Inventor profile of:

Mark E. Cerny

City:

Los Angeles, California

Country:

United States

Published Applications:

67

Last publication date:

2026-02-19

Top Assignees for applications by Mark E. Cerny

The entities that hold a legal rights for patent applications filed by inventor Cerny Mark E.:

Recent patent applications by Cerny Mark E.

Mark E. Cerny from Los Angeles, US has applied for patents for these inventions. The list has both pending applications and granted patents:

#1 | 2026-02-19
US20260048324A1
Human necessities

GAME PLAY REWIND WITH BOOKMARKS

#2 | 2025-12-04
US20250367550A1
Human necessities

OVERLAPPING RENDERING, STREAMOUT, AND DISPLAY AT A CLIENT OF RENDERED SLICES OF A VIDEO FRAME

#3 | 2025-04-17
US20250124644A1
Physics

PERFORMING GEOMETRY ANALYSIS BEFORE MULTI-GPU RENDERING OF GEOMETRY

#4 | 2025-03-20
US20250090951A1
Human necessities

USING PROXY DATA WHEN MINIMUM LOD IS NOT LOADED FOR AN ASSET BASED ON ASSET AWARE INFORMATION

#5 | 2025-03-13
US20250083039A1
Human necessities

USING TIMING SIGNALS TO ADJUST RELATIVE TIMING OF VSYNC SIGNALS BETWEEN CLIENT DEVICES TO SYNCHRONIZE DISPLAY OF VIDEO FRAMES

#6 | 2025-03-13
US20250083038A1
Human necessities

OVERLAPPING TRANSMIT AND RECEIVE OPERATIONS AT A SERVER AND A CLIENT IN CLOUD GAMING APPLICATIONS

#7 | 2025-02-06
US20250041715A1
Human necessities

DYNAMIC CLIENT BUFFERING AND ADJUSTED TIMING OF CLIENT VSYNC SIGNAL FOR CLOUD GAMING

#8 | 2025-01-30
US20250037230A1
Physics

EFFICIENT MULTI-GPU RENDERING OF GEOMETRY BY ASSIGNING GEOMETRY TO GPUS TO PERFORM GEOMETRY ANALYSIS AND RENDERING THE GEOMETRY BASED ON THE GEOMETRY ANALYSIS

#9 | 2025-01-23
US20250029202A1
Physics

EFFICIENT MULTI-GPU RENDERING OF GEOMETRY BY CONFIGURING A SHADER TO PERFORM GEOMETRY PRETESTING OR RENDERING DEPENDING ON GPU STATE

#10 | 2024-11-14
US20240374996A1
Human necessities

OVERLAPPING TRANSMIT AND ENCODE AT THE SERVER

#11 | 2024-10-31
US20240359093A1
Human necessities

GAME PLAY REWIND WITH USER TRIGGERED BOOKMARKS

#12 | 2024-10-24
US20240354163A1
Physics

DISTRIBUTION OF TIME SLICES OF A FRAME PERIOD FOR MULTI-TENANT IMPLEMENTATION OF GRAPHICS PROCESSING UNIT

#13 | 2024-09-26
US20240316452A1
Human necessities

DISPLAYING A DECODED VIDEO FRAME AT A CLIENT BASED ON A TARGETED DISPLAY TIME OF A SERVER

#14 | 2024-09-05
US20240293738A1
Human necessities

SYNCHRONIZING A FREQUENCY OF A CLIENT VSYNC SIGNAL TO A FREQUENCY OF A SERVER VSYNC SIGNAL

#15 | 2024-06-06
US20240185377A1
Physics

REASSIGNING GEOMETRY BASED ON TIMING ANALYSIS WHEN RENDERING AN IMAGE FRAME

#16 | 2024-05-02
US20240139622A1
Human necessities

Overlapping operations at a server and a client for a video frame to reduce latency in cloud gaming applications

#17 | 2024-03-14
US20240082708A1
Human necessities

OVERLAPPING RENDERING, STREAMOUT, AND DISPLAY AT A CLIENT OF RENDERED SLICES OF A VIDEO FRAME

#18 | 2024-02-22
US20240058695A1
Human necessities

Synchronizing display of video frames between client devices in a multi-tenant configuration

#19 | 2023-12-07
US20230390638A1
Human necessities

Asset aware data for using minimum level of detail for assets for image frame generation

#20 | 2023-11-16
US20230367639A1
Physics

Maintaining distribution of processing time for multi-tenant implementation of graphics processing unit

#21 | 2023-11-09
US20230356077A1
Human necessities

Dynamic client buffering using server and client VSYNC signals of received video frames for cloud gaming

#22 | 2023-07-27
US20230237609A1
Physics

Region testing of geometry while rendering for efficient multi-GPU rendering

#23 | 2023-07-13
US20230222620A1
Physics

Assigning geometry for pretesting against screen regions for an image frame using prior frame information

#24 | 2023-05-04
US20230138708A1
Electricity

Encoding a video frame as a reference frame based on a scene change hint at a cloud gaming server

#25 | 2023-04-13
US20230115947A1
Human necessities

Buffer drain rate tuning to a measured maximum receive bandwidth measured for a client device when streaming

#26 | 2023-03-30
US20230103010A1
Human necessities

Synchronization of a VSYNC signal of a first device to a VSYNC signal of a second device

#27 | 2023-03-30
US20230100853A1
Physics

System and method for performing a Z pre-pass phase on geometry at a GPU for use by the GPU when rendering the geometry

