Patents by Inventor Jerome F. Duluk, Jr.

Jerome F. Duluk, Jr. 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: 20140281255
    Abstract: A system for managing virtual memory. The system includes a first processing unit configured to execute a first operation that references a first virtual memory address. The system also includes a first memory management unit (MMU) associated with the first processing unit and configured to generate a first page fault upon determining that a first page table that is stored in a first memory unit associated with the first processing unit does not include a mapping corresponding to the first virtual memory address. The system further includes a first copy engine associated with the first processing unit. The first copy engine is configured to read a first command queue to determine a first mapping that corresponds to the first virtual memory address and is included in a first page state directory. The first copy engine is also configured to update the first page table to include the first mapping.
    Type: Application
    Filed: October 16, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Jerome F. DULUK, JR., Cameron BUSCHARDT, Sherry CHEUNG, James Leroy DEMING, Samuel H. DUNCAN, Lucien DUNNING, Robert GEORGE, Arvind GOPALAKRISHNAN, Mark HAIRGROVE, Chenghuan JIA, John MASHEY
  • Publication number: 20140281323
    Abstract: One embodiment of the present invention sets forth a computer-implemented method for altering migration rules for a unified virtual memory system. The method includes detecting that a migration rule trigger has been satisfied. The method also includes identifying a migration rule action that is associated with the migration rule trigger. The method further includes executing the migration rule action. Other embodiments of the present invention include a computer-readable medium, a computing device, and a unified virtual memory subsystem. One advantage of the disclosed approach is that various settings of the unified virtual memory system may be modified during program execution. This ability to alter the settings allows for an application to vary the manner in which memory pages are migrated and otherwise manipulated, which provides the application the ability to optimize the unified virtual memory system for efficient execution.
    Type: Application
    Filed: December 17, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventor: Jerome F. DULUK, JR.
  • Publication number: 20140281364
    Abstract: One embodiment of the present invention includes a microcontroller coupled to a memory management unit (MMU). The MMU is coupled to a page table included in a physical memory, and the microcontroller is configured to perform one or more virtual memory operations associated with the physical memory and the page table. In operation, the microcontroller receives a page fault generated by the MMU in response to an invalid memory access via a virtual memory address. To remedy such a page fault, the microcontroller performs actions to map the virtual memory address to an appropriate location in the physical memory. By contrast, in prior-art systems, a fault handler would typically remedy the page fault. Advantageously, because the microcontroller executes these tasks locally with respect to the MMU and the physical memory, latency associated with remedying page faults may be decreased. Consequently, overall system performance may be increased.
    Type: Application
    Filed: August 27, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Cameron BUSCHARDT, Jerome F. DULUK, JR., John MASHEY, Mark HAIRGROVE, James Leroy DEMING, Brian FAHS
  • Publication number: 20140267260
    Abstract: A system, method, and computer program product are provided for executing processes involving at least one primitive in a graphics processor, utilizing a data structure. In operation, a data structure is associated with at least one primitive. Additionally, a plurality of processes involving the at least one primitive are executed in a graphics processor, utilizing the data structure. Moreover, the plurality of processes include at least one of selecting at least one surface or portion thereof to which to render, or selecting at least one of a plurality of viewports.
    Type: Application
    Filed: March 15, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Ziyad Sami Hakura, Yury Uralsky, Tyson Bergland, Eric Brian Lum, Jerome F. Duluk, JR., Henry Packard Moreton
  • Publication number: 20140281358
    Abstract: A system for managing virtual memory. The system includes a first processing unit configured to execute a first operation that references a first virtual memory address. The system also includes a first memory management unit (MMU) associated with the first processing unit and configured to generate a first page fault upon determining that a first page table that is stored in a first memory unit associated with the first processing unit does not include a mapping corresponding to the first virtual memory address. The system further includes a first copy engine associated with the first processing unit. The first copy engine is configured to read a first command queue to determine a first mapping that corresponds to the first virtual memory address and is included in a first page state directory. The first copy engine is also configured to update the first page table to include the first mapping.
