Patents by Inventor Lucas Magder

Lucas Magder 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: 12141614
    Abstract: Embodiments relate to storing hierarchically structured sub-items of scene entities in a flattened list of sub-items and performing time-constrained tasks on the sub-items in the flattened list. By storing the sub-items in the flattened list, an approximate time for processing the sub-items can be estimated more accurately, and therefore, reduces the likelihood of making overly conservative estimate of time for processing the sub-items. One or more sub-items of updated scene entities are extracted by a plurality of collectors that are executed in parallel to store the one or more sub-items in the flattened list. The sub-items are then accessed by multiple tasks executed in parallel to determine priority information associated with inclusion and rendering in subsequent frames. Sub-items with higher priority according to the priority information is given higher priority for retrieving from secondary memory and saving in primary memory.
    Type: Grant
    Filed: October 12, 2021
    Date of Patent: November 12, 2024
    Assignee: Square Enix Ltd.
    Inventor: Lucas Magder
  • Publication number: 20230115603
    Abstract: Embodiments relate to storing hierarchically structured sub-items of scene entities in a flattened list of sub-items and performing time-constrained tasks on the sub-items in the flattened list. By storing the sub-items in the flattened list, an approximate time for processing the sub-items can be estimated more accurately, and therefore, reduces the likelihood of making overly conservative estimate of time for processing the sub-items. One or more sub-items of updated scene entities are extracted by a plurality of collectors that are executed in parallel to store the one or more sub-items in the flattened list. The sub-items are then accessed by multiple tasks executed in parallel to determine priority information associated with inclusion and rendering in subsequent frames. Sub-items with higher priority according to the priority information is given higher priority for retrieving from secondary memory and saving in primary memory.
    Type: Application
    Filed: October 12, 2021
    Publication date: April 13, 2023
    Inventor: Lucas Magder
  • Patent number: 9396585
    Abstract: Embodiments of the present invention are directed to a novel approach for realistically modeling sub-surface scattering effects in three-dimensional objects of graphically rendered images. In an embodiment, an indirection map is generated for an image by analyzing the triangle mesh of one or more three-dimensional objects in the image and identifying pairs of edges between adjacent triangles in the mesh that have the same spatial locations in the three-dimensional representations, but which have different locations in the texture map. For each of these edges, the opposite triangle in each pair is projected into their corresponding edge's two-dimensional space. This allows samples which cross a seam in the two dimensional representation that would otherwise sample out into invalid data to be redirected to the spatially correct region of the texture and generate consistent results with non-seam areas.
    Type: Grant
    Filed: December 31, 2013
    Date of Patent: July 19, 2016
    Assignee: NVIDIA CORPORATION
    Inventors: Lucas Magder, Michael Thompson, Zohirul Sharif
  • Publication number: 20150187126
    Abstract: Embodiments of the present invention are directed to a novel approach for realistically modeling sub-surface scattering effects in three-dimensional objects of graphically rendered images. In an embodiment, an indirection map is generated for an image by analyzing the triangle mesh of one or more three-dimensional objects in the image and identifying pairs of edges between adjacent triangles in the mesh that have the same spatial locations in the three-dimensional representations, but which have different locations in the texture map. For each of these edges, the opposite triangle in each pair is projected into their corresponding edge's two-dimensional space. This allows samples which cross a seam in the two dimensional representation that would otherwise sample out into invalid data to be redirected to the spatially correct region of the texture and generate consistent results with non-seam areas.
    Type: Application
    Filed: December 31, 2013
    Publication date: July 2, 2015
    Applicant: NVIDIA Corporation
    Inventors: Lucas Magder, Michael Thompson, Zohirul Sharif
  • Publication number: 20150187135
    Abstract: Embodiments of the present invention are directed to a novel approach for realistically modeling sub-surface scattering effects in three-dimensional objects of graphically rendered images. In an embodiment, an indirection map is generated for an image by analyzing the triangle mesh of one or more three-dimensional objects in the image and identifying pairs of edges between adjacent triangles in the mesh that have the same spatial locations in the three-dimensional representations, but which have different locations in the texture map. For each of these edges, the opposite triangle in each pair is projected into their corresponding edge's two-dimensional space. This allows samples which cross a seam in the two dimensional representation that would otherwise sample out into invalid data to be redirected to the spatially correct region of the texture and generate consistent results with non-seam areas.
    Type: Application
    Filed: December 31, 2013
    Publication date: July 2, 2015
    Applicant: NVIDIA Corporation
    Inventors: Lucas Magder, Michael Thompson, Zohirul Sharif