← Graphics & Rendering

April 2026

Graphics & Rendering

Granted Patents 3 patents

Overview

This month's Graphics & Rendering category includes 3 granted patents from Miris (1), Nintendo (1), and Tencent (1).

Nintendo's patent addresses dynamic visibility systems that illuminate dark virtual environments in response to in-game events, enhancing exploration mechanics. Miris protects technology for encoding 3D Gaussian splatting data streams to eliminate visual artifacts in real-time volumetric video for VR, AR, and immersive media applications. Tencent's patent covers GPU-accelerated shader pipelines that perform color space conversions between RGB and YUV formats more efficiently than traditional CPU-based approaches.

Company Activity

Nintendo received 1 patent for a system that changes how virtual spaces appear based on what happens in the game. Instead of relying on traditional light sources that illuminate nearby objects according to physics, the technology defines specific zones that shift from darkness to visibility when particular events occur. This macro-level control operates through mask data in a deferred rendering pipeline, blending event-triggered visibility changes with standard lighting calculations to give designers precise authority over which areas players can see at any moment.

Miris received 1 patent for encoding 3D Gaussian splat data in a way that prevents visual discontinuities when streaming volumetric video. The approach segments and encodes splat configurations while referencing information from previous frames, maintaining visual continuity across temporal boundaries without the bandwidth costs of adding full 4D attributes to every splat. This temporally aware method keeps data rates low enough for real-time transmission while avoiding the popping artifacts that occur when each frame is processed in isolation.

Tencent received 1 patent for converting images between color spaces using GPU shader pipelines rather than processing pixels sequentially on the CPU. The technology maps texture coordinates through shaders to transform all pixels simultaneously in parallel, replacing the traditional approach of iterating through each pixel one at a time. This shift from sequential CPU processing to parallel GPU execution speeds up conversions between RGB and YUV formats.

Patent Sources (3)

All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.

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