Patents by Inventor Rui M. Bastos

Rui M. Bastos 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: 7015913
    Abstract: A graphics processor and method for executing a graphics program as a plurality of threads where each sample to be processed by the program is assigned to a thread. Although threads share processing resources within the programmable graphics processor, the execution of each thread can proceed independent of any other threads. For example, instructions in a second thread are scheduled for execution while execution of instructions in a first thread are stalled waiting for source data. Consequently, a first received sample (assigned to the first thread) may be processed after a second received sample (assigned to the second thread). A benefit of independently executing each thread is improved performance because a stalled thread does not prevent the execution of other threads.
    Type: Grant
    Filed: June 27, 2003
    Date of Patent: March 21, 2006
    Assignee: NVIDIA Corporation
    Inventors: John Erik Lindholm, Rui M. Bastos, Harold Robert Feldman Zatz
  • Patent number: 6989840
    Abstract: A system, method and computer program product are provided for transparency rendering in a graphics pipeline. Initially, colored-transparency information is collected from a plurality of depth layers (i.e. colored-transparency layers, etc.) in a scene to be rendered. The collected colored-transparency information is then stored in memory. The colored-transparency information from the depth layers may then be blended in a predetermined order.
    Type: Grant
    Filed: August 31, 2001
    Date of Patent: January 24, 2006
    Assignee: NVIDIA Corporation
    Inventors: Cass W. Everitt, Rui M. Bastos, Mark J. Kilgard
  • Patent number: 6985151
    Abstract: Circuits, apparatus, and methods that enable a shader to read and write data from and to a memory location during a single pass through a graphics pipeline. Some embodiments of the present invention provide an increase in the number of buffers available to a shader. These buffers may be read/write (input/output) or read only (input) buffers. Another provides pixel store and pixel load commands that may be used as instructions in a shader program or program portion, and may appear at positions other than the end of the shader program or program portion. Other embodiments provide a data path between a shader and a graphics memory, typically through a frame buffer interface. This data path simplifies the timing of the above store (write) and load (read) commands. Various embodiments may incorporate one or more of these features.
    Type: Grant
    Filed: January 6, 2004
    Date of Patent: January 10, 2006
    Assignee: NVIDIA Corporation
    Inventors: Rui M. Bastos, Walter E. Donovan
  • Patent number: 6975329
    Abstract: A graphical processing unit (GPU) and methods for rendering a three-dimensional (3D) scene generated in a field of view having in-focus and out-of-focus regions on a two-dimensional (2D) screen region of pixels are described. One method includes initially rendering the scene to create color and depth texture maps and creating mip-map layers for the color texture map. The method further comprises subsequently rendering the scene by, for each pixel: creating a mip-map layer selection value as a function of a depth of the pixel from the depth texture map, generating a color value by interpolation using color values from at least one of the mip-map layers chosen according to the mip-map layer selection value, and setting a color of the pixel to the generated color texture.
    Type: Grant
    Filed: December 9, 2002
    Date of Patent: December 13, 2005
    Assignee: NVIDIA Corporation
    Inventors: Rui M. Bastos, Stephen D. Lew, Curtis A. Beeson, Joseph E. Demers, Jr.
  • Patent number: 6967663
    Abstract: Hybrid sampling of pixels of an image involves generating shading values at multiple shading sample locations and generating depth values at multiple depth sample locations, with the number of depth sample locations exceeding the number of shading sample locations. Each shading sample location is associated with one or more of the depth sample locations. Generation and filtering of hybrid sampled pixel data can be done within a graphics processing system, transparent to an application that provides image data.
    Type: Grant
    Filed: September 8, 2003
    Date of Patent: November 22, 2005
    Assignee: NVIDIA Corporation
    Inventors: Rui M. Bastos, Steven E. Molnar, Michael J. M. Toksvig, Matthew J. Craighead
  • Publication number: 20040207630
    Abstract: System and method for reserving a memory space for multithreaded processing is described. Memory space within a memory resource is allocated responsive to thread type. Examples of thread types for graphics processing include primitive, vertex and pixel types. Memory space allocated may be of a predetermined size for a thread type. Memory locations within a first memory space may be interleaved with memory locations within a second memory space.
    Type: Application
    Filed: April 21, 2003
    Publication date: October 21, 2004
    Inventors: Henry P. Moreton, John Erik Lindholm, Matthew N. Papakipos, Rui M. Bastos
  • Publication number: 20040169650
    Abstract: Digital Image compositing using a programmable graphics processor is described. The programmable graphics processor supports high-precision data formats and can be programmed to complete a plurality of compositing operations in a single pass through a fragment processing pipeline within the programmable graphics processor. Source images for one or more compositing operations are stored in graphics memory, and a resulting composited image is output or stored in graphics memory. More-complex compositing operations, such as blur, warping, morphing, and the like, can be completed in multiple passes through the fragment processing pipeline. A composited image produced during a pass through the fragment processing pipeline is stored in graphics memory and is available as a source image for a subsequent pass.
    Type: Application
    Filed: May 21, 2003
    Publication date: September 2, 2004
    Inventors: Rui M. Bastos, Daniel Elliott Wexler, Larry Gritz, Jonathan Rice, Harold Robert Feldman Zatz, Matthew N. Papakipos, David Kirk
  • Publication number: 20040109004
    Abstract: Methods for rendering a three-dimensional (3D) scene generated in a field of view having in-focus and out-of-focus regions on a two-dimensional (2D) screen region of pixels are described. One method includes initially rendering the scene to create color and depth texture maps and creating mip-map layers for the color texture map. The method further comprises subsequently rendering the scene by, for each pixel: creating a mip-map layer selection value as a function of a depth of the pixel from the depth texture map, generating a color value by interpolation using color values from at least one of the mip-map layers chosen according to the mip-map layer selection value, and setting a color of the pixel to the generated color texture. A graphical processing unit (GPU) for rendering a three-dimensional (3D) scene generated in a field of view having in-focus and out-of-focus regions on a two-dimensional (2D) screen region of pixels is also described.
    Type: Application
    Filed: December 9, 2002
    Publication date: June 10, 2004
    Inventors: Rui M. Bastos, Stephen D. Lew, Curtis A. Beeson, Joseph E. Demers
  • Patent number: 6744433
    Abstract: A system and method are provided for using information from at least one depth layer and for collecting information about at least one additional depth layer utilizing a graphics pipeline. Initially, constraining depth layers are provided which, in turn, define a plurality of depth constraints. Next, a plurality of tests is performed involving the constraining depth layers for collecting information about at least one additional depth layer. The information relating to the at least one depth layer may then be used to improve processing in the graphics pipeline. By the foregoing multiple tests, information relating to a plurality of depth layers may be collected during each of a plurality of rendering passes. Initially, information relating to the constraining depth layers and associated depth constraints is provided in the aforementioned manner. Thereafter, information relating to at least one additional depth layer is collected during additional rendering passes using multiple tests on each rendering pass.
    Type: Grant
    Filed: August 31, 2001
    Date of Patent: June 1, 2004
    Assignee: nVidia Corporation
    Inventors: Rui M. Bastos, Cass W. Everitt, Mark J. Kilgard
  • Patent number: 6704025
    Abstract: A system and method are provided for improved shadow mapping in a graphics pipeline. Raw depth values are initially collected from two depth layers in a scene to be rendered. Shadow-map depth values are then calculated utilizing the raw depth values. The scene is then shadow mapped utilizing the shadow-map depth values in order to improve the appearance of shadows in a rendered scene. The various steps are carried out by a hardware-implemented graphics pipeline, which may include texturing or shadowing mapping hardware.
    Type: Grant
    Filed: August 31, 2001
    Date of Patent: March 9, 2004
    Assignee: NVIDIA Corporation
    Inventors: Rui M. Bastos, Cass W. Everitt, Mark J. Kilgard
  • Publication number: 20040012563
    Abstract: Method and apparatus for graphics processing is described. More particularly, a graphics processing subsystem capable of multi-pass graphics data processing is described. The graphics processing subsystem includes a geometry processor and a fragment processor, where output from the fragment processor is input compatible with the geometry processor. Data produced in a pass through a graphics data-processing pipeline including the fragment processor and geometry processor may be used as an input to processing during a subsequent pass. Data read from a texture map may be used to define or modify data, including vertex data, being processed in the geometry processor or the fragment processor.
    Type: Application
    Filed: April 11, 2003
    Publication date: January 22, 2004
    Inventors: Matthew N. Papakipos, Rui M. Bastos, Christian Rouet, Shaun Ho