Patents by Inventor William P. Newhall, Jr.

William P. Newhall, Jr. 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: 7271810
    Abstract: Systems and methods for determining the number of texture samples used to produce an anisotropically filtered texture mapped pixel may improve texture mapping performance or image quality. The number of texture samples may be increased or decreased based on texture state variables that may be specific to each texture map. Furthermore, the texture samples may be positioned along an axis of anisotropy to approximate an elliptical footprint, ensuring that the texture samples span the entire axis of anisotropy. A graphics driver may load the texture state variables and configure a system to modify the number of texture samples and/or position the texture samples used to produce the anisotropically filtered texture mapped pixel.
    Type: Grant
    Filed: March 1, 2005
    Date of Patent: September 18, 2007
    Assignee: NVIDIA Corporation
    Inventors: William P. Newhall, Jr., Shu-Yi Yu
  • 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: 6876362
    Abstract: An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associated with an axis of a three-dimensional coordinate system. For each object fragment rendered from the camera's perspective a light-to-surface vector is defined from the light source to the object fragment, and particular texels within particular cube faces are selected based on the light-to-surface vector. The texel values are tested against a depth value computed from the light to surface vector. The object fragment is textured as in light or shadow according to the outcome of the test.
    Type: Grant
    Filed: July 10, 2002
    Date of Patent: April 5, 2005
    Assignee: nVidia Corporation
    Inventors: William P. Newhall, Jr., Mark J. Kilgard