The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Mar. 23, 2021

Filed:

Dec. 03, 2018
Applicant:

Nvidia Corporation, Santa Clara, CA (US);

Inventors:

Thomas Albert Petersen, San Jose, CA (US);

Ankan Banerjee, Pune, IN;

Shishir Goyal, Pune, IN;

Sau Yan Keith Li, San Jose, CA (US);

Lars Nordskog, Corte Madera, CA (US);

Rouslan Dimitrov, Santa Clara, CA (US);

Assignee:

NVIDIA CORPORATION, Santa Clara, CA (US);

Attorney:
Primary Examiner:
Int. Cl.
CPC ...
G06T 5/00 (2006.01); G06T 15/00 (2011.01); G06F 9/38 (2018.01); G06T 1/20 (2006.01); G06T 13/20 (2011.01); G09G 5/00 (2006.01); G06T 13/00 (2011.01);
U.S. Cl.
CPC ...
G06T 5/002 (2013.01); G06F 9/3877 (2013.01); G06T 1/20 (2013.01); G06T 13/00 (2013.01); G06T 13/20 (2013.01); G06T 15/005 (2013.01); G09G 5/00 (2013.01);
Abstract

Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.


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