Patents by Inventor Michael V. Oneppo

Michael V. Oneppo 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: 9824484
    Abstract: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.
    Type: Grant
    Filed: July 12, 2016
    Date of Patent: November 21, 2017
    Assignee: Microsoft Technology Licensing, LLC
    Inventors: Michael V. Oneppo, Craig Peeper, Andrew L. Bliss, John L. Rapp, Mark M. Lacey
  • Publication number: 20170039754
    Abstract: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.
    Type: Application
    Filed: July 12, 2016
    Publication date: February 9, 2017
    Inventors: MICHAEL V. ONEPPO, CRAIG PEEPER, ANDREW L. BLISS, JOHN L. RAPP, MARK M. LACEY
  • Patent number: 9390542
    Abstract: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.
    Type: Grant
    Filed: November 11, 2013
    Date of Patent: July 12, 2016
    Assignee: Microsoft Technology Licensing, LLC
    Inventors: Michael V. Oneppo, Craig Peeper, Andrew L. Bliss, John L. Rapp, Mark M. Lacey
  • Publication number: 20140063029
    Abstract: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.
    Type: Application
    Filed: November 11, 2013
    Publication date: March 6, 2014
    Applicant: Microsoft Corporation
    Inventors: MICHAEL V. ONEPPO, Craig Peeper, Andrew L. Bliss, John L. Rapp, Mark M. Lacey
  • Patent number: 8581912
    Abstract: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.
    Type: Grant
    Filed: June 27, 2008
    Date of Patent: November 12, 2013
    Assignee: Microsoft Corporation
    Inventors: Michael V. Oneppo, Craig Peeper, Andrew L. Bliss, John L. Rapp, Mark M. Lacey
  • Patent number: 7973799
    Abstract: In a technique for rendering non-linear BRDFs that are stable in both the temporal and spatial domains, without serious interruption to the content creation pipeline used in most games, non-linear content is linearized by rendering in texture space at a fixed resolution. A MIP-map chain is calculated from this texture. The complete MIP-map chain is used for rendering on a display device. Low resolution reflectance parameters are used to approximate the highest resolution reflectance parameters as the object becomes smaller on the display device. The low resolution reflectance parameters are calculated using non linear fitting techniques.
    Type: Grant
    Filed: July 2, 2010
    Date of Patent: July 5, 2011
    Assignee: Microsoft Corporation
    Inventors: Daniel K. Baker, Michael V. Oneppo, Samuel Glassenberg, Peter-Pike J. Sloan, John Rapp
  • Publication number: 20100271383
    Abstract: In a technique for rendering non-linear BRDFs that are stable in both the temporal and spatial domains, without serious interruption to the content creation pipeline used in most games, non-linear content is linearized by rendering in texture space at a fixed resolution. A MIP-map chain is calculated from this texture. The complete MIP-map chain is used for rendering on a display device. Low resolution reflectance parameters are used to approximate the highest resolution reflectance parameters as the object becomes smaller on the display device. The low resolution reflectance parameters are calculated using non linear fitting techniques.
    Type: Application
    Filed: July 2, 2010
    Publication date: October 28, 2010
    Applicant: Microsoft Corporation
    Inventors: Daniel K. Baker, Michael V. Oneppo, Samuel Glassenberg, Peter-Pike J. Sloan, John Rapp
  • Patent number: 7768523
    Abstract: In a technique for rendering non-linear BRDFs that are stable in both the temporal and spatial domains, without serious interruption to the content creation pipeline used in most games, non-linear content is linearized by rendering in texture space at a fixed resolution. A MIP-map chain is calculated from this texture. The complete MIP-map chain is used for rendering on a display device. Low resolution reflectance parameters are used to approximate the highest resolution reflectance parameters as the object becomes smaller on the display device. The low resolution reflectance parameters are calculated using non linear fitting techniques.
    Type: Grant
    Filed: March 9, 2006
    Date of Patent: August 3, 2010
    Assignee: Microsoft Corporation
    Inventors: Daniel K. Baker, Michael V. Oneppo, Samuel Glassenberg, Peter-Pike J. Sloan, John Rapp
  • Publication number: 20090322751
    Abstract: Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device.
    Type: Application
    Filed: June 27, 2008
    Publication date: December 31, 2009
    Applicant: MICROSOFT CORPORATION
    Inventors: MICHAEL V. ONEPPO, CRAIG PEEPER, ANDREW L. BLISS, JOHN L. RAPP, MARK M. LACEY