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).
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Patent number: 10269176Abstract: 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: GrantFiled: December 28, 2016Date of Patent: April 23, 2019Assignee: MICROSOFT TECHNOLOGY LICENSING, LLCInventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
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Patent number: 10008034Abstract: 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: GrantFiled: October 18, 2013Date of Patent: June 26, 2018Assignee: NVIDIA CorporationInventors: 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
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Publication number: 20170109927Abstract: 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: ApplicationFiled: December 28, 2016Publication date: April 20, 2017Inventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
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Patent number: 9547936Abstract: 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: GrantFiled: April 14, 2014Date of Patent: January 17, 2017Assignee: Microsoft Technology Licensing, LLCInventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
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Publication number: 20140327690Abstract: 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: ApplicationFiled: October 18, 2013Publication date: November 6, 2014Applicant: NVIDIA CorporationInventors: 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
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Publication number: 20140225891Abstract: 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: ApplicationFiled: April 14, 2014Publication date: August 14, 2014Applicant: MICROSOFT CORPORATIONInventors: AMAR PATEL, PETER-PIKE J. SLOAN, CRAIG C. PEEPER, SAMUEL Z. GLASSENBERG
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Patent number: 8698803Abstract: 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: GrantFiled: March 3, 2011Date of Patent: April 15, 2014Assignee: Microsoft CorporationInventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
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Patent number: 7973799Abstract: 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: GrantFiled: July 2, 2010Date of Patent: July 5, 2011Assignee: Microsoft CorporationInventors: Daniel K. Baker, Michael V. Oneppo, Samuel Glassenberg, Peter-Pike J. Sloan, John Rapp
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Publication number: 20110148877Abstract: 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: ApplicationFiled: March 3, 2011Publication date: June 23, 2011Applicant: MICROSOFT CORPORATIONInventors: AMAR PATEL, PETER-PIKE J. SLOAN, CRAIG C. PEEPER, SAMUEL Z. GLASSENBERG
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Patent number: 7948490Abstract: 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: GrantFiled: October 22, 2003Date of Patent: May 24, 2011Assignee: Microsoft CorporationInventors: Peter-Pike J. Sloan, John M. Snyder
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Patent number: 7928979Abstract: 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: GrantFiled: February 1, 2008Date of Patent: April 19, 2011Assignee: Microsoft CorporationInventors: Amar Patel, Peter-Pike J. Sloan, Craig C. Peeper, Samuel Z. Glassenberg
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Patent number: 7885469Abstract: 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: GrantFiled: May 22, 2006Date of Patent: February 8, 2011Assignee: Microsoft CorporationInventors: Xi Wang, Peter-Pike J. Sloan, Li-Yi Wei, Xin Tong, Baining Guo
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Publication number: 20100271383Abstract: 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: ApplicationFiled: July 2, 2010Publication date: October 28, 2010Applicant: Microsoft CorporationInventors: Daniel K. Baker, Michael V. Oneppo, Samuel Glassenberg, Peter-Pike J. Sloan, John Rapp
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Patent number: 7768523Abstract: 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: GrantFiled: March 9, 2006Date of Patent: August 3, 2010Assignee: Microsoft CorporationInventors: Daniel K. Baker, Michael V. Oneppo, Samuel Glassenberg, Peter-Pike J. Sloan, John Rapp
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Patent number: 7633503Abstract: 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: GrantFiled: March 22, 2005Date of Patent: December 15, 2009Assignee: Microsoft CorporationInventors: John M. Snyder, Ben F. Luna, Peter-Pike J. Sloan
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Patent number: 7609265Abstract: 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: GrantFiled: July 9, 2007Date of Patent: October 27, 2009Assignee: Microsoft CorporationInventors: Peter-Pike J. Sloan, John M. Snyder, Jan Kautz
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Publication number: 20090237400Abstract: 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: ApplicationFiled: February 1, 2008Publication date: September 24, 2009Applicant: MICROSOFT CORPORATIONInventors: AMAR PATEL, PETER-PIKE J. SLOAN, CRAIG C. PEEPER, SAMUEL Z. GLASSENBERG
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Patent number: 7589725Abstract: 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: GrantFiled: June 30, 2006Date of Patent: September 15, 2009Assignee: Microsoft CorporationInventors: John M. Snyder, Peter-Pike J. Sloan, Baining Guo, Kun Zhou, Rui Wang, Xinguo Liu, Zhong Ren, Bo Sun
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Publication number: 20090102843Abstract: 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: ApplicationFiled: October 17, 2007Publication date: April 23, 2009Applicant: MICROSOFT CORPORATIONInventors: Peter-Pike J. Sloan, Naga K. Govindaraju, Derek Nowrouzezahrai, John M. Snyder
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Publication number: 20080001947Abstract: 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: ApplicationFiled: June 30, 2006Publication date: January 3, 2008Applicant: Microsoft Corporation Microsoft Patent GroupInventors: John M. Snyder, Peter-Pike J. Sloan, Baining Guo, Kun Zhou, Rui Wang, Xinguo Liu, Zhong Ren, Bo Sun