Patents by Inventor Morgan McGuire

Morgan McGuire 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).

  • Publication number: 20190318455
    Abstract: During the rendering of an image, specific pixels in the image are identified where antialiasing would be helpful. Antialiasing is then performed on these identified pixels, where antialiasing is a technique used to add greater realism to a digital image by smoothing jagged edges. This reduces a cost of performing antialiasing by reducing a number of pixels within an image on which antialiasing is performed.
    Type: Application
    Filed: March 25, 2019
    Publication date: October 17, 2019
    Inventors: Holger Heinrich Gruen, Adam Christopher Marrs, Josef B. Spjut, Rahul Sathe, Morgan McGuire
  • Patent number: 10417813
    Abstract: A method for generating temporally stable hash values reduces visual artifacts associated with stochastic sampling of data for graphics applications. A given hash value can be generated from a scaled and discretized object-space for a geometric object within a scene. Through appropriate scaling, the hash value can be discretized and remain constant within a threshold distance from a pixel center. As the geometric object moves within the scene, a hash value associated with a given feature of the geometric object remains constant because the hash value is generated using an object-space coordinate anchored to the feature. In one embodiment, alpha testing threshold values are assigned random, but temporally stable hash output values generated using object-space coordinate positions for primitive fragments undergoing alpha testing. Alpha tested fragments are temporally stable, beneficially improving image quality.
    Type: Grant
    Filed: November 7, 2017
    Date of Patent: September 17, 2019
    Assignee: NVIDIA Corporation
    Inventors: Christopher Ryan Wyman, Morgan McGuire
  • Publication number: 20190012832
    Abstract: A method, computer readable medium, and system are disclosed for computing a path for a user to move along within a physical space while viewing a virtual environment in a virtual reality system. A path for a user to physically move along through a virtual environment is determined based on waypoints and at least one characteristic of the physical environment within which the user is positioned, position data for the user is received indicating whether and how much a current path taken by the user has deviated from the path, and an updated path is computed through the virtual environment based on the waypoints and the at least one characteristic of the physical environment.
    Type: Application
    Filed: June 29, 2018
    Publication date: January 10, 2019
    Applicant: NVIDIA Corporation
    Inventors: Qi Sun, Anjul Patney, Omer Shapira, Morgan McGuire, Aaron Eliot Lefohn, David Patrick Luebke
  • Publication number: 20190012824
    Abstract: A method, computer readable medium, and system are disclosed for redirecting a user's movement through a physical space while the user views a virtual environment. A temporary visual suppression event is detected when a user's eyes move relative to the user's head while viewing a virtual scene displayed on a display device, an orientation of the virtual scene relative to the user is modified to direct the user to physically move along a planned path through a virtual environment corresponding to the virtual scene, and the virtual scene is displayed on the display device according to the modified orientation.
    Type: Application
    Filed: June 29, 2018
    Publication date: January 10, 2019
    Inventors: Qi Sun, Anjul Patney, Omer Shapira, Morgan McGuire, Aaron Eliot Lefohn, David Patrick Luebke
  • Patent number: 10008034
    Abstract: A system, method, and computer program product are provided for computing indirect lighting in a cloud network. In operation, one or more scenes for rendering are identified. Further, indirect lighting associated with the one or more scenes is identified. Additionally, computation associated with the indirect lighting is performed in a cloud network utilizing at least one of a voxel-based algorithm, a photon-based algorithm, or an irradiance-map-based algorithm.
