Patents by Inventor Matthew D. Sandy

Matthew D. Sandy 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: 10395418
    Abstract: Examples described herein generally relate to prioritizing portions of images for rendering in a computing device. A probability field for prioritizing portions of an image of a scene for processing can be determined, where the probability field includes a set of values each corresponding to a likelihood of a rendering parameter acquiring an altered value between a render time at which at least a portion of the image is rendered and a display time at which the image is displayed. A shaped probability field can be generated based at least in part on applying the probability field to an original target shape associated with a display. The shaped probability field can be provided to a downstream node for prioritizing, based at least in part on one or more of the set of values in the probability field, a portion of the image in processing the image.
    Type: Grant
    Filed: August 18, 2017
    Date of Patent: August 27, 2019
    Assignee: Microsoft Technology Licensing, LLC
    Inventors: Matthew L. Bronder, Andrew Z. Yeung, Alexander Nankervis, Jack A. Elliott, Matthew D. Sandy
  • Patent number: 10296400
    Abstract: The application programming interface permits an application to specify resources to be used by shaders, executed by the GPU, through a data structure called the “root arguments.” A root signature is a data structure in an application that defines the layout of the root arguments used by an application. The root arguments are a data structure resulting from the application populating locations in memory according to the root signature. The root arguments can include one or more constant values or other state information, and/or one or more pointers to memory locations which can contain descriptors, and/or one or more descriptor tables. Thus, the root arguments can support multiple levels of indirection through which a GPU can identify resources that are available for shaders to access.
    Type: Grant
    Filed: August 23, 2017
    Date of Patent: May 21, 2019
    Assignee: Microsoft Technology Licensing, LLC
    Inventors: Amar Patel, Matthew D. Sandy, Yuri Dotsenko, Jesse T. Natalie, Max A. McMullen
  • Publication number: 20190057542
    Abstract: Examples described herein generally relate to prioritizing portions of images for rendering in a computing device. A probability field for prioritizing portions of an image of a scene for processing can be determined, where the probability field includes a set of values each corresponding to a likelihood of a rendering parameter acquiring an altered value between a render time at which at least a portion of the image is rendered and a display time at which the image is displayed. A shaped probability field can be generated based at least in part on applying the probability field to an original target shape associated with a display. The shaped probability field can be provided to a downstream node for prioritizing, based at least in part on one or more of the set of values in the probability field, a portion of the image in processing the image.
    Type: Application
    Filed: August 18, 2017
    Publication date: February 21, 2019
    Inventors: Matthew L. BRONDER, Andrew Z. YEUNG, Alexander NANKERVIS, Jack A. ELLIOTT, Matthew D. SANDY
  • Publication number: 20180095805
    Abstract: The application programming interface permits an application to specify resources to be used by shaders, executed by the GPU, through a data structure called the “root arguments.” A root signature is a data structure in an application that defines the layout of the root arguments used by an application. The root arguments are a data structure resulting from the application populating locations in memory according to the root signature. The root arguments can include one or more constant values or other state information, and/or one or more pointers to memory locations which can contain descriptors, and/or one or more descriptor tables. Thus, the root arguments can support multiple levels of indirection through which a GPU can identify resources that are available for shaders to access.
    Type: Application
    Filed: August 23, 2017
    Publication date: April 5, 2018
    Inventors: Amar Patel, Matthew D. Sandy, Yuri Dotsenko, Jesse T. Natalie, Max A. McMullen
  • Patent number: 9779535
    Abstract: A resource used by a shader executed by a graphics processing unit is referenced using a “descriptor”. Descriptors are grouped together in memory called a descriptor heap. Applications allocate and store descriptors in descriptor heaps. Applications also create one or more descriptor tables specifying a subrange of a descriptor heap. To bind resources to a shader, descriptors are first loaded into a descriptor heap. When the resources are to be used by a set of executing shaders, descriptor tables are defined on the GPU identifying ranges within the descriptor heap. Shaders, when executing, refer to the currently defined descriptor tables to access the resources made available to them. If the shader is to be executed again with different resources, and if those resources are already in memory and specified in the descriptor heap, then the descriptor tables are changed to specify different ranges of the descriptor heap.
    Type: Grant
    Filed: July 3, 2014
    Date of Patent: October 3, 2017
    Assignee: Microsoft Technology Licensing, LLC
    Inventors: Amar Patel, Matthew D. Sandy, Yuri Dotsenko, Jesse T. Natalie, Max A. McMullen
  • Patent number: 9766954
    Abstract: The application programming interface permits an application to specify resources to be used by shaders, executed by the GPU, through a data structure called the “root arguments.” A root signature is a data structure in an application that defines the layout of the root arguments used by an application. The root arguments are a data structure resulting from the application populating locations in memory according to the root signature. The root arguments can include one or more constant values or other state information, and/or one or more pointers to memory locations which can contain descriptors, and/or one or more descriptor tables. Thus, the root arguments can support multiple levels of indirection through which a GPU can identify resources that are available for shaders to access.
    Type: Grant
    Filed: September 8, 2014
    Date of Patent: September 19, 2017
    Assignee: Microsoft Technology Licensing, LLC
    Inventors: Amar Patel, Matthew D. Sandy, Yuri Dotsenko, Jesse T. Natalie, Max A. McMullen
  • Publication number: 20160071230
    Abstract: The application programming interface permits an application to specify resources to be used by shaders, executed by the GPU, through a data structure called the “root arguments.” A root signature is a data structure in an application that defines the layout of the root arguments used by an application. The root arguments are a data structure resulting from the application populating locations in memory according to the root signature. The root arguments can include one or more constant values or other state information, and/or one or more pointers to memory locations which can contain descriptors, and/or one or more descriptor tables. Thus, the root arguments can support multiple levels of indirection through which a GPU can identify resources that are available for shaders to access.
    Type: Application
    Filed: September 8, 2014
    Publication date: March 10, 2016
    Inventors: Amar Patel, Matthew D. Sandy, Yuri Dotsenko, Jesse T. Natalie, Max A. McMullen
  • Publication number: 20150269767
    Abstract: A resource used by a shader executed by a graphics processing unit is referenced using a “descriptor”. Descriptors are grouped together in memory called a descriptor heap. Applications allocate and store descriptors in descriptor heaps. Applications also create one or more descriptor tables specifying a subrange of a descriptor heap. To bind resources to a shader, descriptors are first loaded into a descriptor heap. When the resources are to be used by a set of executing shaders, descriptor tables are defined on the GPU identifying ranges within the descriptor heap. Shaders, when executing, refer to the currently defined descriptor tables to access the resources made available to them. If the shader is to be executed again with different resources, and if those resources are already in memory and specified in the descriptor heap, then the descriptor tables are changed to specify different ranges of the descriptor heap.
    Type: Application
    Filed: July 3, 2014
    Publication date: September 24, 2015
    Inventors: Amar Patel, Matthew D. Sandy, Yuri Dotsenko, Jesse T. Natalie, Max A. McMullen