← Graphics & Rendering

Q2 2026

Graphics & Rendering

Granted Patents 5 patents

Overview

This page covers 5 granted patents in Graphics & Rendering from Nintendo, Innopeak Technology, Sony, Tencent, and Miris, with 1 patent per company.

The patents address visual processing technologies spanning dynamic lighting systems, cross-platform rendering effects, and format conversion methods. Nintendo's technology transforms darkness into illuminated areas based on gameplay events, while Innopeak Technology developed a framework for applying visual effects across different game engines. Tencent's patent accelerates color space conversion through GPU shader pipelines, Sony's system adds depth detection to convert 2D content into 3D presentations, and Miris focuses on encoding dynamic spatial data for real-time volumetric video.

Company Activity

Nintendo received 1 patent covering a visibility system that changes how dark areas appear in games based on what happens during play. Instead of simulating how light naturally spreads through a space, the technology defines specific zones that shift from dark to visible when triggered by game events, giving designers direct control over what players can see at any moment. The system blends these event-driven visibility changes with standard lighting calculations using mask data in a deferred rendering pipeline, allowing entire areas to transform independently of where light sources are positioned.

InnoPeak Technology received 1 patent for a rendering effects system that works across different game engines while keeping user interface elements intact. The framework automatically distinguishes between UI components like health bars and menus from the actual game world, applying visual effects only where intended without corrupting on-screen overlays. This engine-agnostic approach means developers can use the same effects code across platforms without rewriting implementations for each engine.

Miris received 1 patent addressing how to stream volumetric video using 3D Gaussian splatting without the sudden visual jumps that occur when frames change. The encoding method looks at previous frame configurations when compressing new spatial data, maintaining smooth transitions between frames while keeping file sizes small enough for real-time transmission. This temporally aware approach sits between standard 3D Gaussian splatting, which treats each frame independently, and 4D versions that add computationally expensive extra dimensions.

Tencent received 1 patent for converting images between RGB and YUV color formats using graphics processors instead of central processors. The method sends conversion tasks to GPU shader pipelines that use texture coordinate mapping to transform all pixels at once in parallel, replacing the traditional approach of looping through each pixel sequentially on the CPU. This architectural change from serial to parallel processing reduces the time required for color space transformations.

Sony received 1 patent covering a system that adds depth information to flat video and games using artificial intelligence trained to recognize objects. The AI examines only the final 2D output to infer which elements should appear closer or farther away, creating 3D-enhanced presentations without needing access to the original depth buffers or engine data. This output-only analysis allows the technology to work with older games and streamed content where internal rendering information cannot be accessed.

Patent Sources (5)

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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