This month's Graphics & Rendering category includes 3 filed patent applications from Adobe (1), Nintendo (1), and Qualcomm (1).
The patents cover a range of rendering and visual processing techniques, from hardware-level image enhancement to real-time 3D mesh refinement. Qualcomm describes a pipeline that offloads post-processing tasks from the GPU to a dedicated neural processor, while Adobe's application focuses on using machine learning to upscale coarse polygon meshes and refine them with residual data for higher-fidelity output. Nintendo's filing addresses a dual-mode camera system for voxel-based games, allowing the perspective to shift between close-follow and wide aerial views during world exploration.
Qualcomm received 1 patent describing a rendering pipeline that routes completed GPU frames to a dedicated neural processor for image enhancement, rather than handling that work on the GPU itself. The architecture keeps the GPU free to continue rendering at its normal pace while the NPU runs inference-based processing on the output, with both operating at the same specified frame rate to avoid introducing delays between the two stages.
Adobe's 1 patent covers a system that uses a machine learning model to upscale low-resolution polygon meshes in real time, then applies a layer of residual corrections as higher-quality data becomes available. The ML model is trained on the same mesh dataset it will later reconstruct, which allows it to produce domain-specific results rather than relying on general-purpose upscaling. This approach lets a coarse mesh render at improved fidelity immediately, before the full data has finished transmitting.
Nintendo filed 1 patent for a camera system designed for voxel-based games, where the perspective can shift between a close follow view behind the player character and a wide aerial view of the surrounding terrain. The transition between modes is driven by the character's position and gaze direction, and each mode uses its own level-of-detail rendering settings. To handle the occlusion problems that arise when pulling the camera far back over voxel terrain, the system applies dithering transparency to geometry that would otherwise block the player's view of the area below.
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.