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Robert A Drebin

age ~62

from Palo Alto, CA

Also known as:
  • Robert Andrew Drebin
  • Robert Te Drebin
  • Ryan A Drebin
Phone and address:
1100 Cedar St, Palo Alto, CA 94301
650 462-1610

Robert Drebin Phones & Addresses

  • 1100 Cedar St, Palo Alto, CA 94301 • 650 462-1610
  • Berkeley, CA
  • Santa Clara, CA
  • 1100 Cedar St, Palo Alto, CA 94301 • 510 690-6134

Work

  • Position:
    Professional/Technical

Education

  • Degree:
    Graduate or professional degree

Interests

getting back in touch

Emails

Industries

Computer Hardware

Us Patents

  • Achromatic Lighting In A Graphics System And Method

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  • US Patent:
    6639595, Oct 28, 2003
  • Filed:
    Nov 28, 2000
  • Appl. No.:
    09/726216
  • Inventors:
    Robert A. Drebin - Palo Alto CA
    Yoshitaka Yasumoto - Osaka, JP
    Martin Hollis - Cambridge, GB
    Eric Demers - Redwood City CA
  • Assignee:
    Nintendo Co., Ltd. - Kyoto
  • International Classification:
    G06T 1560
  • US Classification:
    345426, 345582, 345589, 345520, 345420
  • Abstract:
    A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. Cartoon lighting and other non-photorealistic effects can be produced by using a lighting calculation to produce a parameter other than color or opacity for use in a later modification of a color or opacity value. In more detail, the example embodiment uses the lighting calculation to generate texture coordinates used in a texture mapping operation. The texture mapping operation allows lighting computation results to select between brush strokes for cartoon lighting and other effects. The resulting dynamic cartoon lighting animation can be performed on a low cost platform such as a home video game system or personal computer.
  • Display System Having Floating Point Rasterization And Floating Point Framebuffering

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  • US Patent:
    6650327, Nov 18, 2003
  • Filed:
    Jun 16, 1998
  • Appl. No.:
    09/098041
  • Inventors:
    John M. Airey - Moutain View CA
    Mark S. Peercy - Sunnyvale CA
    Robert A. Drebin - Palo Alto CA
    John Montrym - Los Altos CA
    David L. Dignam - Belmont CA
    Christopher J. Migdal - Mountain View CA
    Danny D. Loh - Fremont CA
  • Assignee:
    Silicon Graphics, Inc. - Mountain View CA
  • International Classification:
    G06T 5391
  • US Classification:
    345431, 345422, 36518905
  • Abstract:
    A floating point rasterization and frame buffer in a computer system graphics program. The rasterization, fog, lighting, texturing, blending, and antialiasing processes operate on floating point values. In one embodiment, a 16-bit floating point format consisting of one sign bit, ten mantissa bits, and five exponent bits (s10e5), is used to optimize the range and precision afforded by the 16 available bits of information. In other embodiments, the floating point format can be defined in the manner preferred in order to achieve a desired range and precision of the data stored in the frame buffer. The final floating point values corresponding to pixel attributes are stored in a frame buffer and eventually read and drawn for display. The graphics program can operate directly on the data in the frame buffer without losing any of the desired range and precision of the data.
  • Z-Texturing

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  • US Patent:
    6664958, Dec 16, 2003
  • Filed:
    Nov 28, 2000
  • Appl. No.:
    09/722378
  • Inventors:
    Mark M. Leather - Saratoga CA
    Anthony P. DeLaurier - Sunnyvale CA
    Patrick Y. Law - Milpitas CA
    Robert A. Drebin - Palo Alto CA
    Howard Cheng - Sammamish WA
    Robert Moore - Heathrow FL
  • Assignee:
    Nintendo Co., Ltd. - Kyoto
  • International Classification:
    G06T 1540
  • US Classification:
    345422, 345421, 345428, 345581, 345582, 345587
  • Abstract:
    A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The same texture mapping hardware used for color texturing provides resampled z texturing for sprites with depth or other applications. A z blender performs a z blending operation in screen space to blend surface z values with z texel values to provide per-pixel mapping of resampled z textures onto sampled 3D surface locations. Z texels can represent absolute depths or depth displacements relative to primitive surface depth. The z texel values may add to or replace primitive surface z values, and a constant bias may be added if desired. The resulting depth values are used for occlusion testing. Z textures can be generated by copying out portions of an embedded z buffer and providing the copied depth values to the texture mapping hardware.
  • Method And Apparatus For Interleaved Processing Of Direct And Indirect Texture Coordinates In A Graphics System

