Patents by Inventor Eric Brian Lum

Eric Brian Lum 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: 11308658
    Abstract: Motion adaptive shading increases rendering performance for real-time animation in graphics systems while maintaining dynamic image quality. Each frame of an animation is statically displayed within a refresh interval, while a viewer's eyes move continuously relative to the image when actively tracking a moving object being displayed. As a result, a statically displayed frame is essentially smeared across the viewer's continuously moving retina over the lifetime of the frame, causing a perception of blur referred to as an eye-tracking motion blur effect. A region of an image depicting a moving object may be rendered at a lower shading rate because eye-tracking motion blur will substantially mask any blur introduced by reducing the shading rate. Reducing an average shading rate for rendering frames reduces computational effort per frame and may advantageously allow a rendering system to operate at a higher frame rate to provide a smoother, clearer visual experience.
    Type: Grant
    Filed: January 15, 2021
    Date of Patent: April 19, 2022
    Assignee: NVIDIA Corporation
    Inventors: Lei Yang, Emmett Michael Kilgariff, Eric Brian Lum
  • Publication number: 20210166441
    Abstract: Motion adaptive shading increases rendering performance for real-time animation in graphics systems while maintaining dynamic image quality. Each frame of an animation is statically displayed within a refresh interval, while a viewer's eyes move continuously relative to the image when actively tracking a moving object being displayed. As a result, a statically displayed frame is essentially smeared across the viewer's continuously moving retina over the lifetime of the frame, causing a perception of blur referred to as an eye-tracking motion blur effect. A region of an image depicting a moving object may be rendered at a lower shading rate because eye-tracking motion blur will substantially mask any blur introduced by reducing the shading rate. Reducing an average shading rate for rendering frames reduces computational effort per frame and may advantageously allow a rendering system to operate at a higher frame rate to provide a smoother, clearer visual experience.
    Type: Application
    Filed: January 15, 2021
    Publication date: June 3, 2021
    Inventors: Lei Yang, Emmett Michael Kilgariff, Eric Brian Lum
  • Patent number: 10930022
    Abstract: Motion adaptive shading increases rendering performance for real-time animation in graphics systems while maintaining dynamic image quality. Each frame of an animation is statically displayed within a refresh interval, while a viewer's eyes move continuously relative to the image when actively tracking a moving object being displayed. As a result, a statically displayed frame is essentially smeared across the viewer's continuously moving retina over the lifetime of the frame, causing a perception of blur referred to as an eye-tracking motion blur effect. A region of an image depicting a moving object may be rendered at a lower shading rate because eye-tracking motion blur will substantially mask any blur introduced by reducing the shading rate. Reducing an average shading rate for rendering frames reduces computational effort per frame and may advantageously allow a rendering system to operate at a higher frame rate to provide a smoother, clearer visual experience.
    Type: Grant
    Filed: May 17, 2019
    Date of Patent: February 23, 2021
    Assignee: NVIDIA Corporation
    Inventors: Lei Yang, Emmett Michael Kilgariff, Eric Brian Lum
  • Patent number: 10699427
    Abstract: Methods and apparatuses are disclosed for reporting texture footprint information. A texture footprint identifies the portion of a texture that will be utilized in rendering a pixel in a scene. The disclosed methods and apparatuses advantageously improve system efficiency in decoupled shading systems by first identifying which texels in a given texture map are needed for subsequently rendering a scene. Therefore, the number of texels that are generated and stored may be reduced to include the identified texels. Texels that are not identified need not be rendered and/or stored.
    Type: Grant
    Filed: August 12, 2019
    Date of Patent: June 30, 2020
    Assignee: NVIDIA Corporation
    Inventors: Yury Uralsky, Henry Packard Moreton, Eric Brian Lum, Jonathan J. Dunaisky, Steven James Heinrich, Stefano Pescador, Shirish Gadre, Michael Alan Fetterman
  • Publication number: 20200051290
    Abstract: Motion adaptive shading increases rendering performance for real-time animation in graphics systems while maintaining dynamic image quality. Each frame of an animation is statically displayed within a refresh interval, while a viewer's eyes move continuously relative to the image when actively tracking a moving object being displayed. As a result, a statically displayed frame is essentially smeared across the viewer's continuously moving retina over the lifetime of the frame, causing a perception of blur referred to as an eye-tracking motion blur effect. A region of an image depicting a moving object may be rendered at a lower shading rate because eye-tracking motion blur will substantially mask any blur introduced by reducing the shading rate. Reducing an average shading rate for rendering frames reduces computational effort per frame and may advantageously allow a rendering system to operate at a higher frame rate to provide a smoother, clearer visual experience.