    Type: Grant
    Filed: October 18, 2013
    Date of Patent: June 26, 2018
    Assignee: NVIDIA Corporation
    Inventors: Morgan McGuire, Cyril Jean-Francois Crassin, David Patrick Luebke, Michael Thomas Mara, Brent L. Oster, Peter Schuyler Shirley, Peter-Pike J. Sloan, Christopher Ryan Wyman
  • Publication number: 20180158233
    Abstract: A method for generating temporally stable hash values reduces visual artifacts associated with stochastic sampling of data for graphics applications. A given hash value can be generated from a scaled and discretized object-space for a geometric object within a scene. Through appropriate scaling, the hash value can be discretized and remain constant within a threshold distance from a pixel center. As the geometric object moves within the scene, a hash value associated with a given feature of the geometric object remains constant because the hash value is generated using an object-space coordinate anchored to the feature. In one embodiment, alpha testing threshold values are assigned random, but temporally stable hash output values generated using object-space coordinate positions for primitive fragments undergoing alpha testing. Alpha tested fragments are temporally stable, beneficially improving image quality.
    Type: Application
    Filed: November 7, 2017
    Publication date: June 7, 2018
    Inventors: Christopher Ryan Wyman, Morgan McGuire
  • Patent number: 9830741
    Abstract: Techniques are disclosed for processing graphics objects in a stage of a graphics processing pipeline. The techniques include receiving a graphics primitive associated with the graphics object, and determining a plurality of attributes corresponding to one or more vertices associated with the graphics primitive. The techniques further include determining values for one or more state parameters associated with a downstream stage of the graphics processing pipeline based on a visual effect associated with the graphics primitive. The techniques further include transmitting the state parameter values to the downstream stage of the graphics processing pipeline. One advantage of the disclosed techniques is that visual effects are flexibly and efficiently performed.
    Type: Grant
    Filed: November 7, 2012
    Date of Patent: November 28, 2017
    Assignee: NVIDIA Corporation
    Inventors: Emmett M. Kilgariff, Morgan McGuire, Yury Y. Uralsky, Ziyad S. Hakura
  • Patent number: 9547931
    Abstract: A system, method, and computer program product are provided for generating anti-aliased images. The method includes the steps of assigning one or more samples to a plurality of clusters, each cluster in the plurality of clusters corresponding to an aggregate stored in an aggregate geometry buffer, where each of the one or more samples is covered by a visible fragment and rasterizing three-dimensional geometry to generate material parameters for each sample of the one or more samples. For each cluster in the plurality of clusters, the material parameters for each sample assigned to the cluster are combined to produce the aggregate. The combined material parameters for each cluster are stored in an aggregate geometry buffer. An anti-aliased image may then be generated by shading the combined material parameters.
    Type: Grant
    Filed: May 5, 2015
    Date of Patent: January 17, 2017
    Assignee: NVIDIA Corporation
    Inventors: Cyril Jean-Francois Crassin, Morgan McGuire, Aaron Eliot Lefohn, David Patrick Luebke
  • Patent number: 9305324
    Abstract: A system, method, and computer program product are provided for tiled deferred shading. In operation, a plurality of photons associated with at least one scene are identified. Further, a plurality of screen-space tiles associated with the at least one scene are identified. Additionally, each of the plurality of screen-space tiles capable of being affected by a projection of an effect sphere for each of the plurality of photons are identified. Furthermore, at least a subset of photons associated with each of the screen-space tiles from which to compute shading are selected. Moreover, shading for the at least one scene is computed utilizing the selected at least a subset of photons.
    Type: Grant
    Filed: August 30, 2013
    Date of Patent: April 5, 2016
    Assignee: NVIDIA Corporation
    Inventors: Morgan McGuire, Michael Thomas Mara, David Patrick Luebke, Jacopo Pantaleoni
  • Publication number: 20150317827
    Abstract: A system, method, and computer program product are provided for generating anti-aliased images. The method includes the steps of assigning one or more samples to a plurality of clusters, each cluster in the plurality of clusters corresponding to an aggregate stored in an aggregate geometry buffer, where each of the one or more samples is covered by a visible fragment and rasterizing three-dimensional geometry to generate material parameters for each sample of the one or more samples. For each cluster in the plurality of clusters, the material parameters for each sample assigned to the cluster are combined to produce the aggregate. The combined material parameters for each cluster are stored in an aggregate geometry buffer. An anti-aliased image may then be generated by shading the combined material parameters.
