Patents Assigned to NVidia
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Publication number: 20140168227Abstract: A system and method for versioning states of a buffer. In one embodiment, the system includes: (1) a page table lookup and coalesce circuit operable to provide a page table directory request for a translatable virtual address of the buffer to a page table stored in a virtual address space and (2) a page directory processing circuit associated with the page table lookup and coalesce circuit and operable to provide a translated virtual address based on the virtual address and a page table load response received from the page table.Type: ApplicationFiled: December 13, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventor: Albert Meixner
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Publication number: 20140168228Abstract: Techniques are disclosed for tracing a ray within a parallel processing unit. A first thread receives a ray or a ray segment for tracing and identifies a first node within an acceleration structure associated with the ray, where the first node is associated with a volume of space traversed by the ray. The thread identifies the child nodes of the first node, where each child node is associated with a different sub-volume of space, and each sub-volume is associated with a corresponding ray segment. The thread determines that two or more nodes are associated with sub-volumes of space that intersect the ray segment. The thread selects one of these nodes for processing by the first thread and another for processing by a second thread. One advantage of the disclosed technique is that the threads in a thread group perform ray tracing more efficiently in that idle time is reduced.Type: ApplicationFiled: December 13, 2012Publication date: June 19, 2014Applicant: NVIDIA CorporationInventors: David LUEBKE, Timo AILA, Jacopo PANTALEONI, David TARJAN
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Publication number: 20140173193Abstract: A tag unit configured to manage a cache unit includes a coalescer that implements a set hashing function. The set hashing function maps a virtual address to a particular content-addressable memory unit (CAM). The coalescer implements the set hashing function by splitting the virtual address into upper, middle, and lower portions. The upper portion is further divided into even-indexed bits and odd-indexed bits. The even-indexed bits are reduced to a single bit using a XOR tree, and the odd-indexed are reduced in like fashion. Those single bits are combined with the middle portion of the virtual address to provide a CAM number that identifies a particular CAM. The identified CAM is queried to determine the presence of a tag portion of the virtual address, indicating a cache hit or cache miss.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Brian Fahs, Eric T. ANDERSON, Nick Barrow-Williams, Shirish GADRE, Joel James MCCORMACK, Bryon S. NORDQUIST, Nirmal Raj Saxena, Lacky V. Shah
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Publication number: 20140168232Abstract: A stereo viewpoint graphics processing subsystem and a method of sharing geometry data between stereo images in screen-space processing. One embodiment of the stereo viewpoint graphics processing subsystem configured to render a scene includes: (1) stereo frame buffers configured to contain respective pixel-wise rendered scene data for stereo images, and (2) a sharing decision circuit operable to determine when to share geometric data between the stereo frame buffers for carrying out screen-space effect processes to render the scene in the stereo images.Type: ApplicationFiled: December 14, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: G. Evan Hart, Cem Cebenoyan, Louis Bavoil
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Publication number: 20140168230Abstract: An asynchronous computing and rendering system includes a data storage unit that provides storage for processing a large-scale data set organized in accordance to data subregions and a computing cluster containing a parallel plurality of asynchronous computing machines that provide compute results based on the data subregions. The asynchronous computing and rendering system also includes a rendering cluster containing a parallel multiplicity of asynchronous rendering machines coupled to the asynchronous computing machines, wherein each rendering machine renders a subset of the data subregions. Additionally, the asynchronous computing and rendering system includes a data interpretation platform coupled to the asynchronous rendering machines that provides user interaction and rendered viewing capabilities for the large-scale data set. An asynchronous computing and rendering method is also provided.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Marc Nienhaus, Joerg Mensmann, Hitoshi Yamauchi
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Publication number: 20140168034Abstract: In embodiments of the invention, an apparatus may include a display comprising a plurality of pixels and a computer system coupled with the display and operable to instruct the display to display images. The apparatus may further include an SLM array located adjacent to the display and comprising a plurality of SLMs, wherein the SLM array is operable to produce a light field by altering light emitted by the display to simulate an object that is in focus to an observer while the display and the SLM array are located within a near-eye range of the observer.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: David Patrick Luebke, Douglas Lanman, Thomas F. Fox, Gerrit Slavenburg
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Publication number: 20140168035Abstract: In embodiments of the invention, an apparatus may include a display comprising a plurality of pixels. The apparatus may further include a computer system coupled with the display and operable to instruct the display to display a deconvolved image corresponding to a target image, wherein when the display displays the deconvolved image while located within a near-eye range of an observer, the target image may be perceived in focus by the observer.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CorporationInventors: David Patrick Luebke, Douglas Lanman, Thomas F. Fox, Gerrit Slavenburg