    Type: Application
    Filed: May 17, 2019
    Publication date: February 13, 2020
    Inventors: Lei Yang, Emmett Michael Kilgariff, Eric Brian Lum
  • Publication number: 20200013174
    Abstract: Methods and apparatuses are disclosed for reporting texture footprint information. A texture footprint identifies the portion of a texture that will be utilized in rendering a pixel in a scene. The disclosed methods and apparatuses advantageously improve system efficiency in decoupled shading systems by first identifying which texels in a given texture map are needed for subsequently rendering a scene. Therefore, the number of texels that are generated and stored may be reduced to include the identified texels. Texels that are not identified need not be rendered and/or stored.
    Type: Application
    Filed: August 12, 2019
    Publication date: January 9, 2020
    Inventors: Yury Uralsky, Henry Packard Moreton, Eric Brian Lum, Jonathan J. Dunaisky, Steven James Heinrich, Stefano Pescador, Shirish Gadre, Michael Alan Fetterman
  • Patent number: 10424074
    Abstract: Methods and apparatuses are disclosed for reporting texture footprint information. A texture footprint identifies the portion of a texture that will be utilized in rendering a pixel in a scene. The disclosed methods and apparatuses advantageously improve system efficiency in decoupled shading systems by first identifying which texels in a given texture map are needed for subsequently rendering a scene. Therefore, the number of texels that are generated and stored may be reduced to include the identified texels. Texels that are not identified need not be rendered and/or stored.
    Type: Grant
    Filed: July 3, 2018
    Date of Patent: September 24, 2019
    Assignee: NVIDIA Corporation
    Inventors: Yury Uralsky, Henry Packard Moreton, Eric Brian Lum, Jonathan J. Dunaisky, Steven James Heinrich, Stefano Pescador, Shirish Gadre, Michael Alan Fetterman
  • Patent number: 10078911
    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: Grant
    Filed: March 15, 2013
    Date of Patent: September 18, 2018
    Assignee: NVIDIA Corporation
    Inventors: Ziyad Sami Hakura, Yury Uralsky, Tyson Bergland, Eric Brian Lum, Jerome F. Duluk, Henry Packard Moreton
  • Patent number: 9747661
    Abstract: A system, method, and computer program product are provided for adjusting vertex positions. One or more viewport dimensions are received and a snap spacing is determined based on the one or more viewport dimensions. The vertex positions are adjusted to a grid according to the snap spacing. The precision of the vertex adjustment may increase as at least one dimension of the viewport decreases. The precision of the vertex adjustment may decrease as at least one dimension of the viewport increases.
    Type: Grant
    Filed: October 24, 2016
    Date of Patent: August 29, 2017
    Assignee: NVIDIA Corporation
    Inventors: Eric Brian Lum, Henry Packard Moreton, Kyle Perry Roden, Walter Robert Steiner, Ziyad Sami Hakura
  • Patent number: 9633469
    Abstract: A system, method, and computer program product are provided for conservative rasterization of primitives using an error term. In use, an edge equation is determined for each edge of a primitive, the edge equation having coefficients defining the edge of the primitive. Each edge of the primitive is shifted to enlarge the primitive by modifying coefficients of the edge equation defining the edge by an error term that is a predetermined amount. Pixels that intersect the primitive are then determined using the enlarged primitive.
    Type: Grant
    Filed: March 15, 2013
    Date of Patent: April 25, 2017
    Assignee: NVIDIA Corporation
    Inventors: Eric Brian Lum, Walter Robert Steiner, Henry Packard Moreton, Justin L. Cobb, Barry Nolan Rodgers, Yury Uralsky, Timo Oskari Aila, Tero Tapani Karras
  • Publication number: 20170046812
    Abstract: A system, method, and computer program product are provided for adjusting vertex positions. One or more viewport dimensions are received and a snap spacing is determined based on the one or more viewport dimensions. The vertex positions are adjusted to a grid according to the snap spacing. The precision of the vertex adjustment may increase as at least one dimension of the viewport decreases. The precision of the vertex adjustment may decrease as at least one dimension of the viewport increases.
    Type: Application
    Filed: October 24, 2016
    Publication date: February 16, 2017
    Inventors: Eric Brian Lum, Henry Packard Moreton, Kyle Perry Roden, Walter Robert Steiner, Ziyad Sami Hakura
  • Patent number: 9478066
    Abstract: A system, method, and computer program product are provided for adjusting vertex positions. One or more viewport dimensions are received and a snap spacing is determined based on the one or more viewport dimensions. The vertex positions are adjusted to a grid according to the snap spacing. The precision of the vertex adjustment may increase as at least one dimension of the viewport decreases. The precision of the vertex adjustment may decrease as at least one dimension of the viewport increases.
    Type: Grant
    Filed: March 14, 2013
    Date of Patent: October 25, 2016
    Assignee: NVIDIA Corporation
    Inventors: Eric Brian Lum, Henry Packard Moreton, Kyle Perry Roden, Walter Robert Steiner, Ziyad Sami Hakura
  • Patent number: 9454843
    Abstract: A system, method, and computer program product are provided for anti-aliasing. During a first processing pass of a plurality of graphics primitives, z data is computed for multiple samples of each pixel in an image to generate a multi-sample z buffer. During a second processing pass of the graphics primitives, computed color values corresponding to each pixel in a color buffer that stores one color value for each pixel are accumulated.
