Patents by Inventor Walter E. Donovan

Walter E. Donovan 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: 7609273
    Abstract: A pixel load instruction for a programmable graphics processor. The pixel load instruction may be used during processing of graphics data to load graphics data from a writable output buffer into a local storage element. Using the pixel load instruction may ensure that the graphics data loaded is current, i.e., any pending writes to the location storing the graphics data are completed prior to loading the graphics data. Furthermore, the pixel load instruction may be enabled and disabled for one or more writable output buffers by setting or clearing bits in a pixel load enable register.
    Type: Grant
    Filed: May 12, 2006
    Date of Patent: October 27, 2009
    Assignee: NVIDIA Corporation
    Inventor: Walter E. Donovan
  • Patent number: 7599975
    Abstract: Systems and methods compress and decompress 16 bit data. The 16 bit data may be signed or unsigned and represented in a fixed point or floating point format. A fixed block size of data is compressed into a fixed length format. Data compressed using a medium quality compression scheme may be efficiently decompressed in hardware. Data may be efficiently compressed and decompressed in hardware using a high quality compression scheme. The high quality compression scheme has a lower compression ratio compared with the medium quality compression scheme, but is near lossless in terms of quality.
    Type: Grant
    Filed: April 27, 2005
    Date of Patent: October 6, 2009
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, David K. McAllister
  • Patent number: 7593018
    Abstract: A system and method for providing explicit weights for texture filtering permits filter weights to vary for each pixel within a primitive. A different filter kernel may be used for each pixel. The weights may be computed or read from a texture map. Because the weights are explicit, the fractional portions of the texture map coordinates that are typically used to determine a bilinearly filtered texel are not used.
    Type: Grant
    Filed: December 14, 2005
    Date of Patent: September 22, 2009
    Assignee: NVIDIA Corp.
    Inventors: Michael J. M. Toksvig, Walter E. Donovan
  • Patent number: 7586496
    Abstract: Shortening a footprint is a technique to reduce the number of texture samples anisotropically filtered to determine a texture value associated with a graphics fragment. Reducing the number of texture samples anisotropically filtered reduces the number of texture samples read and simplifies the filter computation. Programmable knobs are used to shorten the footprint of a pixel in texture space thereby reducing the number of texture samples used during anisotropic filtering. These knobs permit a user to determine a balance between improved texture map performance and anisotropic texture filtering quality.
    Type: Grant
    Filed: May 8, 2007
    Date of Patent: September 8, 2009
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, Paul S. Heckbert
  • Patent number: 7477205
    Abstract: A computer system including a processor, a display, and a graphics unit coupled between the processor and the display, in which the processor is configured to perform multi-display operations which generate multiple frames of display data for simultaneous display, and a graphics unit for use in such a system. Typically, the graphics unit includes graphics memory that includes at least two frame buffers, and the processor operates as if it were independently asserting multiple streams of display data to multiple frame buffers for driving multiple displays independently. Another aspect of the invention is a system that displays data from a frame buffer on a screen.
    Type: Grant
    Filed: November 5, 2002
    Date of Patent: January 13, 2009
    Assignee: NVIDIA Corporation
    Inventors: Abraham B. de Waal, Walter E. Donovan
  • Publication number: 20080211827
    Abstract: Floating-point texture filtering units leverage existing fixed-point filter circuits. Groups of floating-point texture values are converted to products of a fixed-point mantissa and a scaling factor that is the same for each texture value in the group. The fixed-point mantissas are filtered using a fixed-point filter circuit, and the filtered mantissa is combined with the scaling factor to determine a floating-point filtered value. Multiple floating-point filter results may be combined in a floating-point accumulator circuit. The same fixed-point filter circuit may also be used to filter fixed-point texture data by providing fixed-point input path that bypasses the format conversion and a fixed-point accumulator.
