Patents by Inventor Jakub Boksansky

Jakub Boksansky 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: 12361635
    Abstract: Approaches in accordance with various illustrative embodiments provide for the selection and reuse of lighting sample data to generate high quality initial candidates, suitable for input to resampling techniques, that are better representative of the actual lighting of a scene for which an image, video frame, or other such representation is to be rendered. Instead of discarding an important light samples where weight or sample count may no longer be reliable, at least some of these samples can be provided as additional, unweighted candidates for use in importance sampling, in addition to those selected using a random (or semi-random) sampling process. Such an approach can help to ensure that important lights are considered when shading pixels for a scene, at least where such reuse makes sense due to changes in scene or location. Samples reused between frames can relate to various prior samples, such as samples that were determined to correspond to important, close, or bright lights.
    Type: Grant
    Filed: February 3, 2023
    Date of Patent: July 15, 2025
    Assignee: Nvidia Corporation
    Inventors: Chris Wyman, Jakub Boksansky
  • Patent number: 12299801
    Abstract: Devices, systems, and techniques to incorporate lighting effects into computer-generated graphics. In at least one embodiment, a virtual scene comprising a plurality of lights is rendered by subdividing the virtual area and stored, in a record corresponding to a subdivision of the virtual area, information indicative of one or more lights in the virtual area selected based on a stochastic model. Pixels near a subdivision are rendered based on the light information stored in the subdivision.
    Type: Grant
    Filed: September 24, 2020
    Date of Patent: May 13, 2025
    Assignee: NVIDIA Corporation
    Inventors: Jakub Boksansky, Paula Eveliina Jukarainen, Christopher Ryan Wyman
  • Publication number: 20250139869
    Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
    Type: Application
    Filed: January 6, 2025
    Publication date: May 1, 2025
    Inventors: Jakub Boksansky, Oliver Mark Wright
  • Patent number: 12229869
    Abstract: One embodiment of a method rendering one or more graphics images includes tracing a ray cone through a three-dimensional (3D) graphics scene, generating a refracted ray cone based on the ray cone and a two-dimensional (2D) coordinate frame, and rendering a graphics image based on the refracted ray cone.
    Type: Grant
    Filed: May 25, 2021
    Date of Patent: February 18, 2025
    Assignee: NVIDIA CORPORATION
    Inventors: Tomas Akenine-Moller, Jakub Boksansky
  • Patent number: 12190434
    Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
    Type: Grant
    Filed: November 17, 2021
    Date of Patent: January 7, 2025
    Assignee: NVIDIA Corporation
    Inventors: Jakub Boksansky, Oliver Mark Wright
  • Publication number: 20240029338
    Abstract: Disclosed approaches provide for irradiance caches which may be used to share irradiance between ray interactions spatially and/or temporally. An irradiance cache may store incoming irradiance or outgoing irradiance and may be updated by casting one or more rays from one or more locations to sample irradiance for the location(s). The number of rays that are cast may be reduced by ranking the locations, irradiance caches, and/or corresponding groups of geometry based on one or more characteristics thereof. For example, a ranking score may be computed based on camera distance, camera visibility, and/or a number of frames since a prior update. When sampling a location, outgoing irradiance from an outgoing irradiance cache may be used to determine shading when a hit distance of a ray used to generate the sample exceeds a threshold value.
    Type: Application
    Filed: October 3, 2023
    Publication date: January 25, 2024
    Inventors: Oliver Mark Wright, Jakub Boksansky
  • Patent number: 11790594
    Abstract: Disclosed approaches provide for irradiance caches which may be used to share irradiance between ray interactions spatially and/or temporally. An irradiance cache may store incoming irradiance or outgoing irradiance and may be updated by casting one or more rays from one or more locations to sample irradiance for the location(s). The number of rays that are cast may be reduced by ranking the locations, irradiance caches, and/or corresponding groups of geometry based on one or more characteristics thereof. For example, a ranking score may be computed based on camera distance, camera visibility, and/or a number of frames since a prior update. When sampling a location, outgoing irradiance from an outgoing irradiance cache may be used to determine shading when a hit distance of a ray used to generate the sample exceeds a threshold value.
    Type: Grant
    Filed: August 18, 2020
    Date of Patent: October 17, 2023
    Assignee: NVIDIA Corporation
    Inventors: Oliver Mark Wright, Jakub Boksansky
  • Patent number: 11756258
    Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray cone.
    Type: Grant
    Filed: September 7, 2022
    Date of Patent: September 12, 2023
    Assignee: NVIDIA Corporation
    Inventors: Tomas Akenine-Moller, Jakub Boksansky, Oli Wright
  • Patent number: 11676326
    Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining at least one axis of an ellipse formed by the ray cone intersecting a plane associated with geometry within the graphics scene at a hit point, computing one or more gradients along the at least one axis of the ellipse, and computing a texture color based on the one or more gradients and a texture.
    Type: Grant
    Filed: January 8, 2021
    Date of Patent: June 13, 2023
    Assignee: NVIDIA Corporation
    Inventors: Tomas Akenine-Moller, Jakub Boksansky
  • Patent number: 11443475
    Abstract: One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray cone.
    Type: Grant
    Filed: September 30, 2020
    Date of Patent: September 13, 2022
    Assignee: NVIDIA Corporation
    Inventors: Tomas Akenine-Moller, Jakub Boksansky, Oli Wright
  • Patent number: 11308684
    Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
    Type: Grant
    Filed: August 17, 2020
    Date of Patent: April 19, 2022
    Assignee: NVIDIA Corporation
    Inventors: Jakub Boksansky, Oliver Mark Wright
  • Publication number: 20220076482
    Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
    Type: Application
    Filed: November 17, 2021
    Publication date: March 10, 2022
    Inventors: Jakub Boksansky, Oliver Mark Wright
  • Publication number: 20220058851
    Abstract: Devices, systems, and techniques to incorporate lighting effects into computer-generated graphics. In at least one embodiment, a virtual scene comprising a plurality of lights is rendered by subdividing the virtual area and stored, in a record corresponding to a subdivision of the virtual area, information indicative of one or more lights in the virtual area selected based on a stochastic model. Pixels near a subdivision are rendered based on the light information stored in the subdivision.
    Type: Application
    Filed: September 24, 2020
    Publication date: February 24, 2022
    Inventors: Jakub Boksansky, Paula Eveliina Jukarainen, Christopher Ryan Wyman
  • Publication number: 20210049807
    Abstract: Disclosed approaches provide for irradiance caches which may be used to share irradiance between ray interactions spatially and/or temporally. An irradiance cache may store incoming irradiance or outgoing irradiance and may be updated by casting one or more rays from one or more locations to sample irradiance for the location(s). The number of rays that are cast may be reduced by ranking the locations, irradiance caches, and/or corresponding groups of geometry based on one or more characteristics thereof. For example, a ranking score may be computed based on camera distance, camera visibility, and/or a number of frames since a prior update. When sampling a location, outgoing irradiance from an outgoing irradiance cache may be used to determine shading when a hit distance of a ray used to generate the sample exceeds a threshold value.
    Type: Application
    Filed: August 18, 2020
    Publication date: February 18, 2021
    Inventors: Oliver Mark Wright, Jakub Boksansky
  • Publication number: 20210049806
    Abstract: In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
    Type: Application
    Filed: August 17, 2020
    Publication date: February 18, 2021
    Inventors: Jakub Boksansky, Oliver Mark Wright