Inventor
LUM ERIC B
US34 patents
Patents
34 patentsUS9437040B2Sep 6, 2016
System, method, and computer program product for implementing anti-aliasing operations using a programmable sample pattern table
NVIDIA CORP131 citations96
US9355483B2May 31, 2016
Variable fragment shading with surface recasting
NVIDIA CORP138 citations95
US9978171B2May 22, 2018
Control of a sample mask from a fragment shader program
NVIDIA CORP11 citations83
US10991152B2Apr 27, 2021
Adaptive shading in a graphics processing pipeline
NVIDIA CORP5 citations82
US9552667B2Jan 24, 2017
Adaptive shading in a graphics processing pipeline
NVIDIA CORP6 citations82
US9767600B2Sep 19, 2017
Target independent rasterization with multiple color samples
NVIDIA CORP3 citations73
US9396515B2Jul 19, 2016
Rendering using multiple render target sample masks
NVIDIA CORP3 citations73
US9286647B2Mar 15, 2016
Pixel shader bypass for low power graphics rendering
NVIDIA CORP4 citations73
US10068366B2Sep 4, 2018
Stereo multi-projection implemented using a graphics processing pipeline
NVIDIA CORP3 citations72
US10733794B2Aug 4, 2020
Adaptive shading in a graphics processing pipeline
NVIDIA CORP4 citations71
US9754407B2Sep 5, 2017
System, method, and computer program product for shading using a dynamic object-space grid
NVIDIA CORP4 citations71
US9747718B2Aug 29, 2017
System, method, and computer program product for performing object-space shading
NVIDIA CORP5 citations71
US9230363B2Jan 5, 2016
System, method, and computer program product for using compression with programmable sample locations
NVIDIA CORP5 citations71
US9230362B2Jan 5, 2016
System, method, and computer program product for using compression with programmable sample locations
NVIDIA CORP5 citations71
US10229529B2Mar 12, 2019
System, method and computer program product for implementing anti-aliasing operations using a programmable sample pattern table
NVIDIA CORP2 citations70
US10008029B2Jun 26, 2018
Updating depth related graphics data
NVIDIA CORP2 citations69
US9355430B2May 31, 2016
Techniques for interleaving surfaces
NVIDIA CORP2 citations62
US10957078B2Mar 23, 2021
Enhanced anti-aliasing by varying sample patterns spatially and/or temporally
NVIDIA CORP0 citations59
US10269090B2Apr 23, 2019
Rendering to multi-resolution hierarchies
NVIDIA CORP0 citations52
US9947084B2Apr 17, 2018
Multiresolution consistent rasterization
NVIDIA CORP0 citations52
US9679350B2Jun 13, 2017
Techniques for optimizing stencil buffers
NVIDIA CORP0 citations52
US9311733B2Apr 12, 2016
Efficient round point rasterization
NVIDIA CORP0 citations52
US9098924B2Aug 4, 2015
Techniques for optimizing stencil buffers
NVIDIA CORP0 citations52
US10311628B2Jun 4, 2019
Piecewise linear irregular rasterization
NVIDIA CORP0 citations51
US10037620B2Jul 31, 2018
Piecewise linear irregular rasterization
NVIDIA CORP0 citations51
US9953455B2Apr 24, 2018
Handling post-Z coverage data in raster operations
NVIDIA CORP1 citations51
US9720842B2Aug 1, 2017
Adaptive multilevel binning to improve hierarchical caching
NVIDIA CORP1 citations51
US9591309B2Mar 7, 2017
Progressive lossy memory compression
NVIDIA CORP0 citations50
US9390543B2Jul 12, 2016
Graphics processing subsystem and method for computing a three-dimensional clipmap
NVIDIA CORP0 citations50
US10147203B2Dec 4, 2018
Enhanced anti-aliasing by varying sample patterns spatially and/or temporally
NVIDIA CORP0 citations49
US10096086B2Oct 9, 2018
Enhanced anti-aliasing by varying sample patterns spatially and/or temporally
NVIDIA CORP0 citations49
US9098925B2Aug 4, 2015
Techniques for optimizing stencil buffers
NVIDIA CORP0 citations42
US10043234B2Aug 7, 2018
System and method for frame buffer decompression and/or compression
NVIDIA CORP0 citations39
US9684998B2Jun 20, 2017
Pixel serialization to improve conservative depth estimation
NVIDIA CORP0 citations37