    Type: Application
    Filed: February 15, 2008
    Publication date: September 4, 2008
    Applicant: NVIDIA Corporation
    Inventors: Walter E. Donovan, Anders M. Kugler, Christopher D.S. Donham
  • Patent number: 7355603
    Abstract: Floating-point texture filtering units leverage existing fixed-point filter circuits. Groups of floating-point texture values are converted to products of a fixed-point mantissa and a scaling factor that is the same for each texture value in the group. The fixed-point mantissas are filtered using a fixed-point filter circuit, and the filtered mantissa is combined with the scaling factor to determine a floating-point filtered value. Multiple floating-point filter results may be combined in a floating-point accumulator circuit. The same fixed-point filter circuit may also be used to filter fixed-point texture data by providing fixed-point input path that bypasses the format conversion and a fixed-point accumulator.
    Type: Grant
    Filed: August 4, 2004
    Date of Patent: April 8, 2008
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, Anders M. Kugler, Christopher D. S. Donham
  • Patent number: 7339593
    Abstract: Anisotropic optimization is a technique to reduce the number of texture samples anisotropically filtered to determine a texture value associated with a graphics fragment. Reducing the number of texture samples anisotropically filtered reduces the number of texture samples read from memory and speeds up the filter computation. A programmable bias is used to control the number of texture samples used during anisotropic filtering, permitting a user to determine a balance between improved texture map performance and anisotropic texture filtering quality.
    Type: Grant
    Filed: September 26, 2003
    Date of Patent: March 4, 2008
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, Anders M. Kugler
  • Patent number: 7324117
    Abstract: An apparatus and method for using non-power of two texture maps is described. Texture map coordinates for a non-power of two dimension texture map such as u and v are computed without requiring a division operation. In addition to accessing non-power of two texture maps, the texture map coordinates may be used to access filtered versions of the non-power of two texture map, where the dimensions of each filtered version is arbitrary.
    Type: Grant
    Filed: March 29, 2004
    Date of Patent: January 29, 2008
    Assignee: NVIDIA Corporation
    Inventor: Walter E. Donovan
  • Patent number: 7274373
    Abstract: A system, method and computer program product are provided for programmable pixel processing in a computer graphics pipeline. In one embodiment of the present invention, arbitrary texture filtering is applied via a programmable shader.
    Type: Grant
    Filed: May 30, 2003
    Date of Patent: September 25, 2007
    Assignee: Nvidia Corporation
    Inventors: Rui M. Bastos, Walter E. Donovan, Stephen D. Lew, Harold Robert Feldman Zatz, John Erik Lindholm
  • Patent number: 7256792
    Abstract: An apparatus and method for using non-power of two texture maps is described. Normalized texture map coordinates such as s and t are converted from a floating point format to a fixed point format and wrapping operations are performed to produce unnormalized texture map coordinates such as u and v corresponding to non-power of two texture maps.
    Type: Grant
    Filed: July 26, 2006
    Date of Patent: August 14, 2007
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, Rajeev Jayavant
  • Patent number: 7221371
    Abstract: Shortening a footprint is a technique to reduce the number of texture samples anisotropically filtered to determine a texture value associated with a graphics fragment. Reducing the number of texture samples anisotropically filtered reduces the number of texture samples read and simplifies the filter computation. Programmable knobs are used to shorten the footprint of a pixel in texture space thereby reducing the number of texture samples used during anisotropic filtering. These knobs permit a user to determine a balance between improved texture map performance and anisotropic texture filtering quality.
    Type: Grant
    Filed: March 30, 2004
    Date of Patent: May 22, 2007
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, Paul S. Heckbert
  • Patent number: 7193627
    Abstract: Trilinear optimization is a technique to reduce the number of texture samples used to determine a texture value associated with a graphics fragment. Bilinear interpolations replace some trilinear interpolations, thereby reducing the number of texture samples read and simplifying the filter computation. A programmable trilinear slope is used to control replacement of a trilinear computation with a bilinear computation, permitting a user to determine a balance between improved texture map performance and texture filtering quality.
    Type: Grant
    Filed: December 5, 2005
    Date of Patent: March 20, 2007
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, Paul S. Heckbert
  • Patent number: 7167183
    Abstract: The current invention involves new systems and methods for reorganizing a texture sampling order that is used to read texels from a texel cache. When anisotropic filtering is used to process the texels read from the texel cache, the texels are read in an order based on a major axis alignment. Reorganizing texture sampling order to use the order based on the major axis alignment results in improved texel cache locality, thereby improving texel cache performance.
