| Patent application number | Description | Published |
| 20100188404 | SINGLE-PASS BOUNDING BOX CALCULATION - Embodiments for single-pass bounding box calculation are disclosed. In accordance with one embodiment, the single-pass bounding box calculation includes rendering a first target to a 2-dimensional screen space, whereby the first target includes at least six pixels. The calculation further includes producing transformed vertices in a set of geometry primitives based on an application-specified transformation. The calculation also includes generating six new points for each transformed vertex in the set of geometry primitives. The calculation additionally includes producing an initial third coordinate value for each pixel by rendering the at least six new points generate for each pixel to each corresponding pixel. The calculation further includes producing a post-rasterization value for each pixel by rasterizing the at least six new points rendered to each pixel with each corresponding pixel. Finally, the calculation includes computing bounding box information for the set of geometry primitives based on the produced third coordinate values. | 07-29-2010 |
| 20100188412 | CONTENT BASED CACHE FOR GRAPHICS RESOURCE MANAGEMENT - Providing content based cache for graphic resource management is disclosed herein. In some aspects, a portion of a shadow copy of graphics resources is updated from an original copy of the graphics resources when a requested resource is not current. The shadow copy may be dedicated to a graphics processing unit (GPU) while the original copy may be maintained by a central processing unit (CPU). In further aspects, the requested graphics resource in the shadow copy may be compared to a corresponding graphics resource in the original copy when the GPU requests the graphics resource. The comparison may be performed by comparing hashes of each graphics resource and/or by comparing at least a portion of the graphics resources. | 07-29-2010 |
| 20100201691 | SHADER-BASED FINITE STATE MACHINE FRAME DETECTION - Embodiments for shader-based finite state machine frame detection for implementing alternative graphical processing on an animation scenario are disclosed. In accordance with one embodiment, the embodiment includes assigning an identifier to each shader used to render animation scenarios. The embodiment also includes defining a finite state machine for a key frame in each of the animation scenarios, whereby each finite state machine representing a plurality of shaders that renders the key frame in each animation scenario. The embodiment further includes deriving a shader ID sequence for each finite state machine based on the identifier assigned to each shader. The embodiment additionally includes comparing an input shader ID sequence of a new frame of a new animation scenario to each derived shader ID sequences. Finally, the embodiment includes executing alternative graphics processing on the new animation scenario when the input shader ID sequence matches one of the derived shader ID sequences. | 08-12-2010 |
| 20100214294 | METHOD FOR TESSELLATION ON GRAPHICS HARDWARE - An exemplary method for tessellating a primitive of a graphical object includes receiving information for a primitive of a graphical object where the information includes vertex information and an edge factor for each edge of the primitive; based on the received information, dividing the primitive into parts where each part corresponds to at least a portion of an edge of the primitive and at least one vertex of the primitive and where each part has an association with the edge factor of the corresponding edge; for each of the parts, executing a geometry shader on a graphics processing unit (GPU) where the executing includes determining barycentric coordinates for a respective part based in part on its associated edge factor; for each of the parts, outputting the barycentric coordinates to a vertex buffer; and generating a tessellated mesh for the primitive based on the vertex information and the barycentric coordinates of the vertex buffer where the generating includes invoking a draw function of the GPU. Other methods, devices and systems are also disclosed. | 08-26-2010 |
| 20100214301 | VGPU: A real time GPU emulator - An exemplary method for emulating a graphics processing unit (GPU) includes executing a graphics application on a host computing system to generate commands for a target GPU wherein the host computing system includes host system memory and a different, host GPU; converting the generated commands into intermediate commands; based on one or more generated commands that call for one or more shaders, caching one or more corresponding shaders in a shader cache in the host system memory; based on one or more generated commands that call for one or more resources, caching one or more corresponding resources in a resource cache in the host system memory; based on the intermediate commands, outputting commands for the host GPU; and based on the output commands for the host GPU, rendering graphics using the host GPU where output commands that call for one or more shaders access the one or more corresponding shaders in the shader cache and where output commands that call for one or more resources access the one or more corresponding resources in the resource cache. Other methods, devices and systems are also disclosed. | 08-26-2010 |
| 20100217579 | EMULATING LEGACY HARDWARE USING IEEE 754 COMPLIANT HARDWARE - Emulating legacy hardware using IEEE 754 compliant hardware is disclosed herein. In some aspects, the emulation includes locating an instruction that includes NaN (not a number) as at least one of an operand or a resultant. The emulation adjusts the resultant of the instruction, via additional code, to produce a final resultant of non-compliant (legacy) hardware. Legacy software, which was written in anticipation of processing by legacy hardware, may then be processed using compliant hardware. | 08-26-2010 |
| 20110279368 | INFERRING USER INTENT TO ENGAGE A MOTION CAPTURE SYSTEM - Techniques are provided for inferring a user's intent to interact with an application run by a motion capture system. Deliberate user gestures to interact with the motion capture system are disambiguated from unrelated user motions within the system's field of view. An algorithm may be used to determine the user's aggregated level of intent to engage the system. Parameters in the algorithm may include posture and motion of the user's body, as well as the state of the system. The system may develop a skeletal model to determine the various parameters. If the system determines that the parameters strongly indicate an intent to engage the system, then the system may react quickly. However, if the parameters only weakly indicate an intent to engage the system, it may take longer for the user to engage the system. | 11-17-2011 |
| Patent application number | Description | Published |
| 20100010989 | Method for Efficiently Supporting Interactive, Fuzzy Search on Structured Data - A method to support efficient, interactive, and fuzzy search on text data includes an interactive, fuzzy search on structured data used in applications such as query relaxation, autocomplete, and spell checking, where inconsistencies and errors exist in user queries as well as data. It utilizes techniques to efficiently and interactively answer fuzzy queries on structured data to allow users to efficiently search for information interactively, and they can find records and documents even if these records and documents are slightly different from the user keywords. | 01-14-2010 |
| 20100125594 | Method and Apparatus for Improving Performance of Approximate String Queries Using Variable Length High-Quality Grams - A computer process, called VGRAM, improves the performance of these string search algorithms in computers by using a carefully chosen dictionary of variable-length grams based on their frequencies in the string collection. A dynamic programming algorithm for computing a tight lower bound on the number of common grams shared by two similar strings in order to improve query performance is disclosed. A method for automatically computing a dictionary of high-quality grams for a workload of queries. Improvement on query performance is achieved by these techniques by a cost-based quantitative approach to deciding good grams for approximate string queries. An approach for answering approximate queries efficiently based on discarding gram lists, and another is based on combining correlated lists. An indexing structure is reduced to a given amount of space, while retaining efficient query processing by using algorithms in a computer based on discarding gram lists and combining correlated lists. | 05-20-2010 |
| 20120059821 | Method for Efficiently Supporting Interactive, Fuzzy Search on Structured Data - A method to support efficient, interactive, and fuzzy search on text data includes an interactive, fuzzy search on structured data used in applications such as query relaxation, autocomplete, and spell checking, where inconsistencies and errors exist in user queries as well as data. It utilizes techniques to efficiently and interactively answer fuzzy queries on structured data to allow users to efficiently search for information interactively, and they can find records and documents even if these records and documents are slightly different from the user keywords. | 03-08-2012 |