Patents by Inventor Peter-Pike J. Sloan

Peter-Pike J. Sloan 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: 10269176
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Grant
    Filed: December 28, 2016
    Date of Patent: April 23, 2019
    Assignee: MICROSOFT TECHNOLOGY LICENSING, LLC
    Inventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
  • 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: 20170109927
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Application
    Filed: December 28, 2016
    Publication date: April 20, 2017
    Inventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
  • Patent number: 9547936
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Grant
    Filed: April 14, 2014
    Date of Patent: January 17, 2017
    Assignee: Microsoft Technology Licensing, LLC
    Inventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
  • 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
  • Publication number: 20140225891
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Application
    Filed: April 14, 2014
    Publication date: August 14, 2014
    Applicant: MICROSOFT CORPORATION
    Inventors: AMAR PATEL, PETER-PIKE J. SLOAN, CRAIG C. PEEPER, SAMUEL Z. GLASSENBERG
  • Patent number: 8698803
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Grant
    Filed: March 3, 2011
    Date of Patent: April 15, 2014
    Assignee: Microsoft Corporation
    Inventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
  • 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: 20110148877
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Application
    Filed: March 3, 2011
    Publication date: June 23, 2011
    Applicant: MICROSOFT CORPORATION
    Inventors: AMAR PATEL, PETER-PIKE J. SLOAN, CRAIG C. PEEPER, SAMUEL Z. GLASSENBERG
  • Patent number: 7948490
    Abstract: A hardware-accelerated process of computing radiance transfer coefficients (such as for use in image rendering based on precomputed radiance transfer (PRT) techniques) is re-ordered as compared to previously known PRT precomputations to iterate over a sampling of directions about an object. The hardware-accelerated process uses a set of textures representing positions and normals for a sampling of points over a modeled object. In iterating over the directions, the process computes the depth of the object in a shadow buffer, then computes a texture of the radiance contribution based on the normal and position textures and depth from the shadow buffer. The resulting radiance contribution textures of the iterated directions are accumulated to produce a texture representing the radiance transfer coefficients of the sampled positions. This enables the process to avoid reduction operations, ray tracing and slow read-back path limitations of graphical processing units.
    Type: Grant
    Filed: October 22, 2003
    Date of Patent: May 24, 2011
    Assignee: Microsoft Corporation
    Inventors: Peter-Pike J. Sloan, John M. Snyder
  • Patent number: 7928979
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Grant
    Filed: February 1, 2008
    Date of Patent: April 19, 2011
    Assignee: Microsoft Corporation
    Inventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
  • Patent number: 7885469
    Abstract: Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.
    Type: Grant
    Filed: May 22, 2006
    Date of Patent: February 8, 2011
    Assignee: Microsoft Corporation
    Inventors: Xi Wang, Peter-Pike J. Sloan, Li-Yi Wei, Xin Tong, Baining Guo
  • 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
  • Patent number: 7633503
    Abstract: Computer graphics image rendering techniques render images using a precomputed radiance transfer (PRT) to model local effects such as bumps, wrinkles, or other detailed features on an arbitrarily deformable model's surface. The techniques apply zonal harmonics (ZH) which approximate spherical functions as sums of circularly symmetric functions around different axes. By spatially varying both the axes and coefficients of these basis functions, approximations can fit to spatially varying transfer signals. Compared to the spherical harmonic (SH) basis, the ZH basis yields a more compact approximation, and can be rotated at a low computational expense suitable for dense per-vertex or per-pixel evaluation. This allows PRT to be mapped onto deforming models which re-orient the local coordinate frame.
    Type: Grant
    Filed: March 22, 2005
    Date of Patent: December 15, 2009
    Assignee: Microsoft Corporation
    Inventors: John M. Snyder, Ben F. Luna, Peter-Pike J. Sloan
  • Patent number: 7609265
    Abstract: Real-time image rendering of diffuse and glossy objects in low-frequency lighting environments captures soft shadows, interreflections, and caustics. As a preprocess, a global transport simulator creates functions over the object's surface representing transfer of arbitrary, low-frequency source lighting into exiting radiance, but including global effects like shadowing and interreflection from the object onto itself. At run-time, these transfer functions are applied to the actual source lighting. Dynamic, local lighting is handled by sampling close to the object at every frame; the object can also be rigidly rotated with respect to the lighting and vice versa. Lighting and transfer functions are represented using low-order spherical harmonics. Functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space further allow cast soft shadows and caustics from rigidly moving casters onto arbitrary, dynamic receivers.
    Type: Grant
    Filed: July 9, 2007
    Date of Patent: October 27, 2009
    Assignee: Microsoft Corporation
    Inventors: Peter-Pike J. Sloan, John M. Snyder, Jan Kautz
  • Publication number: 20090237400
    Abstract: Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch.
    Type: Application
    Filed: February 1, 2008
    Publication date: September 24, 2009
    Applicant: MICROSOFT CORPORATION
    Inventors: AMAR PATEL, PETER-PIKE J. SLOAN, CRAIG C. PEEPER, SAMUEL Z. GLASSENBERG
  • Patent number: 7589725
    Abstract: The present soft shadowing technique pre-computes visibility of blockers using a log of a spherical harmonic visibility function. These logs can then be accumulated and exponentiated in real-time to yield the product visibility vector over all the blockers. The product visibility vector is combined with the light intensity and surface reflectance to determine shading at a receiver point in a computer-generated scene.
    Type: Grant
    Filed: June 30, 2006
    Date of Patent: September 15, 2009
    Assignee: Microsoft Corporation
    Inventors: John M. Snyder, Peter-Pike J. Sloan, Baining Guo, Kun Zhou, Rui Wang, Xinguo Liu, Zhong Ren, Bo Sun
  • Publication number: 20090102843
    Abstract: General and realtime technique for soft global illumination in low-frequency environmental lighting. The technique accumulates over a relatively few spherical proxies that approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are computed by accumulating vectors representing the proxy's unshadowed radiance when illuminated by the environment. Both vectors capture low-frequency directional dependence using the spherical harmonic basis. Additionally, a new proxy accumulation method splats each proxy to receiver pixels in image space to collect the proxy's contribution to shadowing and indirect lighting. A soft rendering pipeline unifies direct and indirect soft effects with an accumulation methodology that maps entirely to a graphics processing unit and outperforms previous vertex-based methods.
    Type: Application
    Filed: October 17, 2007
    Publication date: April 23, 2009
    Applicant: MICROSOFT CORPORATION
    Inventors: Peter-Pike J. Sloan, Naga K. Govindaraju, Derek Nowrouzezahrai, John M. Snyder
  • Publication number: 20080001947
    Abstract: The present soft shadowing technique pre-computes visibility of blockers using a log of a spherical harmonic visibility function. These logs can then be accumulated and exponentiated in real-time to yield the product visibility vector over all the blockers. The product visibility vector is combined with the light intensity and surface reflectance to determine shading at a receiver point in a computer-generated scene.
    Type: Application
    Filed: June 30, 2006
    Publication date: January 3, 2008
    Applicant: Microsoft Corporation Microsoft Patent Group
    Inventors: John M. Snyder, Peter-Pike J. Sloan, Baining Guo, Kun Zhou, Rui Wang, Xinguo Liu, Zhong Ren, Bo Sun