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Craig C.

Craig C. Lemmler, Medway, MA US

Patent application numberDescriptionPublished
20110212639Circuit card assembly connector and interconnection system - A circuit card assembly connector system includes a circuit card assembly and an edge connector including a set of resilient, spaced, conductive contacts electrically isolated from each other and extending from a surface of and over an edge of the circuit card assembly; an interconnection system for circuit card assemblies may include at least first and second circuit card assemblies, at least one having such an edge connector for interconnecting with a set of contacts of the other circuit card assembly.09-01-2011

Craig C. Meverden, Wexford, PA US

Patent application numberDescriptionPublished
20080300370Preparation of polyethylene - A process for preparing a polyethylene in a multi-stage process is described. The process comprises pre-treating a Ziegler catalyst in a first stage in the presence of a 1-olefin/ethylene mixture or a 1-olefin to produce a LLDPE or VLDPE, which have the characteristics of a polymer prepared with a single-site catalyst, e.g. high levels of short-chain branching that are uniformly distributed. The contents of the first stage are then transferred to a second stage where an ethylene or an ethylene/1-olefin mixture is polymerized in the presence of the pre-treated catalyst to form a polyethylene with good processability.12-04-2008
20090143539High crystallinity, High melt flow rate polypropylene - The present invention is directed to a high melt flow rate high crystallinity polypropylene homopolymer. The present invention likewise describes a bulk polymerization process using a Ziegler-Natta catalyst to produce the high melt flow rate high crystallinity polypropylene homopolymer according to the invention.06-04-2009

Craig C. Peeper, Kirkland, WA US

Patent application numberDescriptionPublished
20080291207PRESHADERS: OPTIMIZATION OF GPU PRO - A shader program capable of execution on a GPU is analyzed for constant expressions. These constant expressions are replaced with references to registers or memory addresses on the GPU. A preshader is created that comprises two executable files. The first executable file contains the shader program with the each constant expression removed and replaced with a unique reference accessible by the GPU. The first file is executable at the GPU. A second file contains the removed constant expressions along with instructions to place the values generated at the associated reference. The second executable file is executable at a CPU. When the preshader is executed, an instance of the first file is executed at the GPU for each vertex or pixel that is displayed. One instance of the second file is executed at the CPU. As the preshader is executed, the constant expressions in the second file are evaluated and the resulting intermediate values are passed to each instance of the first file on the GPU.11-27-2008
20090237400EFFICIENT GEOMETRIC TESSELLATION AND DISPLACEMENT - Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch. Detail within a displacement map also can be increased without negative effects associated with previous systems and methods.09-24-2009
20110148877EFFICIENT GEOMETRIC TESSELLATION AND DISPLACEMENT - Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch. Detail within a displacement map also can be increased without negative effects associated with previous systems and methods.06-23-2011

Patent applications by Craig C. Peeper, Kirkland, WA US