    Type: Application
    Filed: May 5, 2015
    Publication date: November 5, 2015
    Inventors: Cyril Jean-Francois Crassin, Morgan McGuire, Aaron Eliot Lefohn, David Patrick Luebke
  • Patent number: 9111393
    Abstract: A system, process, and computer program product are provided for sampling a hierarchical depth map. An approach for sampling the hierarchical depth map includes the steps of generating a hierarchical depth map and reading a value associated with a sample pixel from a target level of the hierarchical depth map based on a difference between the sample pixel and a target pixel. The hierarchical depth map includes at least two levels.
    Type: Grant
    Filed: November 26, 2012
    Date of Patent: August 18, 2015
    Assignee: NVIDIA Corporation
    Inventors: Morgan McGuire, David Patrick Luebke, Michael Thomas Mara
  • Publication number: 20140375659
    Abstract: The present invention facilitates efficient and effective image processing. A network can comprise: a first system configured to perform a first portion of lighting calculations for an image and combing results of the first portion of lighting calculations for the image with results of a second portion of lighting calculations; and a second system configured to perform the second portion of lighting calculations and forward the results of the second portion of the lighting calculations to the first system. The first and second portion of lighting calculations can be associated with indirect lighting calculations and direct lighting calculations respectively. The first system can be a client in a local location and the second system can be a server in a remote location (e.g., a cloud computing environment). The first system and second system can be in a cloud and a video is transmitted to a local system.
    Type: Application
    Filed: May 5, 2014
    Publication date: December 25, 2014
    Applicant: NVIDIA Corporation
    Inventors: Morgan MCGUIRE, David LUEBKE, Cyril CRASSIN, Peter-Pike SLOAN, Peter SHIRLEY, Brent OSTER, Christopher WYMAN, Michael MARA
  • Publication number: 20140327690
    Abstract: A system, method, and computer program product are provided for computing indirect lighting in a cloud network. In operation, one or more scenes for rendering are identified. Further, indirect lighting associated with the one or more scenes is identified. Additionally, computation associated with the indirect lighting is performed in a cloud network utilizing at least one of a voxel-based algorithm, a photon-based algorithm, or an irradiance-map-based algorithm.
    Type: Application
    Filed: October 18, 2013
    Publication date: November 6, 2014
    Applicant: NVIDIA Corporation
    Inventors: Morgan McGuire, Cyril Jean-Francois Crassin, David Patrick Luebke, Michael Thomas Mara, Brent L. Oster, Peter Schuyler Shirley, Peter-Pike J. Sloan, Christopher Ryan Wyman
  • Patent number: 8842931
    Abstract: A system, method, and computer program product are provided for reducing noise in an image using depth-based on sweeping over image samples. In use, each noisy pixel of an image having noise is identified. Additionally, for each noisy pixel, at least one sample included in each of a plurality of neighboring pixels to the noisy pixel is identified. Furthermore, the samples are swept over at least partially in a depth-based order to identify a value for the noisy pixel that reduces the noise.
    Type: Grant
    Filed: February 18, 2011
    Date of Patent: September 23, 2014
    Assignee: NVIDIA Corporation
    Inventors: Peter Schuyler Shirley, Timo Aila, Jonathan Michael Cohen, Eric B. Enderton, Samuli Laine, Morgan McGuire, David Patrick Luebke
  • Publication number: 20140176575
    Abstract: A system, method, and computer program product are provided for tiled deferred shading. In operation, a plurality of photons associated with at least one scene are identified. Further, a plurality of screen-space tiles associated with the at least one scene are identified. Additionally, each of the plurality of screen-space tiles capable of being affected by a projection of an effect sphere for each of the plurality of photons are identified. Furthermore, at least a subset of photons associated with each of the screen-space tiles from which to compute shading are selected. Moreover, shading for the at least one scene is computed utilizing the selected at least a subset of photons.