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  • US Patent:
    7002591, Feb 21, 2006
  • Filed:
    Nov 28, 2000
  • Appl. No.:
    09/722382
  • Inventors:
    Mark M. Leather - Saratoga CA, US
    Robert A. Drebin - Palo Alto CA, US
    Timothy J. Van Hook - Atherton CA, US
  • Assignee:
    Nintendo Co., Ltd. - Kyoto
  • International Classification:
    G09G 5/00
    G06T 17/00
  • US Classification:
    345582, 345428, 345619
  • Abstract:
    A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics pipeline renders and prepares images for display at least in part in response to polygon vertex attribute data and texel color data stored as a texture images in an associated memory. An efficient texturing pipeline arrangement achieves a relatively low chip-footprint by utilizing a single texture coordinate/data processing unit that interleaves the processing of logical direct and indirect texture coordinate data and a texture lookup data feedback path for “recirculating” indirect texture lookup data retrieved from a single texture retrieval unit back to the texture coordinate/data processing unit. Versatile indirect texture referencing is achieved by using the same texture coordinate/data processing unit to transform the recirculated texture lookup data into offsets that may be added to the texture coordinates of a direct texture lookup. A generalized indirect texture API function is provided that supports defining at least four indirect texture referencing operations and allows for selectively associating one of at least eight different texture images with each indirect texture defined.
  • Recirculating Shade Tree Blender For A Graphics System

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  • US Patent:
    7034828, Apr 25, 2006
  • Filed:
    Nov 28, 2000
  • Appl. No.:
    09/722367
  • Inventors:
    Robert A. Drebin - Palo Alto CA, US
    Timothy J. Van Hook - Atherton CA, US
    Patrick Y. Law - Milpitas CA, US
    Mark M. Leather - Saratoga CA, US
    Matthew Komsthoeft - Santa Clara CA, US
  • Assignee:
    Nintendo Co., Ltd. - Kyoto
  • International Classification:
    G06T 15/60
  • US Classification:
    345426, 345506, 345582, 345589, 345519, 345552
  • Abstract:
    A hardware-accelerated recirculating programmable texture blender/shader arrangement circulates computed color and alpha data over multiple texture blending/shading cycles (stages) to provide multi-texturing and other effects. Up to sixteen independently programmable consecutive stages, forming a chain of blending operations, are supported for applying multiple textures to a single object in a single rendering pass.
  • Method Of And Apparatus For Compressing And Uncompressing Image Data

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  • US Patent:
    7058218, Jun 6, 2006
  • Filed:
    Sep 28, 1998
  • Appl. No.:
    09/162244
  • Inventors:
    Robert A. Drebin - Palo Alto CA, US
    David Wang - Fremont CA, US
    Christopher J. Migdal - Mountain View CA, US
  • Assignee:
    Silicon Graphics, Inc. - Mountain View CA
  • International Classification:
    G06K 9/00
  • US Classification:
    382167, 382166, 358539
  • Abstract:
    The present invention provides for a method of and apparatus for compressing and uncompressing image data. According to one embodiment of the present invention, the method of compressing a color cell comprises the steps of: defining at least four luminance levels of the color cell; generating a bitmask for the color cell, the bitmask having a plurality of entries each corresponding to a respective one of the pixels, each of the entries for storing data identifying one of the luminance levels associated with a corresponding one of the pixels; calculating a first average color of pixels associated with a first one of the luminance levels; calculating a second average color of pixels associated with a second one of the luminance levels; and storing the bitmask in association with the first average color and the second average color. In one embodiment, the color cell includes a matrix of 4x4 pixels, the bitmask includes 32-bits and each of the color values includes 16-bits such that a compression rate of 4-bits per pixel is achieved. The present invention is particularly applicable to compress texture data such that the texture data can be more efficiently cached and moved during texture mapping.
  • Recirculating Shade Tree Blender For A Graphics System

