P

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 patents
US6876362B1Apr 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 patents

NEWHALL JR WILLIAM P

2 patents

KRETZLER BRIAN

1 patent

SAMS JASON

1 patent

Showing the top 50 of 66 patents by PatentIndex Score.