1
Matthew N Papakipos, Rui M Bastos, Christian Rouet, Shaun Ho: Systems and methods of multi-pass data processing. NVIDIA Corporation, Patterson & Sheridan L, July 25, 2006: US07081895 (34 worldwide citation)

Method and apparatus for graphics processing is described. More particularly, a graphics processing subsystem capable of multi-pass graphics data processing is described. The graphics processing subsystem includes a geometry processor and a fragment processor, where output from the fragment processo ...


2
Christian Rouet, Cary Phillips: Method and apparatus for creating lifelike digital representations of computer animated objects. Lucas Digital, Irell & Manella, October 6, 1998: US05818461 (32 worldwide citation)

The present invention provides methods and apparatus for creating lifelike digital representations of three-dimensional objects. Steps and means are described by which an animator may efficiently select and combine a plurality of animated objects to generate a new animated objects. According to the ...


3
Christian Rouet, John Lewis: Method and apparatus for creating lifelike digital representations of computer animated objects by providing corrective enveloping. Lucas Digital, Irell & Manella, March 16, 1999: US05883638 (29 worldwide citation)

Methods and apparatus are disclosed for automatically generating features of computer animated objects that are represented by a skeleton surrounded by an envelope. An animator may modify the shape of the envelope for a particular configuration of the object's skeleton ("pose"). These envelope modif ...


4
Christian Rouet, Rui Bastos, Lordson Yue: Method and system for patching instructions in a shader for a 3-D graphics pipeline. Nvidia Corporation, December 14, 2010: US07852341 (27 worldwide citation)

A method and system for patching instructions in a 3-D graphics pipeline. Specifically, in one embodiment, instructions to be executed within a scheduling process for a shader pipeline of the 3-D graphics pipeline are patchable. A scheduler includes a decode table, an expansion table, and a resource ...


5
Christian Rouet, Jeffery B Yost: Method and apparatus for creating lifelike digital representations of hair and other fine-grained images. Lucas Digital, Irell & Manella, May 26, 1998: US05758046 (23 worldwide citation)

Methods and apparatus for creating lifelike digital representations of scenes that include numerous fine-grained objects such as hair. Individualized geometric models are defined for a selected, manageable subset of the fine-grained objects. By interpolating based upon these defined geometric models ...


6
Christian Rouet, Jeffery B Yost: Method and apparatus for creating lifelike digital representation of hair and other fine-grained images. Lucas Digital, Irell & Manella, August 1, 2000: US06097396 (20 worldwide citation)

Methods and apparatus are disclosed for creating lifelike digital representations of scenes that include numerous fine-grained objects such as hair. Individualized geometric models are defined for a selected, manageable subset of the fine-grained objects. By interpolating based upon these defined ge ...


7
Christian Rouet, Cary Phillips: Method and apparatus for creating lifelike digital representations of computer animated objects. Lucas Digital, Irell & Manella, May 9, 2000: US06061072 (13 worldwide citation)

The present invention provides methods and apparatus for creating lifelike digital representations of three-dimensional objects. Steps and means are described by which an animator may efficiently select and combine a plurality of animated objects to generate a new animated objects. According to the ...


8
Rui M Bastos, Karim M Abdalla, Christian Rouet, Michael J M Toksvig, Johnny S Rhoades, Roger L Allen, John Douglas Tynefield Jr, Emmett M Kilgariff, Gary M Tarolli, Brian Cabral, Craig Michael Wittenbrink, Sean J Treichler: Scalable shader architecture. NVIDIA Corporation, Patterson & Sheridan, June 10, 2008: US07385607 (11 worldwide citation)

A scalable shader architecture is disclosed. In accord with that architecture, a shader includes multiple shader pipelines, each of which can perform processing operations on rasterized pixel data. Shader pipelines can be functionally removed as required, thus preventing a defective shader pipeline ...


9
Rui M Bastos, Christian Rouet, Emmett M Kilgariff: Programmable shader having register forwarding for reduced register-file bandwidth consumption. NVIDIA Corporation, Patterson & Sheridan, November 24, 2009: US07623132 (9 worldwide citation)

A method and apparatus of operating a shader having multiple texture or shader processing stations. That method includes feeding the output of a texture or shader processing station directly into the input of another texture or shader processing station. Further, only a subset of the processing stat ...


10
Christian Rouet, Rui M Bastos, Emmett M Kilgariff: Perspective correction computation optimization. NVIDIA Corporation, Patterson & Sheridan, January 29, 2008: US07324113 (8 worldwide citation)

A method of optimizing perspective correction computations to be executed in a programmable fragment shader, identifying a sequence of program instructions; determining whether the sequence of program instructions can be optimized based on the status of the bit; sourcing one or more interpolated tex ...