    Type: Application
    Filed: August 30, 2013
    Publication date: June 26, 2014
    Applicant: NVIDIA Corporation
    Inventors: Morgan McGuire, Michael Thomas Mara, David Patrick Luebke, Jacopo Pantaleoni
  • Publication number: 20140146045
    Abstract: A system, process, and computer program product are provided for sampling a hierarchical depth map. An approach for sampling the hierarchical depth map includes the steps of generating a hierarchical depth map and reading a value associated with a sample pixel from a target level of the hierarchical depth map based on a difference between the sample pixel and a target pixel. The hierarchical depth map includes at least two levels.
    Type: Application
    Filed: November 26, 2012
    Publication date: May 29, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Morgan McGuire, David Patrick Luebke, Michael Thomas Mara
  • Publication number: 20140125669
    Abstract: Techniques are disclosed for processing graphics objects in a stage of a graphics processing pipeline. The techniques include receiving a graphics primitive associated with the graphics object, and determining a plurality of attributes corresponding to one or more vertices associated with the graphics primitive. The techniques further include determining values for one or more state parameters associated with a downstream stage of the graphics processing pipeline based on a visual effect associated with the graphics primitive. The techniques further include transmitting the state parameter values to the downstream stage of the graphics processing pipeline. One advantage of the disclosed techniques is that visual effects are flexibly and efficiently performed.
    Type: Application
    Filed: November 7, 2012
    Publication date: May 8, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Emmett M. KILGARIFF, Morgan McGUIRE, Yury Y. URALSKY, Ziyad S. HAKURA
  • Publication number: 20120213450
    Abstract: A system, method, and computer program product are provided for reducing noise in an image using depth-based on sweeping over image samples. In use, each noisy pixel of an image having noise is identified. Additionally, for each noisy pixel, at least one sample included in each of a plurality of neighboring pixels to the noisy pixel is identified. Furthermore, the samples are swept over at least partially in a depth-based order to identify a value for the noisy pixel that reduces the noise.
    Type: Application
    Filed: February 18, 2011
    Publication date: August 23, 2012
    Applicant: NVIDIA CORPORATION
    Inventors: Peter Schuyler Shirley, Timo Aila, Jonathan Michael Cohen, Eric B. Enderton, Samuli Laine, Morgan McGuire, David Patrick Luebke
  • Patent number: 7599555
    Abstract: A method compresses a set of correlated signals by first converting each signal to a sequence of integers, which are further organized as a set of bit-planes. An inverse accumulator is applied to each bit-plane to produce a bit-plane of shifted bits, which are permuted according to a predetermined permutation to produce bit-planes of permuted bits. Each bit-plane of permuted bits is partitioned into a set of blocks of bits. Syndrome bits are generated for each block of bits according to a rate-adaptive base code. Subsequently, the syndrome bits are decompressed in a decoder to recover the original correlated signals.
    Type: Grant
    Filed: March 29, 2005
    Date of Patent: October 6, 2009
    Assignee: Mitsubishi Electric Research Laboratories, Inc.
    Inventors: Morgan McGuire, Wojciech Matusik, Hanspeter Pfister, John F. Hughes, Fredo Durand
  • Patent number: 7408591
    Abstract: A method extracts an alpha matte from a video acquired of a scene. A set of pinhole or narrow aperture images IP is acquired of the scene with a camera aperture set to a relatively large depth-of-field. The scene includes a background B and a foreground F. A corresponding set of wide aperture images IF is acquired of the scene with the camera aperture set to a relatively small depth-of-field. The respective pinhole and wide aperture images are combined to extract an alpha matte according to ?=1+(IF?IP)/(B?BF).
    Type: Grant
    Filed: July 29, 2005
    Date of Patent: August 5, 2008
    Assignee: Mitsubishi Electric Research Laboratories, Inc.
    Inventors: Wojciech Matusik, Morgan McGuire