1
Steven E Molnar, Bengt Olaf Schneider, John Montrym, James M Van Dyke, Stephen D Lew: System and method for real-time compression of pixel colors. NVIDIA Corporation, Zilka Kotab PC, November 30, 2004: US06825847 (94 worldwide citation)

A system and method are provided for the compression of pixel data for communicating the same with a frame buffer. Initially, a plurality of samples is received. It is first determined whether the samples are reducible, in that a single sample value can take the place of a plurality of sample values ...


2
John S Montrym, Douglas A Voorhies, Steven E Molnar: Integrated graphics processing unit with antialiasing. Nvidia Corporation, Kevin J Zilka, Silicon Valley IP Group, September 17, 2002: US06452595 (79 worldwide citation)

A graphics pipeline system is provided for graphics processing. Such system includes a transform module adapted for receiving vertex data. The transform module serves to transform the vertex data from a first space to a second space. Coupled to the transform module is a lighting module which is posi ...


3
John W Poulton, Steven E Molnar, John G Eyles: Architecture and apparatus for image generation. The University of North Carolina, Bell Seltzer Park & Gibson, February 7, 1995: US05388206 (77 worldwide citation)

A system for image generation comprising a plurality of renderers, each having a geometry processor and a rasterizer, that operate in parallel to compute pixel values for a set of primitive objects that comprise the image to be rendered. The geometry processor transforms graphics primitive objects f ...


4
John W Poulton, Steven E Molnar, John G Eyles: Architecture and apparatus for image generation utilizing enhanced memory devices. The University of North Carolina at Chapel Hill, Bell Seltzer Park & Gibson, January 2, 1996: US05481669 (72 worldwide citation)

A system for image generation comprising a plurality of renderers, each having a geometry processor and a rasterizer, that operate in parallel to compute pixel values for a set of primitive objects that comprise the image to be rendered. The geometry processor transforms graphics primitive objects f ...


5
James M Van Dyke, John S Montrym, Steven E Molnar: Controller for a memory system having multiple partitions. NVIDIA Corporation, Cooley Godward, February 8, 2005: US06853382 (52 worldwide citation)

A memory system having a number of partitions each operative to independently service memory requests from a plurality of memory clients while maintaining the appearance to the memory client of a single partition memory subsystem. The memory request specifies a location in the memory system and a tr ...


6
Steven E Molnar, Mark J French, John S Montrym, Bengt Olaf Schneider, Daniel P Wilde: Planar z representation for z compression. NVIDIA Corporation, Patterson & Sheridan, June 3, 2008: US07382368 (37 worldwide citation)

A z buffer stores compressed z data represented in a planar format for one or more tiles. The compressed format includes a set of tile specific coefficients defining a plane equation for each z tested primitive intersecting the tile. The z buffer stores a maximum number of sets of tile specific coef ...


7
Rui M Bastos, Steven E Molnar, Michael J M Toksvig, Matthew J Craighead: Antialiasing using hybrid supersampling-multisampling. NVIDIA Corporation, Townsend and Townsend and Crew, November 22, 2005: US06967663 (33 worldwide citation)

Hybrid sampling of pixels of an image involves generating shading values at multiple shading sample locations and generating depth values at multiple depth sample locations, with the number of depth sample locations exceeding the number of shading sample locations. Each shading sample location is as ...


8
John S Montrym, David B Glasco, Steven E Molnar: Apparatus, system, and method for using page table entries in a graphics system to provide storage format information for address translation. NVIDIA Corporation, Cooley Godward Kronish, June 9, 2009: US07545382 (31 worldwide citation)

A graphics system utilizes page table entries to provide information on the storage format used to store graphics data. The page table entries, in turn, may be used for address translation. Exemplary kinds of storage format information include compression mode, a packing mode for storing Z data in t ...


9
James M Van Dyke, John S Montrym, Steven E Molnar: System and method for packing data in a tiled graphics memory. NVIDIA Corporation, Cooley Godward Kronish, October 23, 2007: US07286134 (20 worldwide citation)

A tiled graphics memory permits z data and stencil data to be stored in different portions of a tile. The tile may be further divided into data sections, each of which may have a byte size corresponding to a memory access size.


10
Steven E Molnar, John S Montrym: Position conflict detection and avoidance in a programmable graphics processor using tile coverage data. NVIDIA Corporation, Patterson & Sheridan, May 30, 2006: US07053893 (16 worldwide citation)

Prior to executing a program on a fragment, a conflict detection unit, within a fragment processor checks if there is a position conflict indicating a RAW (read after write) hazard may exist. A RAW hazard exists when there is a pending write to a destination location that source data will be read fr ...