    Type: Grant
    Filed: February 5, 2013
    Date of Patent: September 27, 2016
    Assignee: NVIDIA Corporation
    Inventors: Christian Jean Rouet, Eric Brian Lum, Rui Manuel Bastos
  • Patent number: 9286659
    Abstract: A system, method, and computer program product are provided for multi-sample processing. The multi-sample pixel data is received and is analyzed to identify subsets of samples of a multi-sample pixel that have equal data, such that data for one sample in a subset represents multi-sample pixel data for all samples in the subset. An encoding state is generated that indicates which samples of the multi-sample pixel are included in each one of the subsets.
    Type: Grant
    Filed: March 15, 2013
    Date of Patent: March 15, 2016
    Assignee: NVIDIA Corporation
    Inventors: Alexander Lev Minkin, Henry Packard Moreton, Yury Uralsky, Eric Brian Lum, Dale L. Kirkland, Steven James Heinrich, Rui Manuel Bastos, Emmett M. Kilgariff, Jeffrey Alan Bolz, Tyson Bergland, Patrick R. Brown
  • Patent number: 9262797
    Abstract: A system, method, and computer program product are provided for multi-sample processing. The multi-sample pixel data is received and an encoding state associated with the multi-sample pixel data is determined. Data for one sample of a multi-sample pixel and the encoding state are provided to a processing unit. The one sample of the multi-sample pixel is processed by the processing unit to generate processed data for the one sample that represents processed multi-sample pixel data for all samples of the multi-sample pixel or two or more samples of the multi-sample pixel.
    Type: Grant
    Filed: March 15, 2013
    Date of Patent: February 16, 2016
    Assignee: NVIDIA Corporation
    Inventors: Alexander Lev Minkin, Henry Packard Moreton, Yury Uralsky, Eric Brian Lum, Dale L. Kirkland, Steven James Heinrich, Rui Manuel Bastos, Emmett M. Kilgariff, Jeffrey Alan Bolz, Tyson Bergland, Patrick R. Brown
  • Publication number: 20140267232
    Abstract: A system, method, and computer program product are provided for adjusting vertex positions. One or more viewport dimensions are received and a snap spacing is determined based on the one or more viewport dimensions. The vertex positions are adjusted to a grid according to the snap spacing. The precision of the vertex adjustment may increase as at least one dimension of the viewport decreases. The precision of the vertex adjustment may decrease as at least one dimension of the viewport increases.
    Type: Application
    Filed: March 14, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Eric Brian Lum, Henry Packard Moreton, Kyle Perry Roden, Walter Robert Steiner, Ziyad Sami Hakura
  • Publication number: 20140267356
    Abstract: A system, method, and computer program product are provided for multi-sample processing. The multi-sample pixel data is received and is analyzed to identify subsets of samples of a multi-sample pixel that have equal data, such that data for one sample in a subset represents multi-sample pixel data for all samples in the subset. An encoding state is generated that indicates which samples of the multi-sample pixel are included in each one of the subsets.
    Type: Application
    Filed: March 15, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Alexander Lev Minkin, Henry Packard Moreton, Yury Uralsky, Eric Brian Lum, Dale L. Kirkland, Steven James Heinrich, Rui Manuel Bastos, Emmett M. Kilgariff, Jeffrey Alan Bolz, Tyson Bergland, Patrick R. Brown
  • Publication number: 20140267238
    Abstract: A system, method, and computer program product are provided for conservative rasterization of primitives using an error term. In use, an edge equation is determined for each edge of a primitive, the edge equation having coefficients defining the edge of the primitive. Each edge of the primitive is shifted to enlarge the primitive by modifying coefficients of the edge equation defining the edge by an error term that is a predetermined amount. Pixels that intersect the primitive are then determined using the enlarged primitive.
    Type: Application
    Filed: March 15, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Eric Brian Lum, Walter Robert Steiner, Henry Packard Moreton, Justin L. Cobb, Barry Nolan Rodgers, Yury Uralsky, Timo Oskari Aila, Tero Tapani Karras
  • 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: 20140267315
    Abstract: A system, method, and computer program product are provided for multi-sample processing. The multi-sample pixel data is received and an encoding state associated with the multi-sample pixel data is determined. Data for one sample of a multi-sample pixel and the encoding state are provided to a processing unit. The one sample of the multi-sample pixel is processed by the processing unit to generate processed data for the one sample that represents processed multi-sample pixel data for all samples of the multi-sample pixel or two or more samples of the multi-sample pixel.
    Type: Application
    Filed: March 15, 2013
    Publication date: September 18, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Alexander Lev Minkin, Henry Packard Moreton, Yury Uralsky, Eric Brian Lum, Dale L. Kirkland, Steven James Heinrich, Rui Manuel Bastos, Emmett M. Kilgariff, Jeffrey Alan Bolz, Tyson Bergland, Patrick R. Brown