P

Inventor

LUM ERIC B

US34 patents

Patents

34 patents
US9437040B2Sep 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