Patents by Inventor Sun Tjen Fam

Sun Tjen Fam 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: 10310830
    Abstract: Systems, methods, and computer readable media to improve the development of image processing intensive programs are described. In general, techniques are disclosed to non-intrusively monitor the run-time performance of shader programs on a graphics processing unit (GPU)—that is, to profile shader program execution. More particularly, the shader profiling comprises of sampling data during the execution of a compiled code on GPU. The execution duration of the sequences of instructions within the code is determined. Subsequently, based relative latency of the instructions within the sequence, the duration time for each binary instruction is determined. The binary instructions are then mapped to source code in order to obtain the amount of time each source code instruction in a shader take to execute per draw call.
    Type: Grant
    Filed: June 8, 2017
    Date of Patent: June 4, 2019
    Assignee: Apple Inc.
    Inventors: Syed Irfan Zaidi, Sun Tjen Fam, Puyan Lotfi, Venkat R. Indukuru, Jun Pan, Andrew M. Sowerby, Jean-Luc Duprat
  • Publication number: 20180349119
    Abstract: Systems, methods, and computer readable media to improve the development of image processing intensive programs are described. In general, techniques are disclosed to non-intrusively monitor the run-time performance of shader programs on a graphics processing unit (GPU)—that is, to profile shader program execution. More particularly, the shader profiling comprises of sampling data during the execution of a compiled code on GPU. The execution duration of the sequences of instructions within the code is determined. Subsequently, based relative latency of the instructions within the sequence, the duration time for each binary instruction is determined. The binary instructions are then mapped to source code in order to obtain the amount of time each source code instruction in a shader take to execute per draw call.
    Type: Application
    Filed: June 8, 2017
    Publication date: December 6, 2018
    Inventors: Syed Irfan Zaidi, Sun Tjen Fam, Puyan Lotfi, Venkat R. Indukuru, Jun Pan, Andrew M. Sowerby, Jean-Luc Duprat
  • Patent number: 9799087
    Abstract: Systems, methods, and computer readable media to improve the development of image processing intensive programs are described. In general, techniques are disclosed to non-intrusively monitor the run-time performance of shader programs on a graphics processing unit (GPU)—that is, to profile shader program execution. More particularly, GPU-based hardware threads may be configured to run in parallel too, and not interfere with, the execution environment of a GPU during shader program execution. When so configured, GPU hardware threads may be used to accurately characterize the run-time behavior of an application program's shader operations.
    Type: Grant
    Filed: September 9, 2013
    Date of Patent: October 24, 2017
    Assignee: Apple Inc.
    Inventors: Sun Tjen Fam, Andrew Sowerby
  • Patent number: 9342918
    Abstract: Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
    Type: Grant
    Filed: December 31, 2014
    Date of Patent: May 17, 2016
    Assignee: NINTENDO CO., LTD.
    Inventors: Claude Comair, Sun Tjen Fam, Prasanna Ghali, Jonathan J. Johnson
  • Publication number: 20150109291
    Abstract: Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
    Type: Application
    Filed: December 31, 2014
    Publication date: April 23, 2015
    Inventors: Claude COMAIR, Sun Tjen FAM, Prasanna GHALI, Jonathan J. JOHNSON
  • Publication number: 20150070367
    Abstract: Systems, methods, and computer readable media to improve the development of image processing intensive programs are described. In general, techniques are disclosed to non-intrusively monitor the run-time performance of shader programs on a graphics processing unit (GPU)—that is, to profile shader program execution. More particularly, GPU-based hardware threads may be configured to run in parallel too, and not interfere with, the execution environment of a GPU during shader program execution. When so configured, GPU hardware threads may be used to accurately characterize the run-time behavior of an application program's shader operations.
    Type: Application
    Filed: September 9, 2013
    Publication date: March 12, 2015
    Applicant: Apple Inc.
    Inventors: Sun Tjen Fam, Andrew Sowerby
  • Patent number: 8972230
    Abstract: Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
    Type: Grant
    Filed: August 26, 2008
    Date of Patent: March 3, 2015
    Assignee: Nintendo Co., Ltd.
    Inventors: Claude Comair, Sun Tjen Fam, Prasanna Ghali, Jonathan J. Johnson
  • Patent number: 7999812
    Abstract: Locality based morphing in a computer graphics system provides efficient techniques for simulating or animating position-based changes including but not limited to deformations. Two models are provided: a model unaffected by a destructive or other process, and a further model that has been totally affected by the process. Position information is used to specify particular parts of the model to morph. Morphing is selectively applied on a spatially localized basis so that only parts of the object are morphed whereas other parts of the object remain unmorphed. Such techniques can be used for example to simulate or animate progressive damage to a target such as an enemy robot.
    Type: Grant
    Filed: August 15, 2006
    Date of Patent: August 16, 2011
    Assignee: Nintendo Co, Ltd.
    Inventors: Scott Bassett, Sun Tjen Fam
  • Publication number: 20090066692
    Abstract: Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
    Type: Application
    Filed: August 26, 2008
    Publication date: March 12, 2009
    Applicant: NINTENDO CO., LTD.
    Inventors: Claude Comair, Sun Tjen Fam, Prasanna Ghali
  • Publication number: 20080043042
    Abstract: Locality based morphing in a computer graphics system provides efficient techniques for simulating or animating position-based changes including but not limited to deformations. Two models are provided: a model unaffected by a destructive or other process, and a further model that has been totally affected by the process. Position information is used to specify particular parts of the model to morph. Morphing is selectively applied on a spatially localized basis so that only parts of the object are morphed whereas other parts of the object remain unmorphed. Such techniques can be used for example to simulate or animate progressive damage to a target such as an enemy robot.