    Type: Application
    Filed: October 16, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Jerome F. DULUK, JR., Cameron BUSCHARDT, Sherry CHEUNG, James Leroy DEMING, Samuel H. DUNCAN, Lucien DUNNING, Robert GEORGE, Arvind GOPALAKRISHNAN, Mark HAIRGROVE, Chenghuan JIA, John MASHEY
  • Publication number: 20140267334
    Abstract: One embodiment of the present invention includes techniques for a first processing unit to perform an atomic operation on a memory page shared with a second processing unit. The memory page is associated with a page table entry corresponding to the first processing unit. Before executing the atomic operation, an MMU included in the first processing unit evaluates an atomic permission bit that is included in the page table entry. If the MMU determines that the atomic permission bit is inactive, then the two processing units coordinate to change the permission status of the memory page. As part of the status change, the atomic permission bit in the page table entry is activated. Subsequently, the first processing unit performs the atomic operation uninterrupted by the second processing unit. Advantageously, coordinating the processing unit via the atomic permission bit ensures the proper and efficient execution of the atomic operation.
    Type: Application
    Filed: August 27, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Jerome F. DULUK, JR., John MASHEY, Mark HAIRGROVE, James Leroy DEMING, Cameron BUSCHARDT, Brian FAHS
  • Publication number: 20140267266
    Abstract: One embodiment of the present invention sets forth a technique for performing voxelization. The technique involves determining that a voxel is intersected by a first graphics primitive that has a front side and a back side and selecting one or more reference points within the voxel. The technique further involves, for each reference point, determining a distance from the reference point to the first graphics primitive and storing a first scalar value in an array based on the distance. The sign of the first scalar value reflects whether the reference point is located on the front side of the first graphics primitive or on the back side of the first graphics primitive.
    Type: Application
    Filed: March 14, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Cyril CRASSIN, Yury Y. URALSKY, Eric ENDERTON, Eric B. LUM, Jerome F. DULUK, JR., Henry Packard MORETON, David LUEBKE
  • Publication number: 20140281264
    Abstract: Embodiments of the approaches disclosed herein include a subsystem that includes an access tracking mechanism configured to monitor access operations directed to a first memory and a second memory. The access tracking mechanism detects an access operation generated by a processor for accessing a first memory page residing on the second memory. The access tracking mechanism further determines that the first memory page is included in a first subset of memory pages residing on the second memory. The access tracking mechanism further locates, within a reference vector, a reference bit that corresponds to the first memory page, and sets the reference bit. One advantage of the present invention is that memory pages in a hybrid system migrate as needed to increase overall memory performance.
    Type: Application
    Filed: December 18, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Jerome F. DULUK, JR., Cameron BUSCHARDT, James Leroy DEMING, Brian FAHS
  • Publication number: 20140281356
    Abstract: One embodiment of the present invention includes a microcontroller coupled to a memory management unit (MMU). The MMU is coupled to a page table included in a physical memory, and the microcontroller is configured to perform one or more virtual memory operations associated with the physical memory and the page table. In operation, the microcontroller receives a page fault generated by the MMU in response to an invalid memory access via a virtual memory address. To remedy such a page fault, the microcontroller performs actions to map the virtual memory address to an appropriate location in the physical memory. By contrast, in prior-art systems, a fault handler would typically remedy the page fault. Advantageously, because the microcontroller executes these tasks locally with respect to the MMU and the physical memory, latency associated with remedying page faults may be decreased. Consequently, overall system performance may be increased.
    Type: Application
    Filed: August 27, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Cameron BUSCHARDT, Jerome F. DULUK, JR., John MASHEY, Mark HAIRGROVE, James Leroy DEMING, Brian FAHS
  • Publication number: 20140267265
    Abstract: One embodiment of the present invention sets forth a technique for performing voxelization. The technique involves determining that a first graphics primitive intersects a voxel and calculating a first set of coefficients associated with a first plane defined by the intersection of the first graphics primitive and the voxel. The technique further involves determining that a second graphics primitive intersects the voxel and calculating a second set of coefficients associated with a second plane defined by the intersection of the second graphics primitive and the voxel. The technique further involves calculating a third set of coefficients associated with a third surface based on the first set of coefficients and the second set of coefficients. The technique further involves calculating at least one of an amount of the voxel that is located on the back side of the third surface and an occlusion value based on the third set of coefficients.
