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公开(公告)号:US11801443B2
公开(公告)日:2023-10-31
申请号:US17471048
申请日:2021-09-09
Applicant: NVIDIA CORPORATION
Inventor: Joohwan Kim , Benjamin Boudaoud , Josef Bo Spjut
IPC: A63F13/211 , A63F13/426 , G06F3/0354 , A63F13/837
CPC classification number: A63F13/426 , A63F13/211 , A63F13/837 , G06F3/03543
Abstract: One embodiment of a computer-implemented method for generating mouse sensitivity recommendations includes generating mouse movement data corresponding to one or more mouse movements performed by a user while interacting with a software application; generating a predicted efficiency for each mouse sensitivity level included in a plurality of mouse sensitivity levels based on the mouse movement data; and determining one or more mouse sensitivity levels to provide to the user based on the predicted efficiencies.
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公开(公告)号:US20220284621A1
公开(公告)日:2022-09-08
申请号:US17734441
申请日:2022-05-02
Applicant: NVIDIA Corporation
Inventor: Joohwan Kim , Michael Stengel , Zander Majercik , Shalini De Mello , Samuli Laine , Morgan McGuire , David Luebke
Abstract: One embodiment of a method includes calculating one or more activation values of one or more neural networks trained to infer eye gaze information based, at least in part, on eye position of one or more images of one or more faces indicated by an infrared light reflection from the one or more images.
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公开(公告)号:US20190156793A1
公开(公告)日:2019-05-23
申请号:US15880460
申请日:2018-01-25
Applicant: NVIDIA Corporation
Inventor: Qi Sun , Fu-Chung Huang , Joohwan Kim , David Patrick Luebke
CPC classification number: G09G5/391 , G06F3/147 , G06T15/005 , G06T15/20 , G09G5/001 , G09G2310/04 , G09G2340/0407 , G09G2354/00 , G09G2360/08 , G09G2360/121 , H04N13/139 , H04N13/383
Abstract: A method, computer readable medium, and system are disclosed for adjusting an angular sampling rate during rendering. The method includes the steps of determining a location of a gaze within a displayed scene, and adjusting, during a rendering of the scene, an angular sampling rate used to render at least a portion of the scene, based on the location of the gaze within the displayed scene.
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公开(公告)号:US20180164880A1
公开(公告)日:2018-06-14
申请号:US15809849
申请日:2017-11-10
Applicant: NVIDIA Corporation
Inventor: Joohwan Kim , Ward Lopes , David Patrick Luebke , Chengyuan Lin
Abstract: A method, computer readable medium, and system are disclosed for gaze tracking. The method includes the steps of receiving reflected light rays at an optical sensor, where all of the reflected light rays converge towards a rotational center of an eye and generating pattern data based on intersections of the reflected light rays at a surface of the optical sensor. A processor computes an estimated gaze direction of the eye based on the pattern data.
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公开(公告)号:US11784906B2
公开(公告)日:2023-10-10
申请号:US16893327
申请日:2020-06-04
Applicant: NVIDIA CORPORATION
Inventor: Joohwan Kim , Benjamin Boudaoud , Josef B. Spjut , Morgan S. McGuire , Seth P. Schneider , Rouslan L. Dimitrov , Lars Nordskog , Cody J. Robson , Sau Yan Keith Li , Gerrit Ary Slavenburg , Tom J. Verbeure
IPC: H04L43/106 , H04L43/0852 , G06F3/14 , G09G5/14 , G06T1/20
CPC classification number: H04L43/106 , G06F3/14 , G06T1/20 , G09G5/14 , H04L43/0852 , G09G2340/0407
Abstract: A display device for measuring the end-to-end latency of a computing system. The computing system includes an input device, a computing device, and the display device. The display device is directly connected with the input device and receives input data packets generated by the input device in response to received user input events. The display device passes the input packets to the computing device for graphics processing. The display device measures the end-to-end latency comprising the sum of three latencies. A first latency comprises an input delay of the input device. A second latency comprises an amount of time between generation of the input packet and a corresponding change in pixel values caused by the input event at the display device. A third latency comprises a display latency. The display device also displays latency information associated with the measured end-to-end latency.
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公开(公告)号:US20220180173A1
公开(公告)日:2022-06-09
申请号:US17114144
申请日:2020-12-07
Applicant: NVIDIA Corporation
Inventor: Aditya Jonnalagadda , Iuri Frosio , Joohwan Kim , Seth Schneider
Abstract: Apparatuses, systems, and techniques to detect cheating in a computer game. In at least one embodiment, one or more circuits use one or more neural networks to detect cheating by one or more users of a computer game based, at least in part, on one or more images generated by the computer game.
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公开(公告)号:US10438400B2
公开(公告)日:2019-10-08
申请号:US15453822
申请日:2017-03-08
Applicant: NVIDIA Corporation
Inventor: Anjul Patney , Marco Salvi , Joohwan Kim , Anton S. Kaplanyan , Christopher Ryan Wyman , Nir Benty , David Patrick Luebke , Aaron Eliot Lefohn
Abstract: A method, computer readable medium, and system are disclosed for rendering images utilizing a foveated rendering algorithm with post-process filtering to enhance a contrast of the foveated image. The method includes the step of receiving a three-dimensional scene, rendering the 3D scene according to a foveated rendering algorithm to generate a foveated image, and filtering the foveated image using a contrast-enhancing filter to generate a filtered foveated image. The foveated rendering algorithm may incorporate aspects of coarse pixel shading, mipmapped texture maps, linear efficient anti-aliased normal maps, exponential variance shadow maps, and specular anti-aliasing techniques. The foveated rendering algorithm may also be combined with temporal anti-aliasing techniques to further reduce artifacts in the foveated image.
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公开(公告)号:US10395624B2
公开(公告)日:2019-08-27
申请号:US15880460
申请日:2018-01-25
Applicant: NVIDIA Corporation
Inventor: Qi Sun , Fu-Chung Huang , Joohwan Kim , David Patrick Luebke
IPC: G06T15/20 , G09G5/391 , H04N13/139 , H04N13/383 , G06T15/00
Abstract: A method, computer readable medium, and system are disclosed for adjusting an angular sampling rate during rendering. The method includes the steps of determining a location of a gaze within a displayed scene, and adjusting, during a rendering of the scene, an angular sampling rate used to render at least a portion of the scene, based on the location of the gaze within the displayed scene.
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