Inventor
BURGESS JOHN
US60 patents
⚠️ This page may combine multiple inventors who share the name “BURGESS JOHN”. Patents are grouped by organization below to help distinguish them — per-person disambiguation is on the roadmap.
NVIDIA CORP
47 patentsUS10885698B2Jan 5, 2021
Method for programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP234 citations98
US10825230B2Nov 3, 2020
Watertight ray triangle intersection
NVIDIA CORP34 citations97
US11302056B2Apr 12, 2022
Techniques for traversing data employed in ray tracing
NVIDIA CORP20 citations94
US11282261B2Mar 22, 2022
Ray tracing hardware acceleration with alternative world space transforms
NVIDIA CORP16 citations94
US11157414B2Oct 26, 2021
Method for efficient grouping of cache requests for datapath scheduling
NVIDIA CORP18 citations94
US10580196B1Mar 3, 2020
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP23 citations94
US10867429B2Dec 15, 2020
Query-specific behavioral modification of tree traversal
NVIDIA CORP16 citations93
US10740952B2Aug 11, 2020
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP24 citations93
US11373358B2Jun 28, 2022
Ray tracing hardware acceleration for supporting motion blur and moving/deforming geometry
NVIDIA CORP6 citations86
US11295508B2Apr 5, 2022
Hardware-based techniques applicable for ray tracing for efficiently representing and processing an arbitrary bounding volume
NVIDIA CORP12 citations86
US12067669B2Aug 20, 2024
Watertight ray triangle intersection
NVIDIA CORP5 citations85
US11328472B2May 10, 2022
Watertight ray triangle intersection
NVIDIA CORP7 citations85
US11138009B2Oct 5, 2021
Robust, efficient multiprocessor-coprocessor interface
NVIDIA CORP13 citations85
US10810785B2Oct 20, 2020
Method for forward progress tree traversal mechanisms in hardware
NVIDIA CORP12 citations85
US11380041B2Jul 5, 2022
Enhanced techniques for traversing ray tracing acceleration structures
NVIDIA CORP5 citations84
US11200725B2Dec 14, 2021
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP8 citations84
US10825232B2Nov 3, 2020
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP6 citations84
US11164360B2Nov 2, 2021
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP9 citations83
US11189075B2Nov 30, 2021
Query-specific behavioral modification of tree traversal
NVIDIA CORP6 citations82
US12198256B2Jan 14, 2025
Early release of resources in ray tracing hardware
NVIDIA CORP2 citations74
US12260486B2Mar 25, 2025
Displaced micro-meshes for ray and path tracing
NVIDIA CORP1 citations73
US12159342B2Dec 3, 2024
Ray tracing hardware acceleration for supporting motion blur and moving/deforming geometry
NVIDIA CORP2 citations73
US11854141B2Dec 26, 2023
Early release of resources in ray tracing hardware
NVIDIA CORP2 citations73
US11663770B2May 30, 2023
Hardware-based techniques applicable for ray tracing for efficiently representing and processing an arbitrary bounding volume
NVIDIA CORP3 citations73
US11508112B2Nov 22, 2022
Early release of resources in ray tracing hardware
NVIDIA CORP1 citations73
US11455768B2Sep 27, 2022
Method for forward progress and programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP1 citations73
US11704863B2Jul 18, 2023
Watertight ray triangle intersection
NVIDIA CORP1 citations72
US11450057B2Sep 20, 2022
Hardware acceleration for ray tracing primitives that share vertices
NVIDIA CORP3 citations71
US12566607B2Mar 3, 2026
Robust, efficient multiprocessor-coprocessor interface
NVIDIA CORP0 citations62
US12511817B2Dec 30, 2025
Techniques for traversing data employed in ray tracing
NVIDIA CORP0 citations62
US12354212B2Jul 8, 2025
Method for forward progress and programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP0 citations62
US12198253B2Jan 14, 2025
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP0 citations62
US12190435B2Jan 7, 2025
Enhanced techniques for traversing ray tracing acceleration structures
NVIDIA CORP0 citations62
US12148088B2Nov 19, 2024
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP0 citations62
US12073504B2Aug 27, 2024
Hardware-based techniques applicable for ray tracing for efficiently representing and processing an arbitrary bounding volume
NVIDIA CORP0 citations62
US11966737B2Apr 23, 2024
Robust, efficient multiprocessor-coprocessor interface
NVIDIA CORP0 citations62
US11928772B2Mar 12, 2024
Method for forward progress and programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP0 citations62
US11816783B2Nov 14, 2023
Enhanced techniques for traversing ray tracing acceleration structures
NVIDIA CORP0 citations62
US11804002B2Oct 31, 2023
Techniques for traversing data employed in ray tracing
NVIDIA CORP0 citations62
US11790595B2Oct 17, 2023
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP0 citations62
US11675704B2Jun 13, 2023
Method for efficient grouping of cache requests for datapath scheduling
NVIDIA CORP0 citations62
US11645810B2May 9, 2023
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP0 citations62
US12249022B2Mar 11, 2025
Displaced micro-meshes for ray and path tracing
NVIDIA CORP0 citations61
US12198255B2Jan 14, 2025
Query-specific behavioral modification of tree traversal
NVIDIA CORP0 citations61
US11804000B2Oct 31, 2023
Query-specific behavioral modification of tree traversal
NVIDIA CORP0 citations61
US12347019B2Jul 1, 2025
Hardware acceleration for ray tracing primitives that share vertices
NVIDIA CORP0 citations60
US12124378B1Oct 22, 2024
Method for efficient grouping of cache requests for datapath scheduling
NVIDIA CORP0 citations60
BURGESS JOHN
2 patentsSmith & Burgess Process Safety Consulting
1 patentShowing the top 50 of 60 patents by PatentIndex Score.