Inventor
LLAMAS IGNACIO
US35 patents
⚠️ This page may combine multiple inventors who share the name “LLAMAS IGNACIO”. Patents are grouped by organization below to help distinguish them — per-person disambiguation is on the roadmap.
NVIDIA CORP
31 patentsUS10776985B2Sep 15, 2020
Reflection denoising in ray-tracing applications
NVIDIA CORP41 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
US10867429B2Dec 15, 2020
Query-specific behavioral modification of tree traversal
NVIDIA CORP16 citations93
US10740952B2Aug 11, 2020
Method for handling of out-of-order opaque and alpha ray/primitive intersections
NVIDIA CORP24 citations93
US11138009B2Oct 5, 2021
Robust, efficient multiprocessor-coprocessor interface
NVIDIA CORP13 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
US11189075B2Nov 30, 2021
Query-specific behavioral modification of tree traversal
NVIDIA CORP6 citations82
US10002031B2Jun 19, 2018
Low overhead thread synchronization using hardware-accelerated bounded circular queues
NVIDIA CORP8 citations81
US9697044B2Jul 4, 2017
Application programming interface to enable the construction of pipeline parallel programs
NVIDIA CORP3 citations73
US11941745B2Mar 26, 2024
Reflection denoising in ray-tracing applications
NVIDIA CORP1 citations72
US11727632B2Aug 15, 2023
Shader binding management in ray tracing
NVIDIA CORP1 citations72
US12566607B2Mar 3, 2026
Robust, efficient multiprocessor-coprocessor interface
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
US12112428B2Oct 8, 2024
Shader binding management in ray tracing
NVIDIA CORP0 citations62
US11966737B2Apr 23, 2024
Robust, efficient multiprocessor-coprocessor interface
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
US11373359B2Jun 28, 2022
Reflection denoising in ray-tracing applications
NVIDIA CORP0 citations62
US11069129B2Jul 20, 2021
Shader binding management in ray tracing
NVIDIA CORP0 citations62
US12198255B2Jan 14, 2025
Query-specific behavioral modification of tree traversal
NVIDIA CORP0 citations61
US11804000B2Oct 31, 2023
Query-specific behavioral modification of tree traversal
NVIDIA CORP0 citations61
US10915364B2Feb 9, 2021
Technique for computational nested parallelism
NVIDIA CORP1 citations61
US12124378B1Oct 22, 2024
Method for efficient grouping of cache requests for datapath scheduling
NVIDIA CORP0 citations60
US12400395B2Aug 26, 2025
Rendering and composition of neural 3D objects with non-neural assets in content generation systems and applications
NVIDIA CORP1 citations57
US9489245B2Nov 8, 2016
Work-queue-based graphics processing unit work creation
NVIDIA CORP1 citations49
US9135081B2Sep 15, 2015
Work-queue-based graphics processing unit work creation
NVIDIA CORP0 citations39