Method for 6G mobile terminal to visit remote 4D scene in real time
By migrating the rendering tasks of mobile terminals to the cloud for processing in the cloud rendering service system of 6G network, the performance bottleneck of mobile terminals when rendering complex 4D scenes is solved, and an efficient and smooth remote 4D scene interaction experience is achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- CHINA ACADEMY OF ELECTRONICS AND INFORMATION TECHNOLOGY OF CHINA ELECTRONICS TECHNOLOGY GROUP CORPORATION
- Filing Date
- 2025-12-23
- Publication Date
- 2026-05-01
AI Technical Summary
When mobile terminals render and interact with complex 4D scenes in real time, they are limited by hardware computing power, software ecosystem and network environment, resulting in rendering stutter, low frame rate and soaring power consumption. In addition, they rely on third-party software and unstable WebGL support, which affects the user experience.
The cloud rendering service system using 6G network sends remote access requests to the cloud server through 6G mobile terminals, utilizes the high-performance computing capabilities of the cloud to render scenes, and displays the rendered images through a browser, reducing the computing burden and resource dependence on mobile devices.
It enables high-quality remote 4D scene interaction on mobile terminals, improving the smoothness and immersion of the user experience, avoiding the impact of hardware differences and network instability, and providing an immersive experience close to that of a PC.
Smart Images

Figure CN121967499A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of 4D rendering and interaction technology, and in particular to a method, apparatus, device and medium for a 6G mobile terminal to access a remote 4D scene in real time. Background Technology
[0002] With the rapid development of technologies such as computer vision, virtual reality (VR), augmented reality (AR), and mixed reality, 4D scenes have been widely applied in various fields, including large-scale 4D online games, online virtual memorial platforms (supporting multiple users to commemorate the deceased online), virtual fitting rooms, scene display systems, and virtual testing environments. On personal computers (PCs), thanks to their standardized hardware architecture, powerful graphics processing capabilities, and mature and stable software ecosystem, users can generally enjoy smooth remote 4D scene navigation and deep interaction.
[0003] However, for mobile terminal users, limited by the hardware computing power, software ecosystem, and network environment of the mobile terminal itself, it is difficult to efficiently and smoothly complete the real-time rendering and interaction of complex 4D scenes on the mobile terminal, specifically in the following aspects: 1. Mobile devices (phones) generally adopt heterogeneous hardware architectures. The graphics processing units (GPUs) of different manufacturers vary in performance, rendering pipelines and driver support. There is a lack of unified standards like in the PC field, which may result in inconsistent effects, performance fluctuations and even compatibility issues for the same rendering program on different mobile devices. Although the computing power of some high-end mobile devices is constantly improving, they are expensive. Ordinary (phone) users often experience rendering stutters, low frame rates and power consumption surges when dealing with scenes containing a large number of triangles and complex rendering algorithms, which affects the smoothness and immersion of the user experience.
[0004] 2. Mobile terminals generally rely on the support of specific third-party software or plugins to run 4D scenes. Users need to install additional components in advance to access 4D content.
[0005] 3. Although technologies like WebGL can render 4D scenes in browsers, their support, performance optimization, and stability in mobile browser environments still lag behind those on PCs. Furthermore, different mobile browsers have varying levels of implementation and support for the WebGL standard, which can easily lead to rendering errors, missing features, or inconsistent performance. This results in inconsistent rendering effects across different browsers, impacting the user experience.
[0006] 4. Achieving high-quality 4D scene interaction requires loading a large number of asset files in real time. Although 6G networks offer high bandwidth, download latency remains significant in unstable network environments or when individual resource files are large (e.g., reaching tens of MB). One solution is to pre-store the assets needed for rendering on mobile devices, which faces the problem of asset updates and consumes a large amount of user device storage space. Summary of the Invention
[0007] This invention provides a method, apparatus, device, and medium for a 6G mobile terminal to access a remote 4D scene in real time, solving the problem of how to achieve high-quality remote 4D interaction on a mobile terminal.
[0008] To achieve the above objectives, this application adopts the following technical solution: Firstly, a method for a 6G mobile terminal to access a remote 4D scene in real time is provided, including: A browser based on a 6G mobile terminal sends a remote access request to a cloud rendering service system built on a cloud server in a large model environment. The remote access request includes operation instructions, which are used to indicate interactive actions to be performed in a remote 4D scene; The cloud rendering service system, from bottom to top, includes: The communication layer is used to handle network access, request distribution, and transmission of instructions and rendering results of the 6G mobile terminal. The rendering layer is used to construct a virtual scene in the cloud according to the remote access request, execute rendering tasks and generate rendered images according to the operation instructions; A heterogeneous scene material resource management layer is used to store, schedule, and manage scene material resources used for the rendering task. In response to the remote access request, the cloud rendering service system generates a rendered image of the result of the interaction on the cloud server. The 6G mobile terminal receives the rendered image and displays it.
[0009] Secondly, a device for a 6G mobile terminal to access a remote 4D scene in real time is provided, comprising: The interaction module is used by the browser on a 6G mobile terminal to send remote access requests to the cloud rendering service system built on a cloud server in a large model environment. The remote access request includes operation instructions, which are used to indicate interactive actions to be performed in a remote 4D scene; The cloud rendering service system, from bottom to top, includes: The communication layer is used to handle network access, request distribution, and transmission of instructions and rendering results of the 6G mobile terminal. The rendering layer is used to construct a virtual scene in the cloud according to the remote access request, execute rendering tasks and generate rendered images according to the operation instructions; A heterogeneous scene material resource management layer is used to store, schedule, and manage scene material resources used for the rendering task. A rendering module is used by the cloud rendering service system to generate a rendered image of the interactive action result on the cloud server in response to the remote access request. The interactive result feedback module is used to receive the rendered image and display the image based on the 6G mobile terminal.
[0010] Thirdly, an electronic device is provided, comprising: a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, performs the steps of the method as described in the first aspect.
[0011] Fourthly, a readable storage medium is provided, on which a program or instructions are stored, which, when executed by a processor, implement the steps of the method as described in the first aspect. Attached Figure Description
[0012] Figure 1 A flowchart illustrating a method for a 6G mobile terminal to access a remote 4D scene in real time, provided in an embodiment of this application; Figure 2 This application provides a schematic diagram of the basic architecture of a method for a 6G mobile terminal to access a remote 4D scene in real time. Figure 3 This application provides a schematic diagram of the layered structure of a cloud rendering service system. Figure 4 This is a schematic diagram of a virtual scene unit provided in an embodiment of this application. Detailed Implementation
[0013] To further illustrate the technical means and effects adopted by the present invention to achieve its intended purpose, the technical solutions in the embodiments of this application are clearly described. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art are within the scope of protection of this application.
[0014] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.
[0015] The steps described in this application and the flowcharts in the accompanying drawings are not necessarily strictly executed according to the step numbers; the execution order of the steps can be changed. Furthermore, certain steps can be omitted, multiple steps can be combined into one step, and / or one step can be broken down into multiple steps.
[0016] This specification provides a method for a 6G mobile terminal to access a remote 4D scene in real time. It is a novel solution for real-time interactive access between a 6G mobile user and a remote 4D scene, aiming to address the computational limitations and core technical challenges faced by 6G mobile devices when accessing remote 3D scenes in real time. This solution strives to enable 6G mobile users to enjoy a high-quality experience comparable to that of PC users, integrating cutting-edge achievements in cloud computing, cloud rendering technology, and application software architecture design. This specification also relates to an apparatus for a 6G mobile terminal to access a remote 4D scene in real time, a computer device, and a computer-readable storage medium, which will be described in detail below with reference to the accompanying drawings and preferred embodiments.
[0017] Please see Figure 1 This application provides a method for a 6G mobile terminal to access a remote 4D scene in real time, including: Step S1: The browser based on the 6G mobile terminal sends a remote access request to the cloud rendering service system built on the cloud server of the large model environment. The remote access request includes operation instructions, which are used to indicate interactive actions to be performed in a remote 4D scene; The cloud rendering service system, from bottom to top, includes: The communication layer is used to handle network access, request distribution, and transmission of instructions and rendering results of the 6G mobile terminal. The rendering layer is used to construct a virtual scene in the cloud according to the remote access request, execute rendering tasks and generate rendered images according to the operation instructions; A heterogeneous scene material resource management layer is used to store, schedule, and manage scene material resources used for the rendering task. Step S2: In response to the remote access request, the cloud rendering service system generates a rendered image of the result of the interaction on the cloud server; Step S3: Receive the rendered image and display the image based on the 6G mobile terminal.
[0018] Furthermore, the communication layer is configured as follows: The load balancing server receives remote access requests from 6G mobile terminals and intelligently distributes these requests to different server mirror areas. Within each server mirror region, the distributed remote access requests are converted into rendering instructions by the task scheduling server, and the rendering instructions are allocated to the rendering machine clusters in the rendering layer according to the load status; the user access path is recorded and the user operation sequence is cached.
[0019] The rendering layer is configured as follows: Create an independent virtual scene unit on the assigned rendering machine for each user session; In response to an operation instruction from the communication layer, the operation instruction is parsed and executed in the virtual scene unit; Based on the execution result of the instruction, the virtual camera is driven to perform perspective rendering, generating continuous rendered image frames; The rendered image frame is sent to the file server cache and then returned to the corresponding 6G mobile terminal through the communication layer.
[0020] The heterogeneous scene material resource management layer is configured as follows: Scene material resources, including scene models, textures, and audio materials, are centrally stored through a file server; The resource manager provides a resource access interface for the rendering layer. In response to resource call requests from the rendering layer, an asynchronous download, asynchronous decompression, and delegate callback mechanism is adopted to enable resource calls and scene rendering to be executed in parallel.
[0021] Furthermore, the virtual scene unit is created and run based on U3D.EXE; A new U3D.EXE process is launched in the cloud to respond to remote access requests via a Socket communication connection; Within the virtual scene unit instantiated in the U3D.EXE process, an instruction transceiver, a virtual camera, and a dynamic scene loading module are constructed. The instruction transceiver is used to receive and forward operation instructions, the virtual camera is used to generate a camera view simulating the user's perspective, and the dynamic scene loading module is used to asynchronously load resources from the heterogeneous scene material resource management layer on demand.
[0022] Furthermore, when the user view parameters of the 6G mobile terminal are detected to be stable and the scene content has not changed, the rendered valid image frames are directly reused from the cache and returned to the 6G mobile terminal. During periods of low load on cloud servers, large-scale scene rendering tasks are pre-executed and the results are cached; AssetBundle technology is used to package and manage the version of scene resources, and the rendering machine performs asynchronous loading and updating of resources locally on demand.
[0023] See Figure 2-4 Specifically, at the communication layer, the load balancing server plays a crucial role. It intelligently distributes access requests from 6G mobile users and caches user access paths and operation commands. These requests are then passed to the rendering task scheduling layer, where the task allocation server, guided by the server information management program, precisely forwards the requests to the appropriate rendering servers. At the rendering layer, the rendering servers process user interaction requests, generate high-quality rendered images, and store these images in a database cache pool. During this process, the system also performs validity checks on the rendering results to ensure image quality. Finally, the processed high-quality images are sent to the 6G users for final presentation.
[0024] User groups first allocate access requests through a load balancer. Based on the rendering machine performance monitoring program's assessment, requests from 6G mobile users are precisely assigned to the corresponding rendering servers. Inside the rendering server, the U3D.EXE executable runs in a large model environment. This program can launch independent threads based on external user commands, thereby generating personalized user virtual scene units. Each unit is equipped with a camera module, a U3D command transceiver, and other functional components (such as database interaction components, camera capture modules, debug modules, dynamic scene loading modules, server information management modules, program configuration libraries, basic class libraries and external DLL library interfaces, and AssetBundle loading, synchronization, and management modules, etc.). These components communicate with the middleware server via Socket sockets. When a user requests access, the system starts a new U3D.EXE process via a Socket connection and transmits the corresponding user commands to start the service. The various functional modules within the user virtual scene work together to meet user needs. The system comprises several modules: a camera module simulating the user's perspective, allowing real-time observation of all interactive operations within the virtual scene; a command transceiver receiving user commands and triggering other modules to execute interactive actions such as roaming and rotation, which are then sent to the 6G mobile user as consecutive rendered frames; a resource server and file path database providing the user's virtual scene with various resources, such as models, textures, and images; a resource server storing these resources; and a file path database recording the specific paths of relevant files and resources to ensure rapid location of required files during scene loading; a database interaction module handling user-database interaction; and a camera capture module enabling timed photo taking and roaming during scene navigation; a debug module handling scene anomalies, acquiring system status, and allowing dynamic modification of internal parameters; a dynamic scene loading module using asynchronous loading to improve scene loading efficiency; and a server information management module monitoring and managing the server's running status and load in real-time. Furthermore, a program configuration library ensures correct program configuration, and interfaces between the basic class library and external DLL libraries provide convenient access to these libraries. The AssetBundle loading, synchronization, and management modules enable synchronized downloading and efficient management of resources, further improving the operational efficiency of the user's virtual scene and the user experience. This application centralizes large-scale computing tasks on a high-performance, distributed cloud server, while the 6G mobile device is only responsible for sending instructions and receiving rendered images. By fully utilizing the server's high-performance computing capabilities and significantly reducing the computing load on the 6G device, the interaction efficiency between 6G mobile users and remote 4D scenes is significantly improved, bringing users a smoother and more efficient experience.
[0025] The cloud rendering service system architecture is built on Socket communication, achieving loose coupling between layers. At the top of the architecture is the communication and interaction layer, whose core responsibility is to rationally distribute user access traffic using a load balancer, while recording user access paths and interaction data files. Subsequently, the communication layer starts a dedicated thread responsible for forwarding user requests to the task scheduling center. The task scheduling center then intelligently schedules user requests to less loaded rendering clusters based on the rendering machine's performance test results. In the middle layer of the architecture, the rendering layer, the system provides personalized interaction processing strategies for different users. When a scene access request is received from a 6G mobile user, the rendering layer further refines the request and distributes it to less loaded rendering machines. Within the preset idle area of the rendering machine, the system starts the U3D.EXE engine to build a virtual environment for the user, including a basic scene, camera view, and rendering modules. During this process, the instruction receiving module is responsible for capturing and parsing the user's interaction instructions, coordinating other functional modules to execute all operations required by the instructions, and providing real-time feedback to the 6G mobile user in the form of continuous rendered frame images.
[0026] Users activate their own dedicated scene unit by sending commands. This process doesn't directly construct a complete scene; instead, it initializes a scene framework based on a basic scene configuration file. This configuration file details the position coordinates, rotation angles, and orientation information of the basic elements in the scene. Based on this, a command transceiver is automatically deployed within the virtual scene. External virtual operations performed by the user on the 6G device are mapped in real-time to the command transceiver within their virtual scene unit, triggering a series of subsequent operations. For example, the command transceiver might call a resource server as needed to load the required 4D models; simultaneously, it will access a file path database to load additional resources such as textures, maps, sound effects, and animations, thereby dynamically enriching and perfecting the scene content.
[0027] At the bottom of the architecture is the data management layer, which mainly consists of components such as database servers and file servers. It is responsible for managing and maintaining scene-related data resources. The rendering machine can obtain the latest resource file updates from the data management layer. At the same time, user interaction results are also written back to the corresponding configuration files in real time to achieve persistent data storage.
[0028] Regarding the reuse mechanism for valid rendering frames, when the camera view (user's perspective) parameters are stable and the scene content remains unchanged, the verified and marked valid cloud rendering results can be retrieved from the database and transmitted to the 6G mobile device in real time. This strategy greatly promotes the efficient reuse of rendering results.
[0029] To optimize user experience, this application flexibly schedules large-scale scene rendering tasks to be executed during periods of low server load, based on the cloud server's usage load. This effectively reduces user waiting time during peak periods and significantly improves the actual user experience quality.
[0030] Regarding the interaction strategy between the cloud rendering server and the file communication server, this application adopts a mode combining asynchronous downloading and asynchronous loading with periodic write-back. Specifically, AssetBundle technology is used to encapsulate GameObjects and their Prefabs in the scene, ensuring that the resources downloaded by the user contain complete attribute information, such as position and rotation. Simultaneously, by packaging elements such as interface, models, materials, and audio separately, the problem of downloading a large number of resources for a single update is solved, improving rendering efficiency and reducing the frequency of requests to the resource server. On the local rendering server, AssetBundle is also used to load resources. Considering the interaction needs between 6G mobile users and the cloud server, this application utilizes the Thread and WWW classes to implement asynchronous resource downloading. When the rendering server detects resource updates on the file server, it automatically performs the update download, ensuring that the rendering server can obtain resources locally when needed. Furthermore, the rendering server uses an on-demand asynchronous loading method and periodically updates the resource status to the configuration file, further reducing communication latency between the rendering server and the file server, effectively supporting the high-concurrency access requirements of remote 4D scenes in a 6G environment.
[0031] The core design concepts of the above technical solutions include: 1) Migrate heavy rendering tasks to cloud rendering clusters with powerful computing capabilities to avoid the performance limitations of mobile devices; 2) Mobile devices interact with the cloud rendering cluster by sending commands and receive rendered images to present 4D scenes. This method of simulating 4D scene browsing using continuous image frames effectively balances communication overhead and user experience while striving for an interactive experience close to that of a PC, and avoids network speed limitations. 3) Using images to display 4D scenes reduces reliance on third-party plugins, as the built-in browser on mobile devices can meet the display requirements; 4) A heterogeneous scene material resource management module is introduced to handle the resources required for rendering scenes, thereby avoiding users directly facing complex and large resource files and improving the ease of use.
[0032] Based on the aforementioned core design principles, the rendering architecture successfully migrates computationally intensive and highly complex tasks to a powerful cloud server via a browser on a 6G device. Supported by the 6G network, real-time interactive access to remote 4D scenes is achieved simply by transmitting command sets and receiving image data. A low-resource-consumption dynamic scheduling mechanism is implemented by calling other components through the command transceiver module. This mechanism employs a real-time loading strategy, covering not only the initial loading of basic resources such as 4D models, textures, and lighting, but also dynamically and in real-time loading of required resources during interaction, thereby improving the overall system performance and response speed. When a user accesses the system, a load balancer intelligently distributes user access requests, transforming user needs into equivalent command streams and sending them to the cloud server. Upon receiving the command stream, the cloud server executes all user interaction operations in the cloud and converts these operations into images through high-quality real-time rendering, which are then sent to the 6G mobile user. In this solution, users only need to send commands and operation information, while the actual interactive operation process is handled entirely by the cloud server, transmitting the rendered images to 6G mobile users in real-time continuous frames. For users, the experience appears as if they are performing natural and realistic interactive operations directly in a local scene, when in reality they are performing virtual operations on images calculated and rendered in the cloud. This process is transparent to the user; by shielding details, the system provides a highly realistic, remotely immersive interactive experience. This application not only effectively avoids the challenges that may arise during 3D scene generation due to engine differences and mobile browser incompatibility, but also overcomes the limitations of real-time scene interaction caused by multiple factors such as 6G device hardware configuration, computing power, mobile network speed, and processing speed. It breaks through the limitations of existing technologies and significantly improves the experience quality of 6G mobile users in remote 4D scene interaction, enabling both 6G mobile users and PC users to enjoy a nearly identical remote 4D scene immersive interactive experience, significantly improving user satisfaction and demonstrating significant technological value and application potential.
[0033] This application innovatively proposes migrating scene rendering tasks to a cloud rendering cluster for execution. To achieve this goal, this application constructs a high-efficiency communication layer architecture, aiming to build a stable communication bridge between 6G devices and the cloud rendering cluster. In the communication layer design, we adopt a load balancing strategy to intelligently allocate access requests from 6G mobile users to different server mirror areas, thereby ensuring that the load on the cloud servers remains balanced. Each mirror area deploys an independent cloud rendering server cluster, which is centrally managed by a single task scheduling server. When a user operation request is received, the task scheduling server quickly converts it into an instruction format that the rendering machine cluster can understand, and intelligently selects the optimal rendering machine for task allocation based on the current load status of the rendering machine cluster and the user's access history. After collaborative processing by the load balancing server and the task scheduling server, the rendering layer can efficiently receive and process these requests, and finally feed back the processing results of the cloud server's user interaction to the 6G mobile user in real time in the form of images. This not only effectively alleviates the pressure on 6G mobile terminals in rendering and processing, but also significantly