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Glassenberg
Raymond Glassenberg, Wilmette, IL US
| Patent application number | Description | Published |
|---|---|---|
| 20090209826 | Intubation systems and methods - A device, a system, and a method for intubation are disclosed. The intubation device includes a handle disposed at a proximal end of the intubation device, a guiding tip having a camera disposed at a distal end of the intubation device, an inter-trachea tube connecting the handle and the guiding tip. The camera is configured to guide insertion of an intra-trachea tube into a patient, wherein the guiding tip is configured to be inserted inside the intra-trachea tube while the handle remains outside the intra-trachea tube. | 08-20-2009 |
Sam Glassenberg, Redmond, WA US
| Patent application number | Description | Published |
|---|---|---|
| 20110273458 | Shared Graphics Infrastructure - Systems and methods that provide for a common device enumeration point to a class of software objects, which represent hardware and can emit 2D bitmaps, via a presentation interface component. Such presentation interface component can further include a factory component that centralizes enumeration and creation for any components that control or communicate with the frame buffer of the graphics display subsystems. Accordingly, a smooth transition can be supplied between full screen and window models, within desktop composition systems, wherein applications can readily support such transitions. | 11-10-2011 |
Samuel Glassenberg, Kirkland, WA US
| Patent application number | Description | Published |
|---|---|---|
| 20100271383 | SHADING USING TEXTURE SPACE LIGHTING AND NON-LINEARLY OPTIMIZED MIP-MAPS - In a technique for rendering non-linear BRDFs that are stable in both the temporal and spatial domains, without serious interruption to the content creation pipeline used in most games, non-linear content is linearized by rendering in texture space at a fixed resolution. A MIP-map chain is calculated from this texture. The complete MIP-map chain is used for rendering on a display device. Low resolution reflectance parameters are used to approximate the highest resolution reflectance parameters as the object becomes smaller on the display device. The low resolution reflectance parameters are calculated using non linear fitting techniques. | 10-28-2010 |
Samuel Z. Glassenberg, Redmond, WA US
| Patent application number | Description | Published |
|---|---|---|
| 20090237400 | EFFICIENT 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 |
| 20110148877 | EFFICIENT 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 |
