Patents by Inventor Emmett Kilgariff
Emmett Kilgariff 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).
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Patent number: 11367160Abstract: A parallel processing unit (e.g., a GPU), in some examples, includes a hardware scheduler and hardware arbiter that launch graphics and compute work for simultaneous execution on a SIMD/SIMT processing unit. Each processing unit (e.g., a streaming multiprocessor) of the parallel processing unit operates in a graphics-greedy mode or a compute-greedy mode at respective times. The hardware arbiter, in response to a result of a comparison of at least one monitored performance or utilization metric to a user-configured threshold, can selectively cause the processing unit to run one or more compute work items from a compute queue when the processing unit is operating in the graphics-greedy mode, and cause the processing unit to run one or more graphics work items from a graphics queue when the processing unit is operating in the compute-greedy mode. Associated methods and systems are also described.Type: GrantFiled: August 2, 2018Date of Patent: June 21, 2022Assignee: NVIDIA CORPORATIONInventors: Rajballav Dash, Gregory Palmer, Gentaro Hirota, Lacky Shah, Jack Choquette, Emmett Kilgariff, Sriharsha Niverty, Milton Lei, Shirish Gadre, Omkar Paranjape, Lei Yang, Rouslan Dimitrov
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Publication number: 20200043123Abstract: A parallel processing unit (e.g., a GPU), in some examples, includes a hardware scheduler and hardware arbiter that launch graphics and compute work for simultaneous execution on a SIMD/SIMT processing unit. Each processing unit (e.g., a streaming multiprocessor) of the parallel processing unit operates in a graphics-greedy mode or a compute-greedy mode at respective times. The hardware arbiter, in response to a result of a comparison of at least one monitored performance or utilization metric to a user-configured threshold, can selectively cause the processing unit to run one or more compute work items from a compute queue when the processing unit is operating in the graphics-greedy mode, and cause the processing unit to run one or more graphics work items from a graphics queue when the processing unit is operating in the compute-greedy mode. Associated methods and systems are also described.Type: ApplicationFiled: August 2, 2018Publication date: February 6, 2020Inventors: Rajballav DASH, Gregory PALMER, Gentaro HIROTA, Lacky SHAH, Jack CHOQUETTE, Emmett KILGARIFF, Sriharsha NIVERTY, Milton LEI, Shirish GADRE, Omkar PARANJAPE, Lei YANG, Rouslan DIMITROV
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Patent number: 10043234Abstract: A system and method for decompressing compressed data (e.g., in a frame buffer) and optionally recompressing the data. The method includes determining a portion of an image to be accessed from a memory and sending a conditional read corresponding to the portion of the image. In response to the conditional read, an indicator operable to indicate that the portion of the image is uncompressed may be received. If the portion of the image is compressed, in response to the conditional read, compressed data corresponding to the portion of the image is received. In response to receiving the compressed data, the compressed data is uncompressed into uncompressed data. The uncompressed data may then be written to the memory corresponding to the portion of the image. The uncompressed data may then be in-place compressed for or during subsequent processing.Type: GrantFiled: December 31, 2012Date of Patent: August 7, 2018Assignee: NVIDIA CorporationInventors: Jonathan Dunaisky, Steven E. Molnar, Christian Amsinck, Rui Bastos, Eric B. Lum, Justin Cobb, Emmett Kilgariff
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Patent number: 9477597Abstract: Embodiments of the present technology are directed toward techniques for enabling different memory partitions to have different memory depths.Type: GrantFiled: March 25, 2011Date of Patent: October 25, 2016Assignee: NVIDIA CORPORATIONInventors: Brian Kelleher, Emmett Kilgariff
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Publication number: 20150242988Abstract: A method for reducing redundant rendering of frames includes receiving draw calls including state information for a frame. The method includes generating respective bounding boxes for the draw calls. The bounding box is generated based on vertex data, vertex programs and transformation matrices. The method includes comparing the draw calls of the frame to the draw calls of one or more previous frames and identifying draw calls that are not identical in the compared frames. The method includes identifying the bounding boxes containing altered regions of the frames based on the draw calls that are not identical in the compared frames. The method includes reducing the altered regions into a smaller set of clip rectangles and rendering only inside the clip rectangles.Type: ApplicationFiled: February 20, 2015Publication date: August 27, 2015Inventors: Jeffrey Bolz, Xinheng Li, Eric Lum, Emmett Kilgariff
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Publication number: 20140184601Abstract: A system and method for decompressing compressed data (e.g., in a frame buffer) and optionally recompressing the data. The method includes determining a portion of an image to be accessed from a memory and sending a conditional read corresponding to the portion of the image. In response to the conditional read, an indicator operable to indicate that the portion of the image is uncompressed may be received. If the portion of the image is compressed, in response to the conditional read, compressed data corresponding to the portion of the image is received. In response to receiving the compressed data, the compressed data is uncompressed into uncompressed data. The uncompressed data may then be written to the memory corresponding to the portion of the image. The uncompressed data may then be in-place compressed for or during subsequent processing.Type: ApplicationFiled: December 31, 2012Publication date: July 3, 2014Applicant: NVIDIA CorporationInventors: Jonathan Dunaisky, Steven E. Molnar, Christian Amsinck, Rui Bastos, Eric B. Lum, Justin Cobb, Emmett Kilgariff
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Publication number: 20120246379Abstract: Embodiments of the present technology are directed toward techniques for enabling different memory partitions to have different memory depths.Type: ApplicationFiled: March 25, 2011Publication date: September 27, 2012Applicant: NVIDIA CorporationInventors: Brian Kelleher, Emmett Kilgariff
