1
Mark M Leather, Robert A Drebin, Timothy J Van Hook: Method and apparatus for interleaved processing of direct and indirect texture coordinates in a graphics system. Nintendo, Nixon & Vanderhye, February 21, 2006: US07002591 (148 worldwide citation)

A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics pipeline renders and prepares images for ...


2
Mark M Leather, Anthony P DeLaurier, Patrick Y Law, Robert A Drebin, Howard Cheng, Robert Moore: Z-texturing. Nintendo, Nixon & Vanderhye P C, December 16, 2003: US06664958 (117 worldwide citation)

A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The same texture mapping hardware used for color textu ...


3
Robert A Drebin, Timothy J Van Hook, Patrick Y Law, Mark M Leather, Matthew Komsthoeft: Recirculating shade tree blender for a graphics system. Nintendo, Nixon & Vanderhye PC, February 13, 2007: US07176919 (96 worldwide citation)

A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. A relatively low chip-footprint, versatile texture environment (TEV) processing subsystem is implemented in a pipelined graphics system circulates computed color and alpha data ...


4
Robert A Drebin, Timothy J Van Hook, Patrick Y Law, Mark M Leather, Matthew Komsthoeft: Recirculating shade tree blender for a graphics system. Nintendo, Nixon & Vanderhye P C, April 25, 2006: US07034828 (89 worldwide citation)

A hardware-accelerated recirculating programmable texture blender/shader arrangement circulates computed color and alpha data over multiple texture blending/shading cycles (stages) to provide multi-texturing and other effects. Up to sixteen independently programmable consecutive stages, forming a ch ...


5
Robert A Drebin, Yoshitaka Yasumoto, Martin Hollis, Eric Demers: Achromatic lighting in a graphics system and method. Nintendo, Nixon & Vanderhye P C, October 28, 2003: US06639595 (87 worldwide citation)

A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. Cartoon lighting and other non-photorealistic effects ...


6
Mark S Grossman, Kurt B Akeley, Robert A Drebin: Texture range controls for improved texture mapping. Silicon Graphics, Blakely Sokoloff Taylor & Zafman, July 20, 1993: US05230039 (76 worldwide citation)

A graphical display system and process for specifying and controlling a display range in which a specified form of texture mapping is applied or suppressed. Object data from a host computer is processed by four pipelined graphics subsystems before being displayed on a display screen. These graphics ...


7
Robert A Drebin, Loren C Carpenter: Methods and apparatus for imaging volume data with shading. Pixar, Hecker & Harriman, May 30, 1989: US04835712 (75 worldwide citation)

Method and apparatus for shading an image volume so that surfaces and boundaries may be rendered to subvoxel accuracy. A gradient vector is generated for each voxel of an image volume by calculating the change in opacity across that voxel in relation to its immediate neighbors. The gradient in the X ...


8
James L Foran, John S Montrym, Robert A Drebin, Gregory C Buchner: System and method of generating interactive computer graphic images incorporating three dimensional textures. Silicon Graphics, Sterne Kessler Goldstein & Fox, February 6, 1996: US05490240 (75 worldwide citation)

A system and method of interactively generating computer graphic images for incorporating three dimensional textures. The method of the present invention includes defining an orientation of a polygon relative to a plurality of three dimensional (3D) texture data sets, determining a level of detail o ...


9
Gregory C Buchner, Robert A Drebin: System and method for adding detail to texture imagery in computer generated interactive graphics. Silicon Graphics, Sterne Kessler Goldstein & Fox, November 28, 1995: US05471572 (74 worldwide citation)

An apparatus and method for interactively magnifying a base texture to generate a generally unblurred magnified image of the base texture is disclosed. The present invention includes a base texture generator for filtering a high resolution source image to generate a base texture. A detail texture ge ...


10
John M Airey, Mark S Peercy, Robert A Drebin, John Montrym, David L Dignam, Christopher J Migdal, Danny D Loh: Display system having floating point rasterization and floating point framebuffering. Silicon Graphics, November 18, 2003: US06650327 (67 worldwide citation)

A floating point rasterization and frame buffer in a computer system graphics program. The rasterization, fog, lighting, texturing, blending, and antialiasing processes operate on floating point values. In one embodiment, a 16-bit floating point format consisting of one sign bit, ten mantissa bits, ...