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  • US Patent:
    7176919, Feb 13, 2007
  • Filed:
    Oct 4, 2005
  • Appl. No.:
    11/242138
  • Inventors:
    Robert A. Drebin - Palo Alto CA, US
    Timothy J. Van Hook - Atherton CA, US
    Patrick Y. Law - Milpitas CA, US
    Mark M. Leather - Saratoga CA, US
    Matthew Komsthoeft - Santa Clara CA, US
  • Assignee:
    Nintendo Co., Ltd. - Kyoto
  • International Classification:
    G06T 15/50
  • US Classification:
    345426, 345419, 345423, 345422, 345506, 345519, 345522, 345552, 345582, 345584, 345589
  • Abstract:
    A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. A relatively low chip-footprint, versatile texture environment (TEV) processing subsystem is implemented in a pipelined graphics system circulates computed color and alpha data over multiple texture blending/shading cycles (stages). The texture-environment subsystem combines per-vertex lighting, textures and constant (rasterized) colors to form computed pixel color prior to fogging and final pixel blending. Blending operations for color (RGB) and alpha components are independently processed by a single sub-blend unit that is reused over multiple processing stages to combine multiple textures.
  • Method And Apparatus For Interleaved Processing Of Direct And Indirect Texture Coordinates In A Graphics System

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  • US Patent:
    7307638, Dec 11, 2007
  • Filed:
    Jun 15, 2005
  • Appl. No.:
    11/152283
  • Inventors:
    Mark M. Leather - Saratoga CA, US
    Robert A. Drebin - Palo Alto CA, US
    Timothy J. Van Hook - Atherton CA, US
  • Assignee:
    Nintendo Co., Ltd. - Kyoto
  • International Classification:
    G09G 5/00
    G06T 11/40
    G06T 17/00
    A63F 9/24
    G06K 9/56
    G06T 15/20
    G06K 9/36
  • US Classification:
    345582, 345586, 345587, 345619, 345552, 463 31, 382305
  • Abstract:
    A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics pipeline renders and prepares images for display at least in part in response to polygon vertex attribute data and texel color data stored as a texture images in an associated memory. An efficient texturing pipeline arrangement achieves a relatively low chip-footprint by utilizing a single texture coordinate/data processing unit that interleaves the processing of logical direct and indirect texture coordinate data and a texture lookup data feedback path for “recirculating” indirect texture lookup data retrieved from a single texture retrieval unit back to the texture coordinate/data processing unit. Versatile indirect texture referencing is achieved by using the same texture coordinate/data processing unit to transform the recirculated texture lookup data into offsets that may be added to the texture coordinates of a direct texture lookup. A generalized indirect texture API function is provided that supports defining at least four indirect texture referencing operations and allows for selectively associating one of at least eight different texture images with each indirect texture defined.

Resumes

Robert Drebin Photo 1

Senior Director At Apple

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Location:
San Francisco Bay Area
Industry:
Computer Hardware
Experience:
Apple (Public Company; AAPL; Computer Hardware industry): Senior Director,  (2009-Present) Advanced Micro Devices (AMD) (Public Company; Computer Hardware industry): CTO, Graphics Products Group,  (2006-January 2008) Joined by acquisition of ATI in 2006

Youtube

Robert Miles - Children (Drebin Remix)

Beautiful remix of a beautiful track... soundcloud.com

  • Category:
    Music
  • Uploaded:
    29 Dec, 2010
  • Duration:
    4m 16s

Robert Miles - Children (DJ BassZnappeR Remix)

  • Category:
    Music
  • Uploaded:
    19 Dec, 2010
  • Duration:
    4m 13s

Impressions

My friend Louis (VideoGameGuy235... doing celebrity impressions

  • Category:
    Comedy
  • Uploaded:
    14 Nov, 2009
  • Duration:
    5m 56s

6UfE7u8as2eva85P...

  • Category:
    Entertainment
  • Uploaded:
    19 Jun, 2010
  • Duration:
    23m 42s

NAVI G. - Jump The Bass 2011 (Original Mix)

NAVI G. - Jump The Bass 2011 (Original Mix) NAVI G. - Jump The Bass 20...

  • Category:
    Music
  • Uploaded:
    29 Dec, 2010
  • Duration:
    4m 4s

Matt Blank + Max Hoedlmoser - Good Times

Here is a DnB track I made using a piano line from a track that Max Ho...

  • Category:
    Music
  • Uploaded:
    23 Jun, 2010
  • Duration:
    3m 32s

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