    Type: Application
    Filed: March 14, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Cyril CRASSIN, Yury Y. URALSKY, Eric ENDERTON, Eric B. LUM, Jerome F. DULUK, JR., Henry Packard MORETON, David LUEBKE
  • Publication number: 20140267224
    Abstract: Techniques are disclosed for storing post-z coverage data in a render target. A color raster operations (CROP) unit receives a coverage mask associated with a portion of a graphics primitive, where the graphics primitive intersects a pixel that includes a multiple samples, and the portion covers at least one sample. The CROP unit stores the coverage mask in a data field in the render target at a location associated with the pixel. One advantage of the disclosed techniques is that the GPU computes color and other pixel information only for visible fragments as determined by post-z coverage data. The GPU does not compute color and other pixel information for obscured fragments, thereby reducing overall power consumption and improving overall render performance.
    Type: Application
    Filed: March 13, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Eric B. LUM, Rui Bastos, Jerome F. Duluk, JR., Henry Packard Moreton, Yury Y. Uralsky
  • Patent number: 8823724
    Abstract: Systems and methods for texture processing are presented. In one embodiment a texture method includes creating a sparse texture residency translation map; performing a probe process utilizing the sparse texture residency translation map information to return a finest LOD that contains the texels for a texture lookup operation; and performing the texture lookup operation utilizing the finest LOD. In one exemplary implementation, the finest LOD is utilized as a minimum LOD clamp during the texture lookup operation. A finest LOD number indicates a minimum resident LOD and a sparse texture residency translation map includes one finest LOD number per tile of a sparse texture. The sparse texture residency translation can indicate a minimum resident LOD.
    Type: Grant
    Filed: December 31, 2009
    Date of Patent: September 2, 2014
    Assignee: Nvidia Corporation
    Inventors: Jerome F. Duluk, Jr., Andrew Tao, Bryon Nordquist, Henry Moreton
  • Patent number: 8786618
    Abstract: One embodiment of the present invention sets forth a technique for configuring a graphics processing pipeline (GPP) to process data according to one or more shader programs. The method includes receiving a plurality of pointers, where each pointer references a different shader program header (SPH) included in a plurality of SPHs, and each SPH is associated with a different shader program that executes within the GPP. For each SPH included in the plurality of SPHs, one or more GPP configuration parameters included in the SPH are identified, and the GPP is adjusted based on the one or more GPP configuration parameters.
    Type: Grant
    Filed: October 6, 2010
    Date of Patent: July 22, 2014
    Assignee: NVIDIA Corporation
    Inventors: Jerome F. Duluk, Jr., Jesse David Hall, Patrick R. Brown, Gernot Schaufler, Mark D. Stadler
  • Patent number: 8766988
    Abstract: One embodiment of the present invention sets forth a technique for providing state information to one or more shader engines within a processing pipeline. State information received from an application accessing the processing pipeline is stored in constant buffer memory accessible to each of the shader engines. The shader engines can then retrieve the state information during execution.
    Type: Grant
    Filed: October 6, 2010
    Date of Patent: July 1, 2014
    Assignee: NVIDIA Corporation
    Inventors: Jerome F. Duluk, Jr., Jesse David Hall
  • Publication number: 20140176589
    Abstract: A graphics processing unit includes a set of geometry processing units each configured to process graphics primitives in parallel with one another. A given geometry processing unit generates one or more graphics primitives or geometry objects and buffers the associated vertex data locally. The geometry processing unit also buffers different sets of indices to those vertices, where each such set represents a different graphics primitive or geometry object. The geometry processing units may then stream the buffered vertices and indices to global buffers in parallel with one another. A stream output synchronization unit coordinates the parallel streaming of vertices and indices by providing each geometry processing unit with a different base address within a global vertex buffer where vertices may be written. The stream output synchronization unit also provides each geometry processing unit with a different base address within a global index buffer where indices may be written.
