1
William P Newhall Jr, Mark J Kilgard: Omnidirectional shadow texture mapping. nVidia Corporation, Murabito & Hao, April 5, 2005: US06876362 (68 worldwide citation)

An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associate ...


2
Mark J Kilgard, Patrick R Brown, Eric S Werness: System, method and computer program product for programmable fragment processing in a graphics pipeline. NVIDIA Corporation, Cooley Godward, January 3, 2006: US06982718 (58 worldwide citation)

A system, method and computer program product are provided for programmable processing of fragment data in a computer hardware graphics pipeline. Initially, fragment data is received in a hardware graphics pipeline. It is then determined whether the hardware graphics pipeline is operating in a progr ...


3
Patrick R Brown, Mark J Kilgard, Robert Steven Glanville: Graphics API with branching capabilities. NVIDIA Corporation, Zilka Kotab PC, February 28, 2006: US07006101 (51 worldwide citation)

A system, method and computer program product are provided for branching during programmable processing utilizing a graphics application program interface in conjunction with a hardware graphics pipeline. Initially, a first instruction defined by the graphics application program interface is identif ...


4
Matthew N Papakipos, Mark J Kilgard: System and method for depth clamping in a hardware graphics pipeline. NVIDIA Corporation, Kevin J Zilka, Silicon Valley IP Group PC, August 10, 2004: US06774895 (49 worldwide citation)

A system, method and computer program product are provided for depth clamping in a hardware graphics pipeline. Initially, a depth value is identified. It is then determined as to whether a hardware graphics pipeline is operating in a depth clamping mode. If the hardware graphics pipeline is operatin ...


5
Mark J Kilgard, Patrick R Brown: Floating point buffer system and method for use during programmable fragment processing in a graphics pipeline. NVIDIA Corporation, Zilka Kotab PC, March 7, 2006: US07009615 (48 worldwide citation)

A system, method and computer program product are provided for buffering data in a computer graphics pipeline. Initially, graphics floating point data is read from a buffer in a graphics pipeline. Next, the graphics floating point data is operated upon in the graphics pipeline. Further, the graphics ...


6
Douglas A Voorhies, Matthew Craighead, Mark J Kilgard, Edward Hutchins, Cass W Everitt: System and method for display list occlusion branching. NVIDIA Corporation, Zilka Kotab PC, January 30, 2007: US07170513 (43 worldwide citation)

A system and method are provided for conditional branching in a hardware graphics pipeline. Initially, a plurality of graphics commands is received. Condition data is then affected based on at least some of the graphics commands utilizing the hardware graphics pipeline. At least one of the graphics ...


7
Cass W Everitt, Mark J Kilgard: Depth bounds testing. NVIDIA Corporation, Townsend and Townsend and Crew, December 5, 2006: US07145565 (41 worldwide citation)

Lights can be conservatively bounded within a depth range. When image pixels are outside of a light's depth range, an associated volume fragment does not have to be rendered. Depth bounds registers can be used to store minimum and maximum depth values for a light. As graphics hardware processes volu ...


8
Rui M Bastos, Cass W Everitt, Mark J Kilgard: System and method for using and collecting information from a plurality of depth layers. nVidia Corporation, Kevin J Zilka, Silicon Valley IP Group PC, June 1, 2004: US06744433 (39 worldwide citation)

A system and method are provided for using information from at least one depth layer and for collecting information about at least one additional depth layer utilizing a graphics pipeline. Initially, constraining depth layers are provided which, in turn, define a plurality of depth constraints. Next ...


9
Cass W Everitt, Rui M Bastos, Mark J Kilgard: Order-independent transparency rendering system and method. NVIDIA Corporation, Zilka Kotab PC, January 24, 2006: US06989840 (37 worldwide citation)

A system, method and computer program product are provided for transparency rendering in a graphics pipeline. Initially, colored-transparency information is collected from a plurality of depth layers (i.e. colored-transparency layers, etc.) in a scene to be rendered. The collected colored-transparen ...


10
Robert Steven Glanville, Mark J Kilgard, John Erik Lindholm: Software emulator for optimizing application-programmable vertex processing. NVIDIA Corporation, Cooley Godward Kronish, January 9, 2007: US07162716 (36 worldwide citation)

A central processing unit (CPU) including an operating system for executing code segments capable of performing graphics processing on the CPU. Associated therewith is a graphics application specific integrated circuit (ASIC) for performing graphics processing in accordance with a graphics processin ...