Polygon Homes Ltd. since May 2011
VP Development
Pinnacle International Aug 2010 - May 2011
VP Development
JB Capital/Capita Developments Mar 2009 - Aug 2010
Development Partner
Raul Walters Properties 2007 - 2009
Regional Vice President, Development
American Nevada Company 2005 - 2007
VP Development
Education:
Oregon School of Design
The University of British Columbia
BA, Pscyhology
Skills:
Real Estate Development
Name / Title
Company / Classification
Phones & Addresses
Chris Ho Owner
24 Hrs Bail Bonds Business Services
1227 W 17 St, Santa Ana, CA 92706
Chris H. Ho Principal
C T Developer, Inc Subdivider/Developer
16339 San Gabriel St, Santa Ana, CA 92708
Chris Ho Principal
Gonzales and Gonzales Nonclassifiable Establishments
1227 W 17 St, Santa Ana, CA 92706
Chris H. Ho Principal
Ho Chris Huy Business Services at Non-Commercial Site
16339 San Gabriel St, Santa Ana, CA 92708
Chris C. Ho Principal
Global Provision, LLC Business Services at Non-Commercial Site
9 Rutherford, Irvine, CA 92602
Chris Ho Manager
CVS Pharmacy Pharmacies & Drug Stores
7065 Ln Palma Ave, Buena Park, CA 90620 7142282085
Chris Ho Axions Vice President
AMERICA ACTION, INC Whol Appliances/TV/Radio Whol Durable Goods
13620 5 St, Chino, CA 91710 100 Exchange Pl, Pomona, CA 91768 9098696600, 9095486600, 9098695545
Chris Chengshung Ho
Central Valley Legal Services, LLC Real Estate Broker and Agent Services · Real Estate Investment
26 Barcelona, Irvine, CA 92614
Us Patents
Temporal Supersampling For Foveated Rendering Systems
- Tokyo, JP Chris Ho - San Mateo CA, US Jeffrey Roger Stafford - Redwood City CA, US
International Classification:
G06T 3/40 G06F 3/01 G06T 11/40
Abstract:
Methods and systems are provided for using temporal supersampling to increase a displayed resolution associated with peripheral region of a foveated rendering view. A method for enabling reconstitution of higher resolution pixels from a low resolution sampling region for fragment data is provided. The method includes an operation for receiving a fragment from a rasterizer of a GPU and for applying temporal supersampling to the fragment with the low resolution sampling region over a plurality of prior frames to obtain a plurality of color values. The method further includes an operation for reconstituting a plurality of high resolution pixels in a buffer that is based on the plurality of color values obtained via the temporal supersampling. Moreover, the method includes an operation for sending the plurality of high resolution pixels for display.
Temporal Supersampling For Foveated Rendering Systems
- Tokyo, JP Chris Ho - San Mateo CA, US Jeffrey Roger Stafford - Redwood City CA, US
International Classification:
G06T 3/40 G06F 3/01 G06T 11/40
Abstract:
Methods and systems are provided for using temporal supersampling to increase a displayed resolution associated with peripheral region of a foveated rendering view. A method for enabling reconstitution of higher resolution pixels from a low resolution sampling region for fragment data is provided. The method includes an operation for receiving a fragment from a rasterizer of a GPU and for applying temporal supersampling to the fragment with the low resolution sampling region over a plurality of prior frames to obtain a plurality of color values. The method further includes an operation for reconstituting a plurality of high resolution pixels in a buffer that is based on the plurality of color values obtained via the temporal supersampling. Moreover, the method includes an operation for sending the plurality of high resolution pixels for display.
A method for implementing a graphics pipeline. The method includes building a first shadow map of high resolution, and building a second shadow map based on the first shadow map of lower resolution. The method includes determining a light source affecting a virtual scene, and projecting geometries of objects of an image of the virtual scene onto a plurality of pixels of a display from a first point-of-view. The method includes determining a foveal region when rendering the image, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining a first set of geometries is drawn to a first pixel, determining the first set of geometries is in shadow based on the light source, and determining the first set of geometries is outside of the foveal region. The method includes rendering the first set of geometries using the second shadow map.
