Patents by Inventor Douglas Sim Dietrich

Douglas Sim Dietrich 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: 20120299940
    Abstract: A system and method for efficiently processing a video stream using limited hardware and/or software resources. For example, one embodiment of a computer-implemented method for efficiently processing a video stream with a processor pipeline having a plurality of pipeline stages, comprises: identifying a bottleneck stage within the processor pipeline the bottleneck stage processing frames of the video stream; receiving a feedback signal from the bottleneck stage at one or more upstream stages, the feedback signal providing an indication of the speed at which the bottleneck stage is processing the frames of the video stream; and responsively adjusting the speed at which the one or more upstream stages are processing frames of the video stream to approximate the speed at which the bottleneck stage is processing the frames of the video stream.
    Type: Application
    Filed: March 26, 2012
    Publication date: November 29, 2012
    Inventors: Douglas Sim Dietrich, JR., Nico Benitez, Timothy Cotter
  • Publication number: 20120115600
    Abstract: A game server comprising a central processing unit to process video game program code and a graphics processing unit (GPU) to process graphics commands; back buffers to store video frames in response to the execution of the graphics commands; a front buffer to receive a video frame for rendering on a display after the video frame has been completed in one of the one or more back buffers, the front buffer outputting the video frame for display one scan line at a time at a designated scan out frequency, a subset of scan lines stored in the front buffer being associated with a VBI; a frame processing module to increase the number of scan lines to increase the likelihood that a new frame will be completed in a back buffer and ready for transfer to the front buffer at a time during the VBI.
    Type: Application
    Filed: September 14, 2011
    Publication date: May 10, 2012
    Inventors: Douglas Sim Dietrich, JR., Nico Benitez, Timothy Cotter
  • Publication number: 20120115601
    Abstract: A system for hosting video games comprising: a game server comprising a central processing unit to process video game program code and a graphics processing unit (GPU) to process graphics commands; one or more back buffers to store video frames in response to the execution of the graphics commands; a front buffer to receive a video frame for rendering on a display and outputting the video frame for display one scan line at a time at a designated scan out frequency, a subset of scan lines stored in the front buffer being associated with a vertical blanking interval (VBI); a frame processing module to increase the number of scan lines associated with the VBI to increase the likelihood that a new frame will be completed in a back buffer and ready for transfer to the front buffer at a time during the VBI.
    Type: Application
    Filed: September 14, 2011
    Publication date: May 10, 2012
    Inventors: Douglas Sim Dietrich, JR., Nico Benitez, Timothy Cotter
  • Publication number: 20120108330
    Abstract: An application/game server comprising a central processing unit to process application/video game program code and a graphics processing unit (GPU) to process graphics commands and generate a series of video frames for the application/video game; one or more back buffers to store video frames as the video frames are being created in response to the execution of the graphics commands; a front buffer-outputting the video frame for display one scan line at a time at a designated scan out frequency, a subset of scan lines stored in the front buffer being associated with a vertical blanking interval (VBI); and a frame processing module to begin copying a newly completed frame from the back buffer to the front buffer before the video data for a prior video frame stored in the front buffer has not been fully scanned out.
    Type: Application
    Filed: September 14, 2011
    Publication date: May 3, 2012
    Inventors: Douglas Sim Dietrich, JR., Nico Benitez, Timothy Cotter
  • Publication number: 20120108331
    Abstract: A system comprises: an application/game server comprising a central processing unit to process application/video game program code and a graphics processing unit (GPU) to process graphics commands and generate a series of video frames for the application/video game; one or more back buffers to store video frames as the video frames are being created in response to the execution of the graphics commands; a front buffer to receive a video frame for rendering on a display after the video frame has been completed in one of the one or more back buffers, the front buffer outputting the video frame for display one scan line at a time at a designated scan out frequency, a subset of scan lines stored in the front buffer being associated with a vertical blanking interval (VBI); and a frame processing module.
    Type: Application
    Filed: September 14, 2011
    Publication date: May 3, 2012
    Inventors: Douglas Sim DIETRICH, JR., Nico Benitez, Timothy Cotter
  • Patent number: 8106904
    Abstract: A method and computer program product are provided for generating a shader program. Included is a file associated with a graphics effect. In use, a shader program is generated based on processing of the file to apply the graphics effect to an object.
