Inventor
URALSKY YURY
US32 patents
⚠️ This page may combine multiple inventors who share the name “URALSKY YURY”. Patents are grouped by organization below to help distinguish them — per-person disambiguation is on the roadmap.
NVIDIA CORP
31 patentsUS9262797B2Feb 16, 2016
Multi-sample surface processing using one sample
NVIDIA CORP132 citations98
US9165399B2Oct 20, 2015
System, method, and computer program product for inputting modified coverage data into a pixel shader
NVIDIA CORP132 citations98
US9355483B2May 31, 2016
Variable fragment shading with surface recasting
NVIDIA CORP138 citations95
US9177413B2Nov 3, 2015
Unique primitive identifier generation
NVIDIA CORP138 citations93
US10699427B2Jun 30, 2020
Method and apparatus for obtaining sampled positions of texturing operations
NVIDIA CORP9 citations82
US10424074B1Sep 24, 2019
Method and apparatus for obtaining sampled positions of texturing operations
NVIDIA CORP7 citations82
US10503457B2Dec 10, 2019
Method and apparatus for rendering perspective-correct images for a tilted multi-display environment
NVIDIA CORP10 citations79
US12260486B2Mar 25, 2025
Displaced micro-meshes for ray and path tracing
NVIDIA CORP1 citations73
US9390540B2Jul 12, 2016
Deferred shading graphics processing unit, geometry data structure and method of performing anti-aliasing in deferred shading
NVIDIA CORP4 citations73
US10909739B2Feb 2, 2021
Techniques for representing and processing geometry within an expanded graphics processing pipeline
NVIDIA CORP2 citations71
US10430989B2Oct 1, 2019
Multi-pass rendering in a screen space pipeline
NVIDIA CORP3 citations71
US9754407B2Sep 5, 2017
System, method, and computer program product for shading using a dynamic object-space grid
NVIDIA CORP4 citations71
US9747718B2Aug 29, 2017
System, method, and computer program product for performing object-space shading
NVIDIA CORP5 citations71
US9761037B2Sep 12, 2017
Graphics processing subsystem and method for updating voxel representation of a scene
NVIDIA CORP3 citations70
US9633469B2Apr 25, 2017
Conservative rasterization of primitives using an error term
NVIDIA CORP3 citations70
US10861230B2Dec 8, 2020
System-generated stable barycentric coordinates and direct plane equation access
NVIDIA CORP1 citations62
US9286659B2Mar 15, 2016
Multi-sample surface processing using sample subsets
NVIDIA CORP2 citations62
US12249022B2Mar 11, 2025
Displaced micro-meshes for ray and path tracing
NVIDIA CORP0 citations61
US10503456B2Dec 10, 2019
Method and apparatus for rendering perspective-correct images for a tilted multi-display environment
NVIDIA CORP1 citations60
US9269179B2Feb 23, 2016
System, method, and computer program product for generating primitive specific attributes
NVIDIA CORP2 citations60
US12475631B2Nov 18, 2025
Accelerating triangle visibility tests for real-time ray tracing
NVIDIA CORP0 citations57
US12197954B2Jan 14, 2025
Programming model for resource-constrained scheduling
NVIDIA CORP0 citations57
US10795691B2Oct 6, 2020
System, method, and computer program product for simultaneously determining settings for a plurality of parameter variations
NVIDIA CORP0 citations51
US10147222B2Dec 4, 2018
Multi-pass rendering in a screen space pipeline
NVIDIA CORP0 citations50
US9390543B2Jul 12, 2016
Graphics processing subsystem and method for computing a three-dimensional clipmap
NVIDIA CORP0 citations50
US10559122B2Feb 11, 2020
System and method for computing reduced-resolution indirect illumination using interpolated directional incoming radiance
NVIDIA CORP0 citations49
US9367946B2Jun 14, 2016
Computing system and method for representing volumetric data for a scene
NVIDIA CORP0 citations47
US9305388B2Apr 5, 2016
Bit-count texture format
NVIDIA CORP0 citations41
US10878611B2Dec 29, 2020
Techniques for pre-processing index buffers for a graphics processing pipeline
NVIDIA CORP0 citations39
US10600229B2Mar 24, 2020
Techniques for representing and processing geometry within a graphics processing pipeline
NVIDIA CORP0 citations39
US10078911B2Sep 18, 2018
System, method, and computer program product for executing processes involving at least one primitive in a graphics processor, utilizing a data structure
NVIDIA CORP0 citations39