Inventor
KILGARD MARK J
US66 patents
⚠️ This page may combine multiple inventors who share the name “KILGARD MARK J”. Patents are grouped by organization below to help distinguish them — per-person disambiguation is on the roadmap.
NVIDIA CORP
37 patentsUS6876362B1Apr 5, 2005
Omnidirectional shadow texture mapping
NVIDIA CORP141 citations99
US7224359B1May 29, 2007
Depth clamping system and method in a hardware graphics pipeline
NVIDIA CORP82 citations98
US7145565B2Dec 5, 2006
Depth bounds testing
NVIDIA CORP64 citations98
US7009615B1Mar 7, 2006
Floating point buffer system and method for use during programmable fragment processing in a graphics pipeline
NVIDIA CORP71 citations98
US7006101B1Feb 28, 2006
Graphics API with branching capabilities
NVIDIA CORP117 citations98
US6989840B1Jan 24, 2006
Order-independent transparency rendering system and method
NVIDIA CORP88 citations98
US6774895B1Aug 10, 2004
System and method for depth clamping in a hardware graphics pipeline
NVIDIA CORP97 citations98
US6744433B1Jun 1, 2004
System and method for using and collecting information from a plurality of depth layers
NVIDIA CORP93 citations98
US6704025B1Mar 9, 2004
System and method for dual-depth shadow-mapping
NVIDIA CORP84 citations98
US7426724B2Sep 16, 2008
Optimized chaining of vertex and fragment programs
NVIDIA CORP63 citations97
US6982718B2Jan 3, 2006
System, method and computer program product for programmable fragment processing in a graphics pipeline
NVIDIA CORP108 citations97
US6894687B1May 17, 2005
System, method and computer program product for vertex attribute aliasing in a graphics pipeline
NVIDIA CORP73 citations97
US7170513B1Jan 30, 2007
System and method for display list occlusion branching
NVIDIA CORP96 citations96
US7162716B2Jan 9, 2007
Software emulator for optimizing application-programmable vertex processing
NVIDIA CORP57 citations96
US6778189B1Aug 17, 2004
Two-sided stencil testing system and method
NVIDIA CORP59 citations96
US8044956B1Oct 25, 2011
Coverage adaptive multisampling
NVIDIA CORP52 citations94
US7843463B1Nov 30, 2010
System and method for bump mapping setup
NVIDIA CORP20 citations93
US7777750B1Aug 17, 2010
Texture arrays in a graphics library
NVIDIA CORP17 citations93
US8006236B1Aug 23, 2011
System and method for compiling high-level primitive programs into primitive program micro-code
NVIDIA CORP20 citations92
US7746347B1Jun 29, 2010
Methods and systems for processing a geometry shader program developed in a high-level shading language
NVIDIA CORP39 citations92
US7528843B1May 5, 2009
Dynamic texture fetch cancellation
NVIDIA CORP29 citations92
US6697064B1Feb 24, 2004
System, method and computer program product for matrix tracking during vertex processing in a graphics pipeline
NVIDIA CORP28 citations92
US7268785B1Sep 11, 2007
System and method for interfacing graphics program modules
NVIDIA CORP32 citations91
US6947049B2Sep 20, 2005
Method and system for synchronizing updates of vertex data with a graphics processor that is fetching vertex data
NVIDIA CORP44 citations87
US8010945B1Aug 30, 2011
Vector data types with swizzling and write masking for C++
NVIDIA CORP11 citations84
US7825933B1Nov 2, 2010
Managing primitive program vertex attributes as per-attribute arrays
NVIDIA CORP9 citations84
US7808512B1Oct 5, 2010
Bounding region accumulation for graphics rendering
NVIDIA CORP14 citations84
US7466318B1Dec 16, 2008
Avoiding unnecessary uncovered texture fetches
NVIDIA CORP18 citations84
US7450123B1Nov 11, 2008
System and method for render-to-texture depth peeling
NVIDIA CORP17 citations84
US7355602B1Apr 8, 2008
Surrogate stencil buffer clearing
NVIDIA CORP14 citations84
US7958498B1Jun 7, 2011
Methods and systems for processing a geometry shader program developed in a high-level shading language
NVIDIA CORP15 citations83
US7782334B1Aug 24, 2010
Pixel shader-based data array resizing
NVIDIA CORP18 citations83
US9183609B2Nov 10, 2015
Programmable blending in multi-threaded processing units
NVIDIA CORP7 citations81
US7456838B1Nov 25, 2008
System and method for converting a vertex program to a binary format capable of being executed by a hardware graphics pipeline
NVIDIA CORP5 citations74
US9767600B2Sep 19, 2017
Target independent rasterization with multiple color samples
NVIDIA CORP3 citations73
US9558573B2Jan 31, 2017
Optimizing triangle topology for path rendering
NVIDIA CORP5 citations73
US9342891B2May 17, 2016
Stencil then cover path rendering with shared edges
NVIDIA CORP2 citations63
KILGARD MARK J
9 patentsUS8171461B1May 1, 2012
Primitive program compilation for flat attributes with provoking vertex independence
KILGARD MARK J29 citations92
US8149243B1Apr 3, 2012
3D graphics API extension for a packed float image format
KILGARD MARK J10 citations92
US9916674B2Mar 13, 2018
Baking path rendering objects into compact and efficient memory representations
KILGARD MARK J4 citations84
US9311738B2Apr 12, 2016
Path rendering by covering the path based on a generated stencil buffer
KILGARD MARK J3 citations84
US8698837B2Apr 15, 2014
Path rendering with path clipping
KILGARD MARK J7 citations84
US8698808B2Apr 15, 2014
Conversion of dashed strokes into quadratic Bèzier segment sequences
KILGARD MARK J4 citations84
US8432410B1Apr 30, 2013
3D graphics API extension for a shared exponent image format
KILGARD MARK J5 citations84
US8730253B2May 20, 2014
Decomposing cubic Bezier segments for tessellation-free stencil filling
KILGARD MARK J3 citations74
US8704830B2Apr 22, 2014
System and method for path rendering with multiple stencil samples per color sample
KILGARD MARK J3 citations74
NEWHALL JR WILLIAM P
2 patentsKRETZLER BRIAN
1 patentSAMS JASON
1 patentShowing the top 50 of 66 patents by PatentIndex Score.