Inventor
MUTHLER GREG
US20 patents
Patents
20 patentsUS10885698B2Jan 5, 2021
Method for programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP234 citations98
US10825230B2Nov 3, 2020
Watertight ray triangle intersection
NVIDIA CORP34 citations97
US11157414B2Oct 26, 2021
Method for efficient grouping of cache requests for datapath scheduling
NVIDIA CORP18 citations94
US10580196B1Mar 3, 2020
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP23 citations94
US10740952B2Aug 11, 2020
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP24 citations93
US12067669B2Aug 20, 2024
Watertight ray triangle intersection
NVIDIA CORP5 citations85
US11328472B2May 10, 2022
Watertight ray triangle intersection
NVIDIA CORP7 citations85
US10810785B2Oct 20, 2020
Method for forward progress tree traversal mechanisms in hardware
NVIDIA CORP12 citations85
US11200725B2Dec 14, 2021
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP8 citations84
US10825232B2Nov 3, 2020
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP6 citations84
US11164360B2Nov 2, 2021
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP9 citations83
US11455768B2Sep 27, 2022
Method for forward progress and programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP1 citations73
US11704863B2Jul 18, 2023
Watertight ray triangle intersection
NVIDIA CORP1 citations72
US12354212B2Jul 8, 2025
Method for forward progress and programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP0 citations62
US12198253B2Jan 14, 2025
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP0 citations62
US12148088B2Nov 19, 2024
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP0 citations62
US11928772B2Mar 12, 2024
Method for forward progress and programmable timeouts of tree traversal mechanisms in hardware
NVIDIA CORP0 citations62
US11790595B2Oct 17, 2023
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP0 citations62
US11675704B2Jun 13, 2023
Method for efficient grouping of cache requests for datapath scheduling
NVIDIA CORP0 citations62
US11645810B2May 9, 2023
Method for continued bounding volume hierarchy traversal on intersection without shader intervention
NVIDIA CORP0 citations62