#28 | 2023-03-16
US20230077407A1
Physics

Performing geometry analysis before multi-GPU rendering of geometry

#29 | 2023-01-26
US20230024723A1
Human necessities

Determining targeted display time of a video frame for a client based on server side timing information

#30 | 2023-01-19
US20230016903A1
Human necessities

BEGINNING SCAN-OUT PROCESS AT FLIP-TIME FOR CLOUD GAMING APPLICATIONS

#31 | 2022-12-22
US20220401835A1
Human necessities

Overlapping scan-in and encode at the server

#32 | 2022-11-10
US20220355196A1
Human necessities

SCAN-OUT OF SERVER DISPLAY BUFFER BASED ON A FRAME RATE SETTING FOR CLOUD GAMING APPLICATIONS

#33 | 2022-08-11
US20220253968A1
Physics

Generating hints of object overlap by region testing while rendering for efficient multi-GPU rendering of geometry

#34 | 2022-06-16
US20220188966A1
Physics

Efficient multi-GPU rendering by testing geometry against screen regions before rendering using a pretest GPU

#35 | 2022-05-19
US20220152490A1
Human necessities

Synchronization and offset of VSYNC between peer-to-peer gaming devices

#36 | 2022-03-17
US20220083385A1
Physics

System and method for multi-tenant implementation of graphics processing unit

#37 | 2022-03-17
US20220083384A1
Physics

System and method for multi-tenant implementation of graphics processing unit

#38 | 2022-01-06
US20220005148A1
Physics

System and method for efficient multi-GPU rendering of geometry by performing geometry analysis while rendering

#39 | 2022-01-06
US20220005146A1
Physics

System and method for efficient multi-GPU rendering of geometry by subdividing geometry

#40 | 2021-12-23
US20210394056A1
Human necessities

Dynamic client buffering and usage of received video frames for cloud gaming

#41 | 2021-11-18
US20210358075A1
Physics

System and method for efficient multi-GPU rendering of geometry by pretesting against screen regions using prior frame information

#42 | 2021-11-18
US20210354031A1
Human necessities

Reducing latency in cloud gaming applications by overlapping reception and decoding of video frames and their display

#43 | 2021-08-05
US20210241515A1
Physics

System and method for efficient multi-GPU rendering of geometry by performing geometry analysis before rendering

#44 | 2021-08-05
US20210241416A1
Physics

System and method for efficient multi-GPU rendering of geometry by subdividing geometry

#45 | 2021-08-05
US20210241415A1
Physics

System and method for efficient multi-GPU rendering of geometry by performing geometry analysis while rendering

#46 | 2021-08-05
US20210241414A1
Physics

System and method for efficient multi-GPU rendering of geometry by pretesting against screen regions using configurable shaders

#47 | 2021-08-05
US20210241413A1
Physics

System and method for efficient multi-GPU rendering of geometry by pretesting against screen regions using prior frame information

#48 | 2021-08-05
US20210241412A1
Physics

System and method for efficient multi-GPU rendering of geometry by pretesting against in interleaved screen regions before rendering

#49 | 2021-08-05
US20210241411A1
Physics

System and method for efficient multi-GPU rendering of geometry by generating information in one rendering phase for use in another rendering phase

#50 | 2021-08-05
US20210241410A1
Physics

System and method for efficient multi-GPU rendering of geometry by region testing while rendering

#51 | 2021-08-05
US20210236928A1
Human necessities

Asset aware computing architecture for graphics processing

#52 | 2021-07-29
US20210228983A1
Human necessities

Synchronization and offset of VSYNC between cloud gaming server and client

#53 | 2021-04-01
US20210099713A1
Electricity

Game application providing scene change hint for encoding at a cloud gaming server

#54 | 2021-04-01
US20210096917A1
Physics

System and method for multi-tenant implementation of graphics processing unit

#55 | 2021-04-01
US20210093966A1
Human necessities

Dynamic client buffering and usage of received video frames for cloud gaming

#56 | 2021-04-01
US20210093965A1
Human necessities

Synchronization and offset of VSYNC between cloud gaming server and client

#57 | 2021-04-01
US20210093963A1
Human necessities

System and method for improving smoothness in cloud gaming applications

#58 | 2021-04-01
US20210093962A1
Human necessities

High speed scan-out of server display buffer for cloud gaming applications

#59 | 2021-04-01
US20210093961A1
Human necessities

Early scan-out of server display buffer at flip-time for cloud gaming applications

#60 | 2021-04-01
US20210093960A1
Human necessities

Scene change hint and client bandwidth used at encoder for handling video frames after a scene change in cloud gaming applications

#61 | 2021-04-01
US20210093959A1
Human necessities

Encoder tuning to improve tradeoffs between latency and video quality in cloud gaming applications

#62 | 2021-04-01
US20210093958A1
Human necessities

Reducing latency in cloud gaming applications by overlapping receive and decode of video frames and their display at the client

#63 | 2021-04-01
US20210093957A1
Human necessities

Overlapping encode and transmit at the server

#64 | 2021-04-01
US20210093956A1
Human necessities

Reducing latency in cloud gaming applications by overlapping reception and decoding of video frames and their display

#65 | 2021-04-01
US20210093955A1
Human necessities

Synchronization and offset of VSYNC between gaming devices

#66 | 2014-11-27
US20140347375A1
Physics

Developer controlled layout

#67 | 2007-08-23
US20070198628A1
Physics

Parallel processor methods and apparatus

InventorID:

4476911 ⎘