This activity page covers 12 granted patents across the Graphics & Rendering category, filed by Tencent (2), Innopeak Technology (2), Sony (2), Activision Blizzard (1), EA (1), Honor (1), Miris (1), Nintendo (1), and Qualcomm (1).
The patents span a range of rendering technologies, from EA's distance-based mesh particle coloring and Qualcomm's AI-driven variable rate shading for mobile performance, to Tencent's GPU-accelerated color space conversion and parallel texture decompression. Sony addresses both avatar mesh morphing tied to player actions and AI-powered depth detection for converting 2D content into 3D presentations, while Miris covers smooth volumetric video encoding through 3D Gaussian splatting, and Nintendo patents a dynamic visibility system that illuminates dark virtual spaces based on in-game events. Rounding out the group, Honor targets display refresh rate transitions to reduce screen stuttering, Innopeak Technology contributes a cross-engine visual effects framework and an automated Level of Detail mesh generation system, and Activision Blizzard patents a middleware layer that intercepts graphics API calls to apply visual effects to 3D mobile games without modifying the app or drivers.
EA received 1 patent covering a mesh particle rendering system that adjusts the color of visual effects based on how far particles are from other objects in the scene. Rather than relying on pre-baked or static effects, the system calculates per-pixel distance at runtime, blending colors smoothly across multiple threshold categories so that particles change appearance dynamically as game objects move around them. This allows environmental effects to feel physically grounded without the performance overhead of manually authored solutions.
Qualcomm's 1 patent addresses a persistent challenge in mobile gaming: maintaining smooth frame rates when rendering demands spike. The system uses heuristic analysis of per-shader frame states to anticipate heavy loads before they cause slowdowns, then reduces shading rates proactively rather than waiting for a performance drop to trigger a correction. By acting ahead of the problem instead of reacting to it, the approach keeps gameplay smooth during demanding rendering sequences.
Tencent received 2 patents, both centered on offloading computationally expensive image processing tasks from the CPU to the GPU. The first covers color space conversion between RGB and YUV formats, using GPU shader pipelines with texture coordinate mapping to process all pixels simultaneously rather than sequentially. The second applies a similar architectural approach to texture decompression, distributing compressed texture blocks across independent GPU shader workgroups so they decompress in parallel, reducing the burden on the CPU while accelerating the overall process.
Activision Blizzard received 1 patent for a system that automates the creation of Level of Detail meshes, which are simplified versions of 3D geometry used to reduce rendering cost at greater distances. The method uses virtual imaging probes arranged in spherical and hemispherical configurations to analyze scene geometry, with GPU acceleration helping determine where those probes should be placed. The result requires less manual work from artists and produces geometry with fewer triangles than conventional grid clip-map approaches.
Miris received 1 patent for an encoding method designed to make real-time volumetric video practical for streaming across VR, AR, and immersive media platforms. The system builds on 3D Gaussian splatting but adds temporal awareness, referencing previous frame configurations when encoding new ones so that the visual representation transitions smoothly rather than jumping abruptly between states. This keeps bitrates low enough for real-time delivery while avoiding the visual popping artifacts that arise when each frame is encoded in isolation.
Nintendo received 1 patent for a visibility system that governs how dark virtual spaces become illuminated in response to specific in-game events. Instead of simply adding a light source that affects nearby geometry, the system defines discrete zones tied to game events, using mask data within a deferred rendering pipeline to override normal rendering for entire areas at once. Designers can control visibility at a macro level, independent of light physics, giving them flexible tools to shape exploration-driven experiences.
Sony received 2 patents addressing distinct aspects of visual presentation. One covers a system that progressively deforms a player's avatar mesh based on how frequently certain actions are performed, making stat progression legible to other players through visible changes to the character's appearance. The deformations can also reverse if action frequency drops, and the degree of change scales with weighting coefficients tied to avatar characteristics. The other patent enables 2D-to-3D conversion by running rendered video output through a trained object identification model that infers depth relationships without ever accessing the original engine's depth buffers or source assets, allowing the enhancement to work on legacy or streamed content where that internal data is unavailable.
Honor's 1 patent targets the visual stuttering that occurs when a display switches between refresh rates, such as moving from 60Hz to 120Hz. The system pre-renders frames at the new target rate before the hardware actually completes the transition, building a buffer that keeps the display fed with correctly timed frames throughout the switch. By coordinating the software rendering pipeline with the hardware display controller in advance, the approach eliminates the mismatch that typically causes visible disruption during rate changes.
Innopeak Technology received 2 patents, both focused on applying visual effects to 3D games without requiring changes to the underlying application or graphics drivers. The first describes a middleware layer that intercepts graphics API calls and replaces them with dynamically generated custom functions, allowing enhancements to be inserted transparently on resource-constrained mobile devices. The second extends this concept across engines and platforms by building an abstraction layer that not only applies rendering effects to scene content but also automatically detects and excludes UI elements, preventing effects from corrupting HUD overlays or interface components.
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.