This period's granted patents in Graphics & Rendering include 7 patents from Sony, Qualcomm, Tencent, EA, Activision Blizzard, Honor, and Innopeak Technology (1 each).
The technologies address performance optimization and visual quality across gaming and mobile graphics, with Qualcomm's AI-powered variable rate shading predicting rendering loads to maintain smooth framerates and Tencent's GPU-based parallel texture decoding reducing CPU overhead during decompression. EA's distance-based particle coloring system enhances environmental effects while Honor's frame rate switching technology eliminates stuttering during refresh rate transitions. Sony's patent dynamically adjusts avatar meshes to reflect player behavior, while Activision Blizzard and Innopeak Technology describe automated LOD mesh generation and graphics API middleware for adding visual effects to mobile games.
EA received 1 patent for a particle rendering system that adjusts visual effects based on distance measurements. The technology divides distances into multiple threshold categories and colors mesh particles on a per-pixel basis according to their proximity to game objects, allowing environmental effects to respond dynamically as characters and objects move through the scene. This approach blends colors smoothly across distance ranges and updates particle appearance in real time rather than relying on pre-calculated effects.
Qualcomm received 1 patent covering an AI-driven variable rate shading system for mobile gaming. The technology analyzes frame state data for individual shaders and uses heuristic methods to forecast upcoming rendering demands, then preemptively lowers shading rates before performance degradation occurs. This predictive adjustment differs from reactive systems that reduce quality only after detecting slowdowns.
Honor received 1 patent addressing screen stuttering during refresh rate changes. The system pre-renders frames at the new target frame rate before the display hardware completes its transition, creating a frame buffer that bridges the gap between rendering pipeline output and display controller input. This synchronization prevents the visual discontinuities that typically appear when switching between different refresh rates, such as moving from standard browsing to high-refresh gaming.
Tencent received 1 patent for GPU-accelerated texture decompression. The system assigns compressed texture data to independent shader workgroups on the graphics processor, distributing blocks across parallel processing units rather than handling decompression sequentially on the CPU. This parallel approach accelerates image decompression while freeing CPU resources for other game logic.
Sony received 1 patent that modifies character meshes based on player behavior in multiplayer environments. The system tracks how frequently players perform specific actions within defined time windows and progressively deforms the avatar's 3D mesh to visually represent stat changes or skill development. These mesh modifications can be applied or reversed depending on behavior patterns and use weighting coefficients tied to avatar attributes, making character progression immediately visible to other players without requiring manual customization.
Activision Blizzard received 1 patent for automated generation of Level of Detail meshes using virtual imaging probes. The system places probes in spherical or hemispherical configurations around game environments and uses GPU processing to determine optimal probe placement and geometry simplification. This automation reduces the manual work artists typically perform when creating multiple mesh versions for different viewing distances and hardware capabilities, while generating geometry with fewer triangles than traditional grid-based methods.
Innopeak Technology received 1 patent describing a middleware layer that intercepts graphics API calls to enhance mobile game visuals. The system generates custom functions dynamically to capture and modify rendering commands as they pass between the game application and the graphics stack, adding visual effects without altering the game's source code or the device's graphics drivers. This interception approach allows visual improvements on mobile hardware without requiring developer cooperation or driver updates.
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.