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Hybrid streaming

A background video, object technology, used in transmission systems, indoor games, instruments, etc.

Pending Publication Date: 2022-06-10
ROBLOX CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0002]Some interactive media systems, such as online games, involve a client-server architecture where the server may have computing power for rendering but may not suffer from lag (or latency), while client devices may not lag but lack the computing resources of the server

Method used

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Embodiment approach 1

[0093] Figure 7A and Figure 7B Video frames and corresponding depth maps are shown, respectively. Figure 7A is a diagram of a simple scenario for illustration. The scene includes three structures 702 , 704 , and 706 , a road 708 , and a background portion 710 . like Figure 7B As shown, these features of the scene have corresponding depth information. The depth information may include a first depth 712 corresponding to the structure 702, a second depth 714 corresponding to the structure 704, a third depth 716 corresponding to the structure 706, a fourth depth 718 corresponding to the road 708, and a depth 718 corresponding to the background portion 710. The fifth depth 720.

[0094] Depth information can be used to determine where objects in the video should be at the new camera position. This depth information can then also be used to properly composite client-generated 3D graphics by indicating which objects should end up in front of and which objects should end up ...

Embodiment approach 2

[0099]Hybrid streaming may require more server CPU resources, GPU resources, and / or bandwidth resources, so the operator of the gaming platform may charge more for this feature. In some implementations, server computing power may be associated with some form of payment, for example, the system may stream "HD" versions for premium customers. Additionally, since hybrid streaming is associated with the concept of being able to quickly join an online video game experience, users can get more video streaming when they first join a game / world (e.g., to reduce the need to have as many local assets), and as asset streaming progresses (e.g. after the user spends time in the virtual world), the system can move some things to the local client for rendering.

[0100] In some implementations, the balance between "what to stream as video" and "what to do locally on the client device" depends on which items are latency sensitive. For example, any dynamic objects important to the game should...

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PUM

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Abstract

A method and system for hybrid streaming of media content (e.g., video of a computer-based game) is provided. In some implementations, the background media content stream includes a background video rendered on a server. The background media content stream is received at a client device. The client device renders the one or more three-dimensional objects and forms a composite media stream by combining the background media content stream and the one or more three-dimensional objects. The composite media stream may be output to a display or other external system.

Description

technical field [0001] Embodiments relate generally to interactive media systems, and particularly, but not exclusively, to methods, systems, and computer-readable media for hybrid streaming of media content, such as computer-generated video. Background technique [0002] Some interactive media systems, such as online games, involve a client-server architecture, where the server may have computing power for rendering but may suffer from lag (or latency) due to network connections, while the client device may not , but lacks the computing resources of the server. [0003] Some computer-based games include video having a three-dimensional appearance, wherein the video includes a background image and one or more foreground objects rendered in three dimensions. Computational resources may be required to perform rendering while responding to changes in foreground objects, rendering movement without lag. Furthermore, some embodiments are conceived in light of the above needs. ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/355A63F13/86G06T15/00G06T15/20H04L65/80H04L67/08H04N21/426H04N21/478H04N21/81
CPCH04L65/80H04N21/4781H04N21/42653H04N21/8146H04L67/08A63F13/355A63F13/86G06T15/005G06T15/20H04L65/762H04L65/764H04L65/61G06T15/205H04N13/117H04L65/611
Inventor 切坦·阿胡佳丹尼尔·G·盖尔布安杰洛·佩斯亚当·米勒
Owner ROBLOX CORP