    Type: Grant
    Filed: July 13, 2005
    Date of Patent: January 31, 2012
    Assignee: NVIDIA Corporation
    Inventors: Douglas Sim Dietrich, Jr., Ashutosh G. Rege, Christopher T. Maughan
  • Patent number: 7573485
    Abstract: A graphics system has a mode of operation in which real samples and virtual samples are generated for anti-aliasing pixels. Each virtual sample identifies a set of real samples associated with a common primitive that covers a virtual sample location within a pixel. The virtual samples provide additional coverage information that may be used to adjust the weights of real samples.
    Type: Grant
    Filed: December 13, 2007
    Date of Patent: August 11, 2009
    Assignee: NVIDIA Corporation
    Inventors: Gary C. King, Douglas Sim Dietrich, Jr., Michael J. M. Toksvig, Steven E. Molnar, Edward A. Hutchins
  • Patent number: 7468726
    Abstract: A graphics processor performs culling of invisible primitives in a vertex processing unit that includes a geometry shader or other processing engine that performs per-primitive operations. Primitives can be culled after clip space coordinates for the vertices have been computed and in some instances before at least one other vertex attribute has been computed. To the extent that this early culling reduces the number of vertices for which the full set of attributes is computed or reduces the number of primitives or vertices delivered to downstream units, throughput of the processor is increased.
    Type: Grant
    Filed: December 1, 2005
    Date of Patent: December 23, 2008
    Assignee: Nvidia Corporation
    Inventors: Matthias M. Wloka, Douglas Sim Dietrich, Jr.
  • Patent number: 7333119
    Abstract: A graphics system has a mode of operation in which real samples and virtual samples are generated for anti-aliasing pixels. Each virtual sample identifies a set of real samples associated with a common primitive that covers a virtual sample location within a pixel. The virtual samples provide additional coverage information that may be used to adjust the weights of real samples.
    Type: Grant
    Filed: November 2, 2004
    Date of Patent: February 19, 2008
    Assignee: Nvidia Corporation
    Inventors: Gary C. King, Douglas Sim Dietrich, Jr., Michael J. M. Toksvig, Steven E. Molnar, Edward A. Hutchins
  • Patent number: 7009605
    Abstract: A method and computer program product are provided for generating a shader program. Initially, a file associated with a graphics effect is a selected. Such file is then read and processed. A shader program is subsequently generated based on the processing of the file to apply the graphics effect to an object.
    Type: Grant
    Filed: March 20, 2002
    Date of Patent: March 7, 2006
    Assignee: NVIDIA Corporation
    Inventors: Douglas Sim Dietrich, Jr., Ashutosh G. Rege, Christopher T. Maughan, Jerome F. Duluk, Jr.
  • Patent number: 6788312
    Abstract: A system, method and computer program product are provided for improving image quality in a graphics pipeline. Initially, a difference is detected between a first pixel of a first frame to be outputted and a corresponding second pixel of a second frame outputted before the first frame. Such difference may be representative of motion which is capable of reducing image quality. A pixel output is then modified if such a difference is detected. This is accomplished utilizing texturing hardware in the graphics pipeline. Thereafter, the pixel output is outputted via a progressive or interlaced display system.
    Type: Grant
    Filed: August 6, 2001
    Date of Patent: September 7, 2004
    Assignee: Nvidia Corporation
    Inventors: Hassane S. Azar, Douglas Sim Dietrich, Jr., Duncan Andrew Riach, Henry P. Moreton, Douglas H. Rogers
  • Patent number: 6720975
    Abstract: A system, method, and computer program product are provided for antialiasing during rendering in a graphics pipeline. Initially, a primitive of vertex data is received in a graphics pipeline. Next, a super-sampling operation is performed on the primitive of vertex data ufilizing the graphics pipeline. Further, a multi-sampling operation is performed on the primitive of vertex data utilizing the graphics pipeline.
    Type: Grant
    Filed: October 17, 2001
    Date of Patent: April 13, 2004
    Assignee: NVIDIA Corporation
    Inventor: Douglas Sim Dietrich, Jr.
  • Publication number: 20030179220
    Abstract: A method and computer program product are provided for generating a shader program. Initially, a file associated with a graphics effect is a selected. Such file is then read and processed. A shader program is subsequently generated based on the processing of the file to apply the graphics effect to an object.
    Type: Application
    Filed: March 20, 2002
    Publication date: September 25, 2003
    Applicant: nVIDIA CORPORATION
    Inventors: Douglas Sim Dietrich, Ashutosh G. Rege, Christopher T. Maughan, Jerome F. Duluk