Patents by Inventor Samuel Z. Glassenberg
Samuel Z. Glassenberg 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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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: 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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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: 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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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