Patents by Inventor Eric Cabot

Eric Cabot 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: 9123151
    Abstract: It is desirable for a fragment shader to have access to non-interpolated values for each vertex of the primitive in which the fragment is located. For example, a fragment shader may use the distortion of the primitive with respect to an original state of the primitive as part of the function the fragment shader performs. Due to the specification of fragment shaders and vertex shaders, fragments shaders receive only interpolated values, and thus cannot receive non-interpolated values of, for example, one solution to this problem would be to modify the processing engine for the shader language, and the shader specifications themselves, so that a fragment shader can receive non-interpolated values from the vertices of the primitive on which the fragment is located. Desirable values to receive would be at least the vertex coordinates. Another solution is to specify and use varyings in a manner that pass data to a fragment shader that permit the fragment shader to reconstruct the non-interpolated values.
    Type: Grant
    Filed: August 5, 2008
    Date of Patent: September 1, 2015
    Assignee: AUTODESK, INC.
    Inventors: Ian Stewart, Dominic Laflamme, Eric Cabot
  • Publication number: 20100033483
    Abstract: It is desirable for a fragment shader to have access to non-interpolated values for each vertex of the primitive in which the fragment is located. For example, a fragment shader may use the distortion of the primitive with respect to an original state of the primitive as part of the function the fragment shader performs. Due to the specification of fragment shaders and vertex shaders, fragments shaders receive only interpolated values, and thus cannot receive non-interpolated values of, for example, one solution to this problem would be to modify the processing engine for the shader language, and the shader specifications themselves, so that a fragment shader can receive non-interpolated values from the vertices of the primitive on which the fragment is located. Desirable values to receive would be at least the vertex coordinates. Another solution is to specify and use varyings in a manner that pass data to a fragment shader that permit the fragment shader to reconstruct the non-interpolated values.
    Type: Application
    Filed: August 5, 2008
    Publication date: February 11, 2010
    Applicant: Avid Technology, Inc.
    Inventors: Ian Stewart, Dominic Laflamme, Eric Cabot