    Type: Grant
    Filed: October 14, 2004
    Date of Patent: January 23, 2007
    Assignee: NVIDIA Corporation
    Inventors: Walter E. Donovan, Anders M. Kugler, William P. Newhall, Jr., Paul S. Heckbert
  • Patent number: 7136071
    Abstract: An apparatus and method for using non-power of two texture maps is described. Normalized texture map coordinates such as s and t are converted from a floating point format to a fixed point format and wrapping operations are performed to produce unnormalized texture map coordinates such as u and v corresponding to non-power of two texture maps.
    Type: Grant
    Filed: June 23, 2004
    Date of Patent: November 14, 2006
    Assignee: Nvidia Corporation
    Inventors: Walter E. Donovan, Rajeev Jayavant
  • Patent number: 7136070
    Abstract: A system, method and computer program product are provided for programmable pixel processing in a computer graphics pipeline. In one embodiment of the present invention, a computed arbitrary quantity is applied as texture address.
    Type: Grant
    Filed: May 23, 2003
    Date of Patent: November 14, 2006
    Assignee: NVIDIA Corporation
    Inventors: Matthew N. Papakipos, Walter E. Donovan, Harold Robert Feldman Zatz, Henry Packard Moreton, John Erik Lindholm
  • Patent number: 7119806
    Abstract: A system, method and article of manufacture are provided for shadow mapping while rendering a primitive in a graphics pipeline. Initially, an offset operation is performed in order to generate a depth value while rendering a primitive. Further, a value of a slope associated with an edge of the primitive is identified. Thereafter, the depth value is conditionally clamped based on the value of the slope.
    Type: Grant
    Filed: September 30, 2003
    Date of Patent: October 10, 2006
    Assignee: Nvidia Corporation
    Inventors: Walter E. Donovan, Liang Peng
  • Patent number: 7109999
    Abstract: A method and system for implementing programmable texture lookups from texture coordinate sets. The method includes the step of generating a plurality of texture coordinates using a shader module. The shader module executes floating point calculations on received pixel data to generate the texture coordinates. A plurality of texture values are fetched using the texture coordinates. The fetching is performed by a texture unit coupled to receive the texture coordinates from the shader module. The fetching of the texture values is programmable with respect to the texture coordinates such that the number of texture coordinates are decoupled from the number of textures.
    Type: Grant
    Filed: May 29, 2003
    Date of Patent: September 19, 2006
    Assignee: nVidia Corporation
    Inventors: John Erik Lindholm, Harold Robert Feldman Zatz, Walter E. Donovan, Matthew N. Papakipos
  • Patent number: 7091983
    Abstract: An apparatus and method for using non-power of two texture maps with anisotropic filtering is described. An anisotropic perturbation is applied to a texture map coordinate to produce a perturbed texture coordinate. A wrapped texture map index for various wrap modes is computed using the perturbed texture coordinate and an LOD width. In addition to the anisotropic perturbation, the perturbed texture coordinate may also include a tap perturbation.
    Type: Grant
    Filed: May 26, 2004
    Date of Patent: August 15, 2006
    Assignee: NVIDIA Corporation
    Inventor: Walter E. Donovan
  • Patent number: 7091979
    Abstract: A pixel load instruction for a programmable graphics processor. The pixel load instruction may be used during processing of graphics data to load graphics data from a writable output buffer into a local storage element. Using the pixel load instruction may ensure that the graphics data loaded is current, i.e., any pending writes to the location storing the graphics data are completed prior to loading the graphics data. Furthermore, the pixel load instruction may be enabled and disabled for one or more writable output buffers by setting or clearing bits in a pixel load enable register.
    Type: Grant
    Filed: August 29, 2003
    Date of Patent: August 15, 2006
    Assignee: NVIDIA Corporation
    Inventor: Walter E. Donovan