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Publication number: 20080094405Abstract: A scalable shader architecture is disclosed. In accord with that architecture, a shader includes multiple shader pipelines, each of which can perform processing operations on rasterized pixel data. Shader pipelines can be functionally removed as required, thus preventing a defective shader pipeline from causing a chip rejection. The shader includes a shader distributor that processes rasterized pixel data and then selectively distributes the processed rasterized pixel data to the various shader pipelines, beneficially in a manner that balances workloads. A shader collector formats the outputs of the various shader pipelines into proper order to form shaded pixel data. A shader instruction processor (scheduler) programs the individual shader pipelines to perform their intended tasks.Type: ApplicationFiled: December 14, 2007Publication date: April 24, 2008Inventors: Rui BASTOS, Karim Abdalla, Christian Rouet, Michael Toksvig, Johnny Rhoades, Roger Allen, John Tynefield, Emmett Kilgariff, Gary Tarolli, Brian Cabral, Craig Wittenbrink, Sean Treichler
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Publication number: 20070257905Abstract: One embodiment of the present invention sets forth an architecture for optimizing graphics rendering efficiency by advancing the Z-test operation prior to pixel shading whenever possible. The current rendering state, as maintained by the setup engine, determines whether advancing the Z-test function above the shader engine for “early” Z-testing is possible or whether the Z-test function should be deferred until after shading operations for “late” Z-testing. Data is dynamically routed to each processing engine in the pipeline, so that the appropriate data flow for either early Z or late Z is dynamically constructed, as determined by the current rendering state. Efficiency is gained by relieving the shader engine of unnecessary work whenever possible by discarding pixels before they enter the shader engine. The same functional units are utilized in both early Z and late Z configurations, minimizing any additional hardware required for implementation.Type: ApplicationFiled: May 8, 2006Publication date: November 8, 2007Inventors: Mark French, Emmett Kilgariff, Steven Molnar, Walter Steiner, Douglas Voorhies, Adam Weitkemper
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Publication number: 20060055695Abstract: A fragment processor includes a fragment shader distributor, a fragment shader collector, and a plurality of fragment shader pipelines. Each fragment shader pipeline executes a fragment shader program on a segment of fragments. The plurality of fragment shader pipelines operate in parallel, executing the same or different fragment shader programs. The fragment shader distributor receives a stream of fragments from a rasterization unit and dispatches a portion of the stream of fragments to a selected fragment shader pipeline until the capacity of the selected fragment shader pipeline is reached. The fragment shader distributor then selects another fragment shader pipeline. The capacity of each of the fragment shader pipelines is limited by several different resources. As the fragment shader distributor dispatches fragments, it tracks the remaining available resources of the selected fragment shader pipeline.Type: ApplicationFiled: September 13, 2004Publication date: March 16, 2006Applicant: NVIDIA CorporationInventors: Karim Abdalla, Emmett Kilgariff, Rui Bastos
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Publication number: 20050225554Abstract: A scalable shader architecture is disclosed. In accord with that architecture, a shader includes multiple shader pipelines, each of which can perform processing operations on rasterized pixel data. Shader pipelines can be functionally removed as required, thus preventing a defective shader pipeline from causing a chip rejection. The shader includes a shader distributor that processes rasterized pixel data and then selectively distributes the processed rasterized pixel data to the various shader pipelines, beneficially in a manner that balances workloads. A shader collector formats the outputs of the various shader pipelines into proper order to form shaded pixel data. A shader instruction processor (scheduler) programs the individual shader pipelines to perform their intended tasks.Type: ApplicationFiled: September 10, 2004Publication date: October 13, 2005Inventors: Rui Bastos, Karim Abdalla, Christian Rouet, Michael Toksvig, Johnny Rhoades, Roger Allen, John Tynefield, Emmett Kilgariff, Gary Tarolli, Brian Cabral, Craig Wittenbrink, Sean Treichler
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Patent number: 6314136Abstract: A system and method used to perform lossless wavelet-based image transformations. In one embodiment, the method used for these transformations and for bit precision reduction. First, at least a luminance value is produced for each row of pixels of a selected pixel block. Next, a determination is made as to whether a luminance value associated with a particular row of pixels of the selected pixel block is positive. Thereafter, a reduced luminance value is produced when the luminance value is determined to be positive, the reduced luminance value is represented by a lesser number of bits than the luminance value. Finally, the second and third steps are continued for each luminance value associated with each row of the selected pixel block. The values are used in an iterative fashion to calculate the low and high spatial frequency and create graphics with minimal use of bandwidth.Type: GrantFiled: August 1, 1997Date of Patent: November 6, 2001Assignee: Creative Technology Ltd.Inventor: Emmett Kilgariff
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Patent number: 5999183Abstract: A scalable, three-dimensional (3D) graphics subsystem. The graphics subsystem includes a plurality of graphics modules each including a rendering module and a dedicated memory. In one embodiment, the rendering modules of the graphics modules are coupled together, possibly through a routing device, such that each rendering module views the memory space, formed by all dedicated memory, as one continuous shared memory.Type: GrantFiled: July 10, 1997Date of Patent: December 7, 1999Assignee: Silicon Engineering, Inc.Inventors: Emmett Kilgariff, Philip Brown