Optimized Deferred Lighting In A Foveated Rendering System
A method for implementing a graphics pipeline. The method includes determining a plurality of light sources affecting a virtual scene. Geometries of objects of an image of the scene is projected onto a plurality of pixels of a display from a first point-of-view. The pixels are partitioned into a plurality of tiles. A foveal region of highest resolution is defined for the image as displayed, wherein a first subset of pixels is assigned to the foveal region, and wherein a second subset of pixels is assigned to a peripheral region that is outside of the foveal region. A first set of light sources is determined from the plurality of light sources that affect one or more objects displayed in a first tile that is in the peripheral region. At least two light sources from the first set is clustered into a first aggregated light source affecting the first tile when rendering the image in pixels of the first tile.
Foveal Adaptation Of Particles And Simulation Models In A Foveated Rendering System
- Tokyo, JP Chris Ho - San Mateo CA, US Jeffrey Roger Stafford - San Mateo CA, US
International Classification:
G06T 15/00 G06T 11/40 G06F 3/01
Abstract:
A method for implementing a graphics pipeline. The method includes generating a system of particles creating an effect in a virtual scene, the system of particles comprising a plurality of particle geometries. The method includes determining a subsystem of particles from the system of particles, the subsystem of particles comprising a subset of particle geometries taken from the plurality of particle geometries. The method includes determining a foveal region when rendering an image of the virtual scene, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining that at least one portion of the effect is located in the peripheral region for the image. The method includes rendering the subsystem of particles to generate the effect.
Adaptive Mesh Skinning In A Foveated Rendering System
A method for implementing a graphics pipeline. The method includes generating a plurality of bones for an object defining positioning relationships between the bones. The method includes determining a subsystem of bones from the plurality of bones for the object. The method includes determining a foveal region when rendering an image of the virtual scene including the object, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining that at least one portion of the object is located in a peripheral region for the image. The method includes animating the object by applying a transformation to the subsystem of bones.
Temporal Supersampling For Foveated Rendering Systems
- Tokyo, JP Chris Ho - San Mateo CA, US Jeffrey Roger Stafford - Redwood City CA, US
International Classification:
G06T 3/40
Abstract:
Methods and systems are provided for using temporal supersampling to increase a displayed resolution associated with peripheral region of a foveated rendering view. A method for enabling reconstitution of higher resolution pixels from a low resolution sampling region for fragment data is provided. The method includes an operation for receiving a fragment from a rasterizer of a GPU and for applying temporal supersampling to the fragment with the low resolution sampling region over a plurality of prior frames to obtain a plurality of color values. The method further includes an operation for reconstituting a plurality of high resolution pixels in a buffer that is based on the plurality of color values obtained via the temporal supersampling. Moreover, the method includes an operation for sending the plurality of high resolution pixels for display.
A method for implementing a graphics pipeline. The method includes building a first shadow map of high resolution, and building a second shadow map based on the first shadow map of lower resolution. The method includes determining a light source affecting a virtual scene, and projecting geometries of objects of an image of the virtual scene onto a plurality of pixels of a display from a first point-of-view. The method includes determining a foveal region when rendering the image, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining a first set of geometries is drawn to a first pixel, determining the first set of geometries is in shadow based on the light source, and determining the first set of geometries is outside of the foveal region. The method includes rendering the first set of geometries using the second shadow map.
California State University, East Bay - Business Management
About:
I LIVE SMART, LOOK SHARP, WORK HARD. STUBBORN BUT INTELLECTUAL. STREET & BOOK SMART. I HAVE A CAMERA & I KNOW HOW TO USE IT.
Tagline:
I LIVE SMART, LOOK SHARP, WORK HARD. STUBBORN BUT INTELLECTUAL. STREET & BOOK SMART. I HAVE A CAMERA & I KNOW HOW TO USE IT.
Bragging Rights:
MAKING DFINED STILL STRONG UNTIL THIS DAY.
Chris Ho
About:
挖咖憨慢共威 但系挖金系在!!!
Chris Ho
Education:
Carranballac College
Chris Ho
Chris Ho
Education:
KTGSS
Chris Ho
Bragging Rights:
Black belt in Taekwondo
Chris Ho
About:
Real Estate Professional
Chris Ho
Relationship:
Single
About:
I like to travel a lot . want to travel different place to see how nice it is. i am a fun person to be around with and i am funny too. i like to go to the mall with friends or go watch a movie too.