1
Franklin C Crow, Jeffrey R Sewall: GPU having raster components configured for using nested boustrophedonic patterns to traverse screen areas. NVIDIA Corporation, January 27, 2009: US07483029 (29 worldwide citation)

In one embodiment, the present invention is implemented as a GPU configured for traversing pixels of an area. The GPU includes a set-up unit for generating polygon descriptions and a rasterizer unit coupled to the set-up unit for rasterizing the polygon descriptions. The rasterizer unit is configure ...


2
Walter R Steiner, Jeffrey R Sewall: Method and system for deferred coverage mask generation in a raster stage. NVIDIA Corporation, September 17, 2013: US08537168 (10 worldwide citation)

A method and system for deferred coverage mask generation in a raster stage of a graphics processor. The method includes receiving a graphics primitive for rasterization in a raster stage of a graphics processor and performing a bounding box test on the graphics primitive to define a bounding rectan ...


3
Franklin C Crow, Jeffrey R Sewall: Interrupt handling techniques in the rasterizer of a GPU. NVIDIA Corporation, July 15, 2014: US08780123 (6 worldwide citation)

Techniques for handling an interrupt in the rasterizer, in accordance with embodiment of the present technology, start with rasterizing one or more primitives of a first context. If an interrupt is received, state information of the rasterizer is saved in a backing store after coarse rasterizing a g ...


4
Franklin C Crow, Jeffrey R Sewall: Accellerated start tile search. Nvidia Corporation, November 30, 2010: US07843468 (4 worldwide citation)

In a raster stage of a graphics pipeline, a method for accelerated start tile rasterization. The method includes defining a window for clipping a generated image and receiving a graphics primitive for rasterization in a raster stage of a graphics processor. A binary search related to the window is p ...


5
Franklin C Crow, Justin S Legakis, Jeffrey R Sewall: Nested boustrophedonic patterns for rasterization. Nvidia Corporation, April 15, 2014: US08698811 (1 worldwide citation)

A method for traversing pixels of an area is described. The method includes the steps of traversing a plurality of pixels of an image using a first boustrophedonic pattern along a predominant axis, and, during the traversal using the first boustrophedonic pattern, traversing a plurality of pixels of ...


6
Franklin C Crow, Jeffrey R Sewall: Interrupt handling techniques in the rasterizer of a GPU. NVIDIA CORPORATION, June 23, 2015: US09064333

Techniques for handling an interrupt in the rasterizer, in accordance with embodiment of the present technology, start with rasterizing one or more primitives of a first context. If an interrupt is received, the tile count of tiles of a current primitive that have been coarse rasterized is saved in ...


7
Franklin C Crow, Jeffrey R Sewall: Tile output using multiple queue output buffering in a raster stage. NVIDIA Corporation, December 27, 2011: US08085264

A method for multiple queue output buffering in a raster stage of a graphics processor. The method includes receiving a graphics primitive for rasterization in a raster stage of a graphics processor. The graphics primitive is rasterized at a first level to generate a plurality of tiles of pixels rel ...


8
Franklin C Crow, Jeffrey R Sewall: Accellerated start tile search. Nvidia C O Murabito Hao & Barnes, January 31, 2008: US20080024522-A1

In a raster stage of a graphics pipeline, a method for accelerated start tile rasterization. The method includes defining a window for clipping a generated image and receiving a graphics primitive for rasterization in a raster stage of a graphics processor. A binary search related to the window is p ...


9
Franklin C Crow, Jeffrey R Sewall: GPU having raster components configured for using nested boustrophedonic patterns to traverse screen areas. Wagner Murabito & Hao, October 18, 2007: US20070242070-A1

In one embodiment, the present invention is implemented as a GPU configured for traversing pixels of an area. The GPU includes a set-up unit for generating polygon descriptions and a rasterizer unit coupled to the set-up unit for rasterizing the polygon descriptions. The rasterizer unit is configure ...


10
Franklin C Crow, Jeffrey R Sewall: Interrupt handling techniques in the rasterizer of a GPU. Murabito Hao & Barnes, June 18, 2009: US20090153571-A1

Techniques for handling an interrupt in the rasterizer, in accordance with embodiment of the present technology, start with rasterizing one or more primitives of a first context. If an interrupt is received, state information of the rasterizer is saved in a backing store after coarse rasterizing a g ...