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Publication number: 20140173258Abstract: A texture processing pipeline can be configured to service memory access requests that represent texture data access operations or generic data access operations. When the texture processing pipeline receives a memory access request that represents a texture data access operation, the texture processing pipeline may retrieve texture data based on texture coordinates. When the memory access request represents a generic data access operation, the texture pipeline extracts a virtual address from the memory access request and then retrieves data based on the virtual address. The texture processing pipeline is also configured to cache generic data retrieved on behalf of a group of threads and to then invalidate that generic data when the group of threads exits.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Brian FAHS, Eric T. ANDERSON, Nick BARROW-WILLIAMS, Shirish GADRE, Joel James MCCORMACK, Bryon S. NORDQUIST, Nirmal Raj SAXENA, Lacky V. SHAH
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Publication number: 20140168093Abstract: A system and method for emulating pressure-sensitivity are presented. Embodiments of the present invention provide a novel solution to generate emulated pressure data in response to contact made with a touch sensitive device, in that embodiments of the present invention expose more information about the contact in the form of location information of the contact, surface area data associated with the contact at the time contact was made, as well as a surface area data and calculated rates of change between the surface areas touched over time. In response to the input received, an emulated pressure computation module may then produce emulated pressure data which may be received by applications operable to utilize pressure input through an application programming interface coupling these applications to the emulation pressure computation module.Type: ApplicationFiled: December 13, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventor: Philip Lawrence
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Publication number: 20140173606Abstract: A technique for executing alignment algorithms on a SIMT processing environment is disclosed. An alignment algorithm having multiple stages is executed within the SIMT environment such that a different thread group executes each stage of the algorithm. Each thread group performs a different set of alignment operations related to a different stage of alignment algorithm for a group of short reads. In such a manner, the thread groups operate in unison to perform all the operations related to each stage of the alignment algorithm on every short read in the group of short reads.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CorporationInventor: Jacopo PANTALEONI
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Publication number: 20140169108Abstract: Mitigating external influences on long signal lines. In accordance with an embodiment of the present invention, a column of a memory array includes first and second transistors configured to pull up the bit line of the column. The column includes a third transistor configured to selectively pull up the bit line of the column responsive to a level of the inverted bit line of the column and a fourth transistor configured to selectively pull up the inverted bit line of the column responsive to a level of the bit line of the column. The column further includes fifth and sixth transistors configured to selectively pull up the bit line and inverted bit line of the column responsive to the clamp signal and a seventh transistor configured to selectively couple the bit line of the column and the inverted bit line of the column responsive to the clamp signal.Type: ApplicationFiled: December 14, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Ge Yang, Hwong-Kwo Lin, Xi Zhang, Jiani Yu, Haiyan Gong
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Publication number: 20140169471Abstract: A method and apparatus for enhancing motion estimation based on user input are provided. The motion estimation apparatus used for video encoding comprises a receiver operable to receive a user based input and an input analysis module operable to analyzed the user based input. The apparatus also comprises an encoder that is operable to compute displacement coordinates from the analyzed user based input for a current block in a target frame of a video stream and operable to determine a search area in a reference frame to search for a best match for the current block using the displacement coordinates. The encoder can also comprise a block match module operable to find a best match block for the current block in the search area of the reference frame using a block matching procedure.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventor: Helix He
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Publication number: 20140168245Abstract: A texture processing pipeline can be configured to service memory access requests that represent texture data access operations or generic data access operations. When the texture processing pipeline receives a memory access request that represents a texture data access operation, the texture processing pipeline may retrieve texture data based on texture coordinates. When the memory access request represents a generic data access operation, the texture pipeline extracts a virtual address from the memory access request and then retrieves data based on the virtual address. The texture processing pipeline is also configured to cache generic data retrieved on behalf of a group of threads and to then invalidate that generic data when the group of threads exits.Type: ApplicationFiled: December 19, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Brian Fahs, Eric T. Anderson, Nick Barrow-Williams, Shirish Gadre, Joel James McCormack, Bryon S. Nordquist, Nirmal Raj Saxena, Lacky V. Shah
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Publication number: 20140168222Abstract: A technique for efficiently rendering path images tessellates path contours into triangle tans comprising a set of representative triangles. Topology of the set of representative triangles is then optimized for greater rasterization efficiency by applying a flip operator to selected triangle pairs within the set of representative triangles. The optimized triangle pairs are then rendered using a path rendering technique, such as stencil and cover.Type: ApplicationFiled: December 17, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Jeffrey A. Bolz, Mark J. Kilgard
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Publication number: 20140172380Abstract: A simulation engine is configured to generate a physical simulation of a chain of particles by implementing a physics-based algorithm. The simulation engine is configured to generate a predicted position for each particle and to then adjust the predicted position of each particle based on a set of constraints associated with the physics-based algorithm. The simulation engine may then generate a predicted velocity for a given particle based on the adjusted, predicted position of that particle and based on the adjusted, predicted position of an adjacent particle.Type: ApplicationFiled: December 14, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Matthias Muller-Fischer, Nuttapong CHENTANEZ, Tae-Yong KIM
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Publication number: 20140173148Abstract: A starvation control engine operable to monitor data transactions within a computer system potentially prevents or corrects starvation issues. The starvation control engine is programmed to generate one or more bubbles in a data path based on one or more trigger events. The trigger events or the criteria underlying the trigger events may be programmed or changed by at least one of a user or the starvation control engine. The starvation control engine determines when, for how long, and how often to generate the one or more bubbles based on the type of event.Type: ApplicationFiled: December 14, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Dennis Kd Ma, Utpal Barman
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Publication number: 20140167828Abstract: Small area low power data retention flop. In accordance with a first embodiment of the present invention, a circuit includes a master latch coupled to a data retention latch. The data retention latch is configured to operate as a slave latch to the master latch to implement a master-slave flip flop during normal operation. The data retention latch is configured to retain an output value of the master-slave flip flop during a low power data retention mode when the master latch is powered down. A single control input is configured to select between the normal operation and the low power data retention mode. The circuit may be independent of a third latch.Type: ApplicationFiled: December 14, 2012Publication date: June 19, 2014Applicant: NVIDIA CORPORATIONInventors: Ge Yang, Hwong-Kwo Lin, Xi Zhang, Jiani Yu
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Patent number: 8756482Abstract: Encoding data by first performing a transformation of predicted data and input data, and then performing a subtraction of the resulting outputs. In an embodiment, the prediction approach is chosen such that fewer elements of different values (compared to a number of elements in the input data) are generated, and the different values are generated in a predictable position. The transformation approach is chosen such that the output expressly represents variations in the input data as well as satisfies a distributive property. The decoding may be performed based on the same concepts. As a result, the data can be encoded and/or decoded efficiently.Type: GrantFiled: May 25, 2007Date of Patent: June 17, 2014Assignee: NVIDIA CorporationInventor: Anurag Goel
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Publication number: 20140160126Abstract: A system and method for performing tessellation of three-dimensional surface patches performs some tessellation operations using programmable processing units and other tessellation operations using fixed function units with limited precision. (u,v) parameter coordinates for each vertex are computed using fixed function units to offload programmable processing engines. The (u,v) computation is a symmetric operation and is based on integer coordinates of the vertex, tessellation level of detail values, and a spacing mode.Type: ApplicationFiled: December 2, 2013Publication date: June 12, 2014Applicant: NVIDIA CORPORATIONInventors: Justin S. LEGAKIS, Emmett M. KILGARIFF, Michael C. SHEBANOW
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Publication number: 20140160662Abstract: A bracket of an add-in card of an electronic device is provided. The bracket, in one embodiment, includes a body in a shape of a sheet, wherein the body is provided with an opening, the opening configured to correspond to an interface adapter on the add-in card and expose an interface part of the interface adapter in an installed state when the bracket is installed to the add-in card. The bracket, in this embodiment, further includes a conductive component in electrical connection with the body, the conductive component configured to electrically connect with a housing of the interface adapter in the installed state, wherein at least a portion of the body is made of a conductive material so that the conductive component is electrically connected with a chassis via the body when installed.Type: ApplicationFiled: December 20, 2012Publication date: June 12, 2014Applicant: NVIDIA CORPORATIONInventors: Zhi Li, Qiang CHEN, Charlie J. Shu