    Type: Application
    Filed: December 20, 2012
    Publication date: June 26, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Jerome F. Duluk, JR., Ziyad S. Hakura, Henry Packard MORETON
  • Publication number: 20140176588
    Abstract: A graphics processing unit includes a set of geometry processing units each configured to process graphics primitives in parallel with one another. A given geometry processing unit generates one or more graphics primitives or geometry objects and buffers the associated vertex data locally. The geometry processing unit also buffers different sets of indices to those vertices, where each such set represents a different graphics primitive or geometry object. The geometry processing units may then stream the buffered vertices and indices to global buffers in parallel with one another. A stream output synchronization unit coordinates the parallel streaming of vertices and indices by providing each geometry processing unit with a different base address within a global vertex buffer where vertices may be written. The stream output synchronization unit also provides each geometry processing unit with a different base address within a global index buffer where indices may be written.
    Type: Application
    Filed: December 20, 2012
    Publication date: June 26, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Jerome F. Duluk, JR., Ziyad S. Hakura, Henry Packard MORETON
  • Publication number: 20140176579
    Abstract: Techniques are disclosed for dispatching pixel information in a graphics processing pipeline. A fragment processing unit generates a pixel that includes multiple samples based on a first portion of a graphics primitive received by a first thread. The fragment processing unit calculates a first value for the first pixel, where the first value is calculated only once for the pixel. The fragment processing unit calculates a first set of values for the samples, where each value in the first set of values corresponds to a different sample and is calculated only once for the corresponding sample. The fragment processing unit combines the first value with each value in the first set of values to create a second set of values. The fragment processing unit creates one or more dispatch messages to store the second set of values in a set of output registers. One advantage of the disclosed techniques is that pixel shader programs perform per-sample operations with increased efficiency.
    Type: Application
    Filed: December 21, 2012
    Publication date: June 26, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Jerome F. Duluk, JR., Rouslan DIMITROV, Eric LUM, Rui BASTOS
  • Publication number: 20140176547
    Abstract: Techniques are disclosed for dispatching pixel information in a graphics processing pipeline. A fragment processing unit in the graphics processing pipeline generates a pixel that includes multiple samples based on a portion of a graphics primitive received by a thread. The fragment processing unit calculates a set of source values, where each source value corresponds to a different sample of the pixel. The fragment processing unit retrieves a set of destination values from a render target, where each destination value corresponds to a different source value. The fragment processing unit blends each source value with a corresponding destination value to create a set of final values, and creates one or more dispatch messages to store the set of final values in a set of output registers. One advantage of the disclosed techniques is that pixel shader programs perform per-sample operations with increased efficiency.
    Type: Application
    Filed: December 21, 2012
    Publication date: June 26, 2014
    Applicant: Nvidia Corporation
    Inventors: JEROME F. DULUK, JR., Jesse David Hall
  • Patent number: 8760455
    Abstract: One embodiment of the present invention sets forth a technique for reducing overhead associated with transmitting primitive draw commands from memory to a graphics processing unit (GPU). Command pairs comprising an end draw command and a begin draw command associated with a conventional graphics application programming interface (API) are selectively replaced with a new construct. The new construct is a reset topology index, which implements a combined function of the end draw command and begin draw command. The new construct improves efficiency by reducing total data transmitted from memory to the GPU.
    Type: Grant
    Filed: October 4, 2010
    Date of Patent: June 24, 2014
    Assignee: NVIDIA Corporation
    Inventors: Jerome F. Duluk, Jr., Thomas Roell, James C. Bowman
  • Patent number: 8749562
    Abstract: A system and method for sharing binding groups between shaders allows for efficient use of shader state data storage resources. In contrast with conventional graphics processors and Application Programming Interfaces that specify a set of binding points for each shader that are exclusive to that shader, two or more shaders may reference the same binding group that includes multiple binding points. As the number and variety of different shaders increases, the number of binding groups may increase at a slower rate since some binding groups may be shared between different shaders.
    Type: Grant
    Filed: September 23, 2009
    Date of Patent: June 10, 2014
    Assignee: NVIDIA Corporation
    Inventor: Jerome F. Duluk, Jr.