Patents by Inventor Steven E. Molnar

Steven E. Molnar 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: 7880747
    Abstract: A technique for handling floating-point special values, e.g., Infinity, NaN, ?Zero, and denorms, during blend operations is provided so that blend operations on fragment color values that contain special values can be performed in compliance with special value handling rules. In particular, the presence of special values is detected or the potential presence of special values is detected. This information is used to qualify when blend optimizations may be performed, so that floating point blend operations can remain conformant to special value handling rules.
    Type: Grant
    Filed: December 13, 2006
    Date of Patent: February 1, 2011
    Assignee: NVIDIA Corporation
    Inventors: Steven E. Molnar, Jerome F. Duluk, Jr., Henry P. Moreton, Daniel P. Wilde, Mark J. French, Bengt-Olaf Schneider, Jonathan J. Dunaisky, Weizhong Xu
  • Patent number: 7868901
    Abstract: Embodiments of the present invention sets forth a method and system for reducing memory bandwidth requirements for an anti-aliasing operation. The first virtual coverage information for a pixel involved in an anti-aliasing operation is maintained in memory. If a certain operating condition of the anti-aliasing operation deterministically implies the second virtual coverage information for this pixel, the second virtual coverage information, as opposed to the first virtual coverage information, is used in the anti-aliasing operation. In such situations, since the virtual coverage information is implied, it does not have to be accessed from memory, thereby improving overall system performance.
    Type: Grant
    Filed: November 6, 2006
    Date of Patent: January 11, 2011
    Assignee: NVIDIA Corporation
    Inventors: John H. Edmondson, Steven E. Molnar, Bengt-Olaf Schneider, Gary C. King, Michael J. M. Toksvig, Peter B. Holmqvist, James M. O'Connor
  • Patent number: 7859541
    Abstract: A graphics system utilizes page table entries to provide information on the storage format used to store graphics data. The page table entries, in turn, may be used for address translation. Exemplary kinds of storage format information include compression mode, a packing mode for storing Z data in tiles or color data in tiles, and a mode for allocating tile data among partitions in a partitioned memory.
    Type: Grant
    Filed: June 5, 2009
    Date of Patent: December 28, 2010
    Assignee: NVIDIA Corporation
    Inventors: John S. Montrym, David B. Glasco, Steven E. Molnar
  • Patent number: 7830392
    Abstract: The number of crossbars in a graphics processing unit is reduced by assigning each of a plurality of pixels to one of a plurality of pixel shaders based at least in part on a location of each of the plurality of pixels within an image area, generating an attribute value for each of the plurality of pixels using the plurality of pixel shaders, mapping the attribute value of each of the plurality of pixels to one of a plurality of memory partitions, and storing the attribute values in the memory partitions according to the mapping. The attribute value generated by a particular one of the pixel shaders is mapped to the same one of the plurality of memory partitions.
    Type: Grant
    Filed: December 18, 2006
    Date of Patent: November 9, 2010
    Assignee: NVIDIA Corporation
    Inventors: John M. Danskin, Steven E. Molnar, John S. Montrym, Mark French, John H. Edmondson
  • Patent number: 7804499
    Abstract: The current invention involves new systems and methods for providing variable rasterization performance suited to the size and shape of the primitives being rendered. Portions of pixel tiles that are fully covered by a graphics primitive are encoded and processed by the system as rectangles, rather than expanding to explicit samples. This accelerates the rendering of large primitives without increasing the computation resources used for rasterization. In some embodiments, these fully-covered regions can be rendered compressed without ever expanding into samples.
    Type: Grant
    Filed: August 28, 2006
    Date of Patent: September 28, 2010
    Assignee: NVIDIA Corporation
    Inventors: Steven E. Molnar, Franklin C. Crow, Blaise A. Vignon
  • Patent number: 7692659
    Abstract: One embodiment of the present invention sets forth a technique for improving graphics rendering efficiency by processing pixels in a compressed format whenever possible within a multi-sampling graphics pipeline. Each geometric primitive is rasterized into fragments, corresponding to screen space pixels covered at least partially by the geometric primitive. Fragment coverage represents the pixel area covered by the geometric primitive and determines the weighted contribution of a fragment color to the corresponding screen space pixel. Samples associated with a given fragment are called sibling samples and have the same color value. The property of sibling samples having the same color value is exploited to compress and process multiple samples, thereby reducing the size of the associated logic and the amount of data written to and read from the frame buffer.
    Type: Grant
    Filed: November 6, 2006
    Date of Patent: April 6, 2010
    Assignee: NVIDIA Corporation
    Inventors: Steven E Molnar, Daniel P. Wilde, Mark J. French, Robert J. Stoll
  • Patent number: 7683905
    Abstract: Apparatuses and methods for detecting position conflicts during fragment processing are described. Prior to executing a program on a fragment, a conflict detection unit, within a fragment processor checks if there is a position conflict indicating a RAW (read after write) hazard may exist. A RAW hazard exists when there is a pending write to a destination location that source data will be read from during execution of the program. When the fragment enters a processing pipeline, each destination location that may be written during the processing of the fragment is entered in conflict detection unit. During processing, the conflict detection unit is updated when a pending write to a destination location is completed.
    Type: Grant
    Filed: July 26, 2006
    Date of Patent: March 23, 2010
    Assignee: NVIDIA Corporation
    Inventors: David B. Kirk, Matthew N. Papakipos, Rui M. Bastos, John Erik Lindholm, Steven E. Molnar
  • Patent number: 7659893
    Abstract: At least two different processing sections in a graphics processors compute Z coordinates for a sample location from a compressed Z representation. The processors are designed to ensure that Z coordinates computed in any unit in the processor are identical. In one embodiment, the respective arithmetic circuits included in each processing section that computes Z coordinates are “bit-identical,” meaning that, for any input planar Z representation and coordinates, the output Z coordinates produced by the circuits are identical to each other.
    Type: Grant
    Filed: October 2, 2006
    Date of Patent: February 9, 2010
    Assignee: NVIDIA Corporation
    Inventors: Stuart F. Oberman, Steven E. Molnar, Alexander L. Minkin, Peter B. Holmqvist
  • Publication number: 20100002000
    Abstract: A system and method for dynamically adjusting the pixel sampling rate during primitive shading can improve image quality or increase shading performance. Hybrid antialiasing is performed by selecting a number of shaded samples per pixel fragment. A combination of supersample and multisample antialiasing is used where a cluster of sub-pixel samples (multisamples) is processed for each pass through a fragment shader pipeline. The number of shader passes and multisamples in each cluster can be determined dynamically for each primitive based on rendering state.
    Type: Application
    Filed: July 3, 2008
    Publication date: January 7, 2010
    Inventors: Cass W. Everitt, Steven E. Molnar
  • Publication number: 20100001999
    Abstract: A system and method for dynamically adjusting the pixel sampling rate during primitive shading can improve image quality or increase shading performance. Hybrid antialiasing is performed by selecting a number of shaded samples per pixel fragment. A combination of supersample and multisample antialiasing is used where a cluster of sub-pixel samples (multisamples) is processed for each pass through a fragment shader pipeline. The number of shader passes and multisamples in each cluster can be determined dynamically for each primitive based on rendering state.
    Type: Application
    Filed: July 3, 2008
    Publication date: January 7, 2010
    Inventors: Cass W. Everitt, Steven E. Molnar
  • Patent number: 7629982
    Abstract: Circuits, methods, and apparatus that reduce the amount of data transferred between a graphics processor integrated circuit and graphics memory. Various embodiments of the present invention further improve the efficiency of blenders that are included on a graphics processor. One embodiment provides for the storage of a reduced number of subsamples of a pixel when the storage of a larger number of subsamples would be redundant. The number of subsamples that are blended with source data are compressed, thereby reducing the task load on the blenders increasing their efficiency. These methods can be disabled to avoid errors that may arise in certain applications.
    Type: Grant
    Filed: December 11, 2008
    Date of Patent: December 8, 2009
    Assignee: NVIDIA Corporation
    Inventors: Gary C. King, Luke Y. Chang, Steven E. Molnar, David K. McAllister
  • Patent number: 7626588
    Abstract: Prescient cache management methods and systems are disclosed. In one embodiment, a local cache that operates within a raster engine operations stage of a graphics rendering pipeline is managed by following a number of caching decisions related to a number of cached tiles. Each of these cached tiles has a certain priority to remain in the local cache, with the priority corresponding to a conflict type received from a buffer operating within a pre-raster engine operations stage of the graphics rendering pipeline.
    Type: Grant
    Filed: June 16, 2006
    Date of Patent: December 1, 2009
    Assignee: NVIDIA Corporation
    Inventors: Steven E. Molnar, Mark J. French, Cass W. Everitt, Adam Clark Weitkemper, Phillip Keslin, David L. Anderson, George R. Lynch
  • Patent number: 7620798
    Abstract: A synchronization mechanism is used to synchronize events across multiple execution pipelines that process transaction streams. A common set of state configuration is included in each transaction stream to control processing of data that is distributed between the different transaction streams. Portions of the state configuration correspond to portions of the data. Execution of the transaction streams is synchronized to ensure that each portion of the data is processed using the state configuration that corresponds to that portion of the data. The synchronization mechanism may be used for multiple synchronizations and when the synchronization signals are pipelined to meet chip-level timing requirements.
    Type: Grant
    Filed: October 30, 2006
    Date of Patent: November 17, 2009
    Assignee: NVIDIA Corporation
    Inventors: Mark J. French, Steven E. Molnar
  • Patent number: 7616209
    Abstract: Prescient cache management methods and systems are disclosed. In one embodiment, within a pre-raster engine operations stage in a graphics rendering pipeline, tile entries are stored in a buffer. Each of these tile entries is related a transaction request that enters the pre-raster engine operations stage and has a screen coordinates field and a conflict field. If this buffer includes a first tile entry, which is related to a first transaction request associated with a first tile, and a second tile entry, which is related to a second transaction request that enters the pre-raster engine operations stage after the first transaction request and is also associated with the first tile, the conflict field of the first tile entry is updated with a conflict type that reflects a number of tile entries between the first tile entry and the second tile entry.
    Type: Grant
    Filed: June 16, 2006
    Date of Patent: November 10, 2009
    Assignee: NVIDIA Corporation
    Inventors: Steven E. Molnar, Mark J. French, Cass W. Everitt, Adam Clark Weitkemper, Phillip Keslin, David L. Anderson, George R. Lynch
  • Publication number: 20090244074
    Abstract: A graphics system utilizes page table entries to provide information on the storage format used to store graphics data. The page table entries, in turn, may be used for address translation. Exemplary kinds of storage format information include compression mode, a packing mode for storing Z data in tiles or color data in tiles, and a mode for allocating tile data among partitions in a partitioned memory.
    Type: Application
    Filed: June 5, 2009
    Publication date: October 1, 2009
    Inventors: John S. Montrym, David B. Glasco, Steven E. Molnar
  • Patent number: 7573485
    Abstract: A graphics system has a mode of operation in which real samples and virtual samples are generated for anti-aliasing pixels. Each virtual sample identifies a set of real samples associated with a common primitive that covers a virtual sample location within a pixel. The virtual samples provide additional coverage information that may be used to adjust the weights of real samples.
    Type: Grant
    Filed: December 13, 2007
    Date of Patent: August 11, 2009
    Assignee: NVIDIA Corporation
    Inventors: Gary C. King, Douglas Sim Dietrich, Jr., Michael J. M. Toksvig, Steven E. Molnar, Edward A. Hutchins
  • Patent number: 7545382
    Abstract: A graphics system utilizes page table entries to provide information on the storage format used to store graphics data. The page table entries, in turn, may be used for address translation. Exemplary kinds of storage format information include compression mode, a packing mode for storing Z data in tiles or color data in tiles, and a mode for allocating tile data among partitions in a partitioned memory.
    Type: Grant
    Filed: March 29, 2006
    Date of Patent: June 9, 2009
    Assignee: NVIDIA Corporation
    Inventors: John S. Montrym, David B. Glasco, Steven E. Molnar
  • Patent number: 7519797
    Abstract: An event occurring in a graphics pipeline is detected and counted at the location of its occurrence using an event detector and a local counter. The event count maintained by the local counter is reported asynchronously to a global counter. The global counter is configured to be of higher precision than the local counter and is positioned at a place that is convenient for reporting the events, e.g., at the end of the graphics pipeline.
    Type: Grant
    Filed: November 2, 2006
    Date of Patent: April 14, 2009
    Assignee: NIVIDIA Corporation
    Inventors: Gregory J. Stiehl, David L. Anderson, Cass W. Everitt, Mark J. French, Steven E. Molnar
  • Patent number: 7511717
    Abstract: Hybrid sampling of pixels of an image involves generating shading values at multiple shading sample locations and generating depth values at multiple depth sample locations, with the number of depth sample locations exceeding the number of shading sample locations. Each shading sample location is associated with one or more of the depth sample locations. Generation and filtering of hybrid sampled pixel data can be done within a graphics processing system, transparent to an application that provides image data.
    Type: Grant
    Filed: July 15, 2005
    Date of Patent: March 31, 2009
    Assignee: Nvidia Corporation
    Inventors: Rui M. Bastos, Steven E. Molnar, Michael J. M. Toksvig, Matthew J. Craighead
  • Patent number: 7508397
    Abstract: Methods, apparatuses, and systems are presented for modifying data in memory associated with an image, involving processing data operations in a pipelined process affecting data in memory corresponding to the image. The data operations include a first data operation involving a first read operation followed by a first write operation, and a second data operation involving a second read operation followed by a second write operation. After starting the first read operation, a determination is made whether data associated with the first data operation overlaps with data associated with the second data operation. If a data overlap occurs, the second read operation is started after the first write operation is completed, and if no data overlap occurs, the second read operation is started before the first write operation is completed.
    Type: Grant
    Filed: November 10, 2004
    Date of Patent: March 24, 2009
    Assignee: Nvidia Corporation
    Inventors: Steven E. Molnar, Justin Legakis