    Type: Application
    Filed: August 15, 2006
    Publication date: February 21, 2008
    Inventors: Scott Bassett, Sun Tjen Fam
  • Patent number: 7050064
    Abstract: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).
    Type: Grant
    Filed: April 8, 2002
    Date of Patent: May 23, 2006
    Assignee: Nintendo Co., Ltd.
    Inventors: Jun Pan, Samir Abou-Samra, Robert Champagne, Claude Comair, Sun Tjen Fam, Prasanna Ghali, Xin Li
  • Patent number: 6906732
    Abstract: A fast, texture morphing algorithm for real-time computer simulation and video games dynamically generates objects “on the fly” by simplifying and reducing the computational load required for a texture morphing/blending process. Incremental interpolation techniques compute a morph parameter based on previous value and morph change rate. Precomputed initial and incremental morph parameter values for each texel component are applied during real-time morphing procedures using integer arithmetic. Approximation errors are reduced by incrementing/decrementing by an extra integer value when the number of morph iterations is a multiple of a frame counter. The frame counter avoids over-runs, and the morphing procedure is “snapped” the texel value to the precise texture target value to prevent under-runs and corresponding artifacts. Interlacing (applying interpolation to a subset of the texels each frame) significantly reduces computational load without introducing significant image artifacts.
    Type: Grant
    Filed: January 28, 2000
    Date of Patent: June 14, 2005
    Assignee: Nintendo Co., Ltd.
    Inventors: Xin Li, Samir Abou-Samra, Robert Champagne, Claude Comair, Sun Tjen Fam, Prasanna Ghali, Jun Pan
  • Publication number: 20030189576
    Abstract: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).
    Type: Application
    Filed: April 8, 2002
    Publication date: October 9, 2003
    Inventors: Jun Pan, Samir Abou-Samra, Robert Champagne, Claude Comair, Sun Tjen Fam, Prasanna Ghali, Xin Li
  • Patent number: 6628286
    Abstract: Transformation matrices describing the motion of an articulated reference object specify translations of the reference object and/or its articulated parts, and are relative to the origin of the object's coordinate system. During the real-time animation process, a connection matrix is saved to represent the current transformation status of the animated object. This connection matrix being obtained by continuously concatenating an external transformation (if any) with the next animation step. This process allows efficient insertion of external transformations (e.g., resulting from operating real-time interactive user controls). Use of absolute transformations to develop the connection matrix allows a first animation sequence to be interrupted at any arbitrary point and immediately, smoothly followed by a second animation sequence (e.g., walking can be interrupted at any time and turned into running, jumping, etc.).
    Type: Grant
    Filed: October 8, 1999
    Date of Patent: September 30, 2003
    Assignee: Nintendo Software Technology Corporation
    Inventors: Claude Comair, Prasanna Ghali, Samir Abou Samra, Sun Tjen Fam, Xin Li
  • Patent number: 6591019
    Abstract: Compressing and decompressing techniques for transformation matrices 3D computer graphics systems use to animate objects achieve high compression ratios by taking advantage of common characteristics of homogenous 3D transformation matrices. The techniques use a bitmap to encode information on locations of ones and zeros of the matrix—bypassing the penchant of compilers to represent such information as high-precision numbers. Since most video game processors and display hardware are constrained by their resolutions and since an original transformation matrix often stores data that is more accurate than necessary, the techniques convert some real numbers in the matrix (e.g., those within the range of −1 and 1) into integers by scaling them by a constant. The resulting compressed matrices occupy much less storage space than their non-compressed counterparts, and can be efficiently decompressed in real time for use in interactive real time 3D animations.
    Type: Grant
    Filed: January 28, 2000
    Date of Patent: July 8, 2003
    Assignee: Nintendo Co., Ltd.
    Inventors: Claude Comair, Xin Li, Samir Abou-Samra, Robert Champagne, Sun Tjen Fam, Prasanna Ghali, Jun Pan
  • Patent number: 6416410
    Abstract: Loss-less data compression/decompression especially useful in a limited resource environment such as a handheld portable video game system allows graphics and/or attribute data to be efficiently and quickly decompressed on an as-needed basis in real time response to interactive user inputs. A two-level run-length-encoding is used to encode redundant patterns and redundant symbols. A common sentinel field format encodes whether data following the field is non-redundant data, a symbol run, or a pattern run. Compression ratios of 60% for representative symbol-mapped video display graphics/attribute files can be achieved.
    Type: Grant
    Filed: December 3, 1999
    Date of Patent: July 9, 2002
    Assignee: Nintendo Co., Ltd.
    Inventors: Samir Abou-Samra, Claude Comair, Robert Champagne, Sun Tjen Fam, Prasanna Ghali, Stephen Lee, Jun Pan, Xin Li
  • Patent number: 6373462
    Abstract: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).
    Type: Grant
    Filed: December 7, 1999
    Date of Patent: April 16, 2002
    Assignee: Nintendo Co., Ltd.
    Inventors: Jun Pan, Samir Abou-Samra, Robert Champagne, Claude Comair, Sun Tjen Fam, Prasanna Ghali, Xin Li
  • Patent number: 6369827
    Abstract: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).
    Type: Grant
    Filed: August 4, 2000
    Date of Patent: April 9, 2002
    Assignee: Nintendo Co., Ltd.
    Inventors: Jun Pan, Samir Abou-Samra, Robert Champagne, Prasanna Ghali, Xin Li, Claude Comair, Sun Tjen Fam