such as main memory. The embedded frame buffer is selectively configurable to store the following pixel formats: point sampled RGB color and depth, super-sampled RGB color and depth, and YUV (luma/chroma). Graphics commands are provided which enable the programmer to configure the embedded frame buffer for any of the pixel formats on a frame-by-frame basis.
    Type: Application
    Filed: March 18, 2005
    Publication date: July 28, 2005
    Applicant: Nintendo Co., Ltd.
    Inventors: Timothy Van Hook, Farhad Fouladi
  • Patent number: 6867781
    Abstract: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics pipeline processes graphics commands at different rates depending upon the type of operation being performed. This makes it difficult to synchronize pipeline operations with external operations (e.g., a graphics processor with a main processor). To solve this problem, a synchronization token including a programmable data message is inserted into a graphics command stream sent to a graphics pipeline. At a predetermined point near the bottom of the pipeline, the token is captured and a signal is generated indicated the token has arrived. The graphics command producer can look at the captured token to determine which of multiple possible tokens has been captured, and can use the information to synchronize a task with the graphics pipeline.
    Type: Grant
    Filed: November 28, 2000
    Date of Patent: March 15, 2005
    Assignee: Nintendo Co., Ltd.
    Inventors: Timothy J. Van Hook, Farhad Fouladi, Robert Moore, Howard H. Cheng
  • Publication number: 20040161146
    Abstract: The present invention provides a scheme for compressing the color components of image data, and in particular, data used in multi-sampled anti-aliasing applications. Adjacent pixels are grouped into rectangular tiles, with the sample colors stored in compressed formats accessible via an encoded pointer. In one embodiment, duplicate colors are stored once. Unlike prior compression schemes that rely on pixel to pixel correlation, the present invention takes advantages of the sample to sample correlation that exists within the pixels. A memory and graphics processor configuration incorporating the tile compression schemes is also provided. The configuration defines the tile sizes in main memory and cache memory. In one embodiment, graphics processor relies on a Tile Format Table (TFT) to process incoming tiles in compressed formats. The present invention reduces memory consumption and speeds up essential and oft-repeated operations in rendering.
    Type: Application
    Filed: September 26, 2003
    Publication date: August 19, 2004
    Inventors: Timothy J. Van Hook, Farhad Fouladi, Gordon Elder
  • Publication number: 20040091160
    Abstract: The present invention provides a scheme for compressing and decompressing the depth, or Z, components of image data. Image data is grouped into a plurality of tiles. A test is performed to determine if a tile can be compressed so that its size after compression is less than its size before compression. If so, the tile is compressed. A tile table includes a flag that can be set for each tile that is compressed. In one scheme, each tile comprises a 4×4 block of pixels. For each pixel, the visible depth complexity is determined where each visible level of depth complexity is represented by a plane equation. Depending on the depth complexity, a compression scheme is chosen that stores multiple plane equations in cache lines. The compression scheme can be used with unsampled or multisampled data and provides higher levels of compression in multisampled environments.
    Type: Application
    Filed: November 13, 2002
    Publication date: May 13, 2004
    Inventors: Timothy Van Hook, Farhad Fouladi
  • Patent number: 6717577
    Abstract: In a 3D interactive computer graphics system such as a video game display system, polygon vertex data is fed to a 3D graphics processor/display engine via a vertex cache used to cache and organize indexed primitive vertex data streams. The vertex cache may be a small, low-latency cache memory local to the display engine hardware. Polygons can be represented as indexed arrays, e.g., indexed linear lists of data components representing some feature of a vertex (for example, positions, colors, surface normals, or texture coordinates). The vertex cache can fetch the relevant blocks of indexed vertex attribute data on an as-needed basis to make it available to the display processor—providing spatial locality for display processing without requiring the vertex data to be prestored in display order.
    Type: Grant
    Filed: December 17, 1999
    Date of Patent: April 6, 2004
    Assignee: Nintendo Co., Ltd.
    Inventors: Howard H. Cheng, Robert Moore, Farhad Fouladi, Timothy J. Van Hook
  • Patent number: 6636214
    Abstract: A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. A reconfigurable graphics pipeline has a hidden surface removal stage that may be placed at different locations within the pipeline depending on pipeline rendering mode. When the pipeline operates in certain rendering modes, the hidden surface removal operation can be performed early in the pipeline—allowing the pipeline to avoid wasting its time imaging obstructed surfaces. For other (e.g., alpha based) rendering modes, the hidden surface removal operation is performed near the end of the pipeline—when the pipeline has developed sufficient additional information required by the particular rendering mode to resolve depth comparisons.
    Type: Grant
    Filed: November 28, 2000
    Date of Patent: October 21, 2003
    Assignee: Nintendo Co., Ltd.
    Inventors: Mark M. Leather, Farhad Fouladi
  • Publication number: 20030184556
    Abstract: A compact image element encoding format selectively allocates a bit field within the format to alternately encode either multi-bit alpha resolution or increased color resolution. This encoding technique may be advantageously used to allocate encoding bits to model semi-transparency while using those same bits for other purposes (e.g., higher color resolution) in instances where semi-transparency is not required (e.g., for opaque image elements). In one advantageous embodiment, the same encoding format can provide either RGB5 or RGB4A3, on an image-element-by-image-element basis. Applications include but are not limited to texture mapping in a 3D computer graphics system such as a home video game system or a personal computer.
    Type: Application
    Filed: March 24, 2003
    Publication date: October 2, 2003
    Applicant: Nintendo Co., Ltd.
    Inventors: Martin Hollis, Anthony P. DeLaurier, Farhad Fouladi