Patents by Inventor Rouslan Dimitrov
Rouslan Dimitrov 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: 12081812Abstract: A performance metrics of a receiver is obtained using frames of an application hosted by a server that are received via a network. The one or more performance metrics include information indicative of a current occupancy of a frame buffer corresponding to the receiver and information indicative of a target occupancy of the frame buffer corresponding to the receiver. The frame buffer of the receiver is used to queue frames of the application for display. A frame rate associated with rendering at least one next frame of the application is adjusted using the one or more performance metrics of the receiver to control population of the frame buffer. Subsequent frames of the application hosted by the server are rendered using the adjusted frame rate. Upon rendering the subsequent frames, the server sends the subsequent frames to the receiver for display.Type: GrantFiled: June 5, 2023Date of Patent: September 3, 2024Assignee: NVIDIA CorporationInventors: Rouslan Dimitrov, Viktor Grigoryevich Vandanov, Sau Yan Keith Li, James Howard, Scott Phillip Cutler
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Patent number: 12056854Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.Type: GrantFiled: March 28, 2022Date of Patent: August 6, 2024Assignee: NVIDIA CORPORATIONInventors: Thomas Albert Petersen, Ankan Banerjee, Shishir Goyal, Sau Yan Keith Li, Lars Nordskog, Rouslan Dimitrov
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Publication number: 20240202860Abstract: A weighted average execution time associated with each execution stage of a plurality of execution stages used to process a plurality of frames in parallel is obtained. The processing of each of the plurality of frames is performed at each of the plurality of execution stages in a sequential order, starting with an initial execution stage and continuing with each subsequent execution stage. A first largest weighted average execution time associated with one of the plurality of execution stages is determined. A delay to the initial execution stage prior to processing a first next frame is applied. The delay is determined based on the first largest weighted average execution time.Type: ApplicationFiled: March 4, 2024Publication date: June 20, 2024Inventors: Sau Yan Keith Li, Seth Schneider, Cody Robson, Lars Nordskog, Charles Hansen, Rouslan Dimitrov
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Patent number: 11922533Abstract: A weighted average execution time associated with each execution stage of a plurality of execution stages used to process a plurality of frames in parallel is obtained. The processing of each of the plurality of frames is performed at each of the plurality of execution stages in a sequential order, starting with an initial execution stage and continuing with each subsequent execution stage. A first largest weighted average execution time associated with one of the plurality of execution stages is determined. A delay to the initial execution stage prior to processing a first next frame is applied. The delay is determined based on the first largest weighted average execution time.Type: GrantFiled: September 21, 2021Date of Patent: March 5, 2024Assignee: Nvidia CorporationInventors: Sau Yan Keith Li, Seth Schneider, Cody Robson, Lars Nordskog, Charles Hansen, Rouslan Dimitrov
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Publication number: 20230328302Abstract: A performance metrics of a receiver is obtained using frames of an application hosted by a server that are received via a network. The one or more performance metrics include information indicative of a current occupancy of a frame buffer corresponding to the receiver and information indicative of a target occupancy of the frame buffer corresponding to the receiver. The frame buffer of the receiver is used to queue frames of the application for display. A frame rate associated with rendering at least one next frame of the application is adjusted using the one or more performance metrics of the receiver to control population of the frame buffer. Subsequent frames of the application hosted by the server are rendered using the adjusted frame rate. Upon rendering the subsequent frames, the server sends the subsequent frames to the receiver for display.Type: ApplicationFiled: June 5, 2023Publication date: October 12, 2023Inventors: Rouslan Dimitrov, Viktor Grigoryevich Vandanov, Sau Yan Keith Li, James Howard, Scott Phillip Cutler
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Patent number: 11722671Abstract: The present disclosure is directed to a method and system for increasing virtual machine (VM) density on a server system through adaptive rendering by dynamically shifting video rendering tasks to a client computing device. In one embodiment, a processor in a server manages virtual machines in the server by controlling a number of VMs and an amount of system resources allocated to the VMs. The number of VMs and the amount of resources allocated to the VMs are controlled by shifting video rendering from at least one of the VMs to a client device, and increasing the number of the VMs in the server after the shifting.Type: GrantFiled: April 20, 2021Date of Patent: August 8, 2023Assignee: NVIDIA CorporationInventors: Rouslan Dimitrov, Chris Amsinck, Viktor Vandanov, Santanu Dutta, Walter Donovan, Olivier Lapicque
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Patent number: 11700402Abstract: A performance metrics of a receiver is obtained using frames of an application hosted by a server that are received via a network. The one or more performance metrics include information indicative of a current occupancy of a frame buffer corresponding to the receiver and information indicative of a target occupancy of the frame buffer corresponding to the receiver. The frame buffer of the receiver is used to queue frames of the application for display. A frame rate associated with rendering at least one next frame of the application is adjusted using the one or more performance metrics of the receiver to control population of the frame buffer. Subsequent frames of the application hosted by the server are rendered using the adjusted frame rate. Upon rendering the subsequent frames, the server sends the subsequent frames to the receiver for display.Type: GrantFiled: March 25, 2022Date of Patent: July 11, 2023Assignee: Nvidia CorporationInventors: Rouslan Dimitrov, Viktor Grigoryevich Vandanov, Sau Yan Keith Li, James Howard, Scott Phillip Cutler
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Publication number: 20230087268Abstract: A weighted average execution time associated with each execution stage of a plurality of execution stages used to process a plurality of frames in parallel is obtained. The processing of each of the plurality of frames is performed at each of the plurality of execution stages in a sequential order, starting with an initial execution stage and continuing with each subsequent execution stage. A first largest weighted average execution time associated with one of the plurality of execution stages is determined. A delay to the initial execution stage prior to processing a first next frame is applied. The delay is determined based on the first largest weighted average execution time.Type: ApplicationFiled: September 21, 2021Publication date: March 23, 2023Inventors: Sau Yan Keith Li, Seth Schneider, Cody Robson, Lars Nordskog, Charles Hansen, Rouslan Dimitrov
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Publication number: 20220222783Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.Type: ApplicationFiled: March 28, 2022Publication date: July 14, 2022Inventors: Thomas Albert Petersen, Ankan Banerjee, Shishir Goyal, Sau Yan Keith Li, Lars Nordskog, Rouslan Dimitrov
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Patent number: 11367160Abstract: A parallel processing unit (e.g., a GPU), in some examples, includes a hardware scheduler and hardware arbiter that launch graphics and compute work for simultaneous execution on a SIMD/SIMT processing unit. Each processing unit (e.g., a streaming multiprocessor) of the parallel processing unit operates in a graphics-greedy mode or a compute-greedy mode at respective times. The hardware arbiter, in response to a result of a comparison of at least one monitored performance or utilization metric to a user-configured threshold, can selectively cause the processing unit to run one or more compute work items from a compute queue when the processing unit is operating in the graphics-greedy mode, and cause the processing unit to run one or more graphics work items from a graphics queue when the processing unit is operating in the compute-greedy mode. Associated methods and systems are also described.Type: GrantFiled: August 2, 2018Date of Patent: June 21, 2022Assignee: NVIDIA CORPORATIONInventors: Rajballav Dash, Gregory Palmer, Gentaro Hirota, Lacky Shah, Jack Choquette, Emmett Kilgariff, Sriharsha Niverty, Milton Lei, Shirish Gadre, Omkar Paranjape, Lei Yang, Rouslan Dimitrov
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Patent number: 11321816Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.Type: GrantFiled: February 17, 2021Date of Patent: May 3, 2022Assignee: NVIDIA CORPORATIONInventors: Thomas Albert Petersen, Ankan Banerjee, Shishir Goyal, Sau Yan Keith Li, Lars Nordskog, Rouslan Dimitrov
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Patent number: 11107176Abstract: A tile-based system for processing graphics data. The tile based system includes a first screen-space pipeline, a cache unit, and a first tiling unit. The first tiling unit is configured to transmit a first set of primitives that overlap a first cache tile and a first prefetch command to the first screen-space pipeline for processing, and transmit a second set of primitives that overlap a second cache tile to the first screen-space pipeline for processing. The first prefetch command is configured to cause the cache unit to fetch data associated with the second cache tile from an external memory unit. The first tiling unit may also be configured to transmit a first flush command to the screen-space pipeline for processing with the first set of primitives. The first flush command is configured to cause the cache unit to flush data associated with the first cache tile.Type: GrantFiled: October 1, 2013Date of Patent: August 31, 2021Assignee: NVIDIA CorporationInventors: Ziyad S. Hakura, Rouslan Dimitrov
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Publication number: 20210243444Abstract: The present disclosure is directed to a method and system for increasing virtual machine (VM) density on a server system through adaptive rendering by dynamically shifting video rendering tasks to a client computing device. In one embodiment, a processor in a server manages virtual machines in the server by controlling a number of VMs and an amount of system resources allocated to the VMs. The number of VMs and the amount of resources allocated to the VMs are controlled by shifting video rendering from at least one of the VMs to a client device, and increasing the number of the VMs in the server after the shifting.Type: ApplicationFiled: April 20, 2021Publication date: August 5, 2021Inventors: Rouslan Dimitrov, Chris Amsinck, Viktor Vandanov, Santanu Dutta, Walter Donovan, Olivier Lapicque
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Publication number: 20210174475Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.Type: ApplicationFiled: February 17, 2021Publication date: June 10, 2021Inventors: Thomas Albert Petersen, Ankan Banerjee, Shishir Goyal, Sau Yan Keith Li, Lars Nordskog, Rouslan Dimitrov
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Patent number: 11012694Abstract: The present disclosure is directed to a method to increase virtual machine density on a server system through adaptive rendering by dynamically determining when to shift video rendering tasks between the server system and a client computing device. In another embodiment, the adaptive rendering, using various parameters, can select one or more encoding and compression algorithms to use to prepare and process the video for transmission to the client computing device. In another embodiment, a video rendering system is disclosed that can adaptively alter how and where a video is rendered, encoded, and compressed.Type: GrantFiled: May 1, 2018Date of Patent: May 18, 2021Assignee: Nvidia CorporationInventors: Rouslan Dimitrov, Chris Amsinck, Viktor Vandanov, Santanu Dutta, Walter Donovan, Olivier Lapicque
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Patent number: 10957020Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.Type: GrantFiled: December 3, 2018Date of Patent: March 23, 2021Assignee: NVIDIA CORPORATIONInventors: Thomas Albert Petersen, Ankan Banerjee, Shishir Goyal, Sau Yan Keith Li, Lars Nordskog, Rouslan Dimitrov
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Patent number: 10741143Abstract: Systems and techniques for streaming video with dynamic jitter tolerance are described. In one example, a system includes a server executing an application and generating image frames associated with the application at a frame rate, and a client which displays the image frames on a display that has a predetermined refresh rate and which monitors arrival times of the image frames in relation to the predetermined refresh rate. The server is further configured to dynamically change the frame rate based on the monitoring so that the frame rate more closely corresponds to the predetermined refresh rate of the client's display.Type: GrantFiled: October 22, 2018Date of Patent: August 11, 2020Assignee: NVIDIA CorporationInventor: Rouslan Dimitrov
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Patent number: 10713756Abstract: One aspect of the current disclosure provides a method of upscaling an image. The method includes: rendering an image, wherein the rendering includes generating color samples of the image at a first resolution and depth samples of the image at a second resolution, which is higher than the first resolution; and upscaling the image to an upscaled image at a third resolution, which is higher than the first resolution, using the color samples and the depth samples.Type: GrantFiled: May 1, 2018Date of Patent: July 14, 2020Assignee: Nvidia CorporationInventors: Rouslan Dimitrov, Lei Yang, Chris Amsinck, Walter Donovan, Eric Lum, Rui Bastos
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Publication number: 20200043123Abstract: A parallel processing unit (e.g., a GPU), in some examples, includes a hardware scheduler and hardware arbiter that launch graphics and compute work for simultaneous execution on a SIMD/SIMT processing unit. Each processing unit (e.g., a streaming multiprocessor) of the parallel processing unit operates in a graphics-greedy mode or a compute-greedy mode at respective times. The hardware arbiter, in response to a result of a comparison of at least one monitored performance or utilization metric to a user-configured threshold, can selectively cause the processing unit to run one or more compute work items from a compute queue when the processing unit is operating in the graphics-greedy mode, and cause the processing unit to run one or more graphics work items from a graphics queue when the processing unit is operating in the compute-greedy mode. Associated methods and systems are also described.Type: ApplicationFiled: August 2, 2018Publication date: February 6, 2020Inventors: Rajballav DASH, Gregory PALMER, Gentaro HIROTA, Lacky SHAH, Jack CHOQUETTE, Emmett KILGARIFF, Sriharsha NIVERTY, Milton LEI, Shirish GADRE, Omkar PARANJAPE, Lei YANG, Rouslan DIMITROV
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Method and apparatus for rendering perspective-correct images for a tilted multi-display environment
Patent number: 10503457Abstract: Techniques for rendering images on multiple tilted displays concurrently to mitigate perspective distortion are disclosed herein. According to one described approach, viewports are assigned to a center monitor and two peripheral monitors. Scene data for the viewports is calculated, and geometric primitives are generated for the viewports based on the scene data. Image transformation is performed based on a modified perspective value to modify geometry of the geometric primitives based on tilt angles of the displays, and the geometric primitives are rasterized using the modified geometry.Type: GrantFiled: July 17, 2017Date of Patent: December 10, 2019Assignee: Nvidia CorporationInventors: Rouslan Dimitrov, Yury Uralsky, Lars Nordskog, Dmitry Zhdan