Patents by Inventor Jean-Christophe Leprevost

Jean-Christophe Leprevost 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: 7505883
    Abstract: Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint-based system in which constraints are defined in terms of the positions of the bodies. Displacements caused by reaction forces necessary to ensure that the bodies comply with the position constraints can be calculated and can be done iteratively by updating equations defining the reaction forces and the displacements such that the computation time and memory resources required to perform the calculations is linearly dependent upon the number of bodies and the number of contacts and joints between the bodies.
    Type: Grant
    Filed: March 23, 2006
    Date of Patent: March 17, 2009
    Assignee: Electronic Arts Inc.
    Inventor: Jean-Christophe Leprevost
  • Patent number: 7493244
    Abstract: Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint-based system in which constraints are defined in terms of the positions of the bodies. Displacements caused by reaction forces necessary to ensure that the bodies comply with the position constraints can be calculated and can be done iteratively by updating equations defining the reaction forces and the displacements such that the computation time and memory resources required to perform the calculations is linearly dependent upon the number of bodies and the number of contacts and joints between the bodies. Computational requirements and memory requirements are reduced further by performing the calculations using vector operations.
    Type: Grant
    Filed: March 23, 2006
    Date of Patent: February 17, 2009
    Assignee: Nvidia Corporation
    Inventor: Jean-Christophe Leprevost
  • Patent number: 7230619
    Abstract: A respective weighting value is calculated for each texel in a texture map that is to be used to render a 3D computer model, the weighting value being calculated in dependence upon the red, green and blue values of the texel. Each weighting value is stored as an alpha value in the alpha channel for the corresponding texel in the texture map. During rendering, the texture map is rendered onto a polygon to generate R, G, B pixel values in the frame buffer together with a respective weighting value for each pixel comprising the weighting value calculated for the corresponding texel in the texture map, which is stored in the alpha channel for the pixel. A darkmap is rendered onto the polygon by subtracting from the pixel values in the frame buffer the darkmap values modulated by the frame buffer alpha values. The texel weighting values are calculated so that they have properties which result in a realistic image being generated.
    Type: Grant
    Filed: January 10, 2003
    Date of Patent: June 12, 2007
    Assignee: Criterion Software Limited
    Inventor: Jean-Christophe Leprevost
  • Publication number: 20060262114
    Abstract: Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint-based system in which constraints are defined in terms of the positions of the bodies. Displacements caused by reaction forces necessary to ensure that the bodies comply with the position constraints can be calculated and can be done iteratively by updating equations defining the reaction forces and the displacements such that the computation time and memory resources required to perform the calculations is linearly dependent upon the number of bodies and the number of contacts and joints between the bodies. Computational requirements and memory requirements are reduced further by performing the calculations using vector operations.
    Type: Application
    Filed: March 23, 2006
    Publication date: November 23, 2006
    Applicant: Electronic Arts Inc.
    Inventor: Jean-Christophe Leprevost
  • Publication number: 20060262113
    Abstract: Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint-based system in which constraints are defined in terms of the positions of the bodies.
    Type: Application
    Filed: March 23, 2006
    Publication date: November 23, 2006
    Applicant: Electronic Arts Inc.
    Inventor: Jean-Christophe Leprevost
  • Publication number: 20060217945
    Abstract: Computer simulation of the dynamics of rigid bodies interacting through collisions, stacks and joints is performed using a constraint-based system in which constraints are defined in terms of the positions of the bodies. Displacements caused by reaction forces necessary to ensure that the bodies comply with the position constraints can be calculated and can be done iteratively by updating equations defining the reaction forces and the displacements such that the computation time and memory resources required to perform the calculations is linearly dependent upon the number of bodies and the number of contacts and joints between the bodies.
    Type: Application
    Filed: March 23, 2006
    Publication date: September 28, 2006
    Applicant: Electronic Arts Inc.
    Inventor: Jean-Christophe Leprevost
  • Publication number: 20040066386
    Abstract: A respective weighting value is calculated for each texel in a texture map that is to be used to render a 3D computer model, the weighting value being calculated in dependence upon the red, green and blue values of the texel. Each weighting value is stored as an alpha value in the alpha channel for the corresponding texel in the texture map. During rendering, the texture map is rendered onto a polygon to generate R, G, B pixel values in the frame buffer together with a respective weighting value for each pixel comprising the weighting value calculated for the corresponding texel in the texture map, which is stored in the alpha channel for the pixel. A darkmap is rendered onto the polygon by subtracting from the pixel values in the frame buffer the darkmap texel weighting values are calculated so that they have properties which result in a realistic image being generated.
    Type: Application
    Filed: January 10, 2003
    Publication date: April 8, 2004
    Applicant: CRITERION SOFTWARE LIMITED
    Inventor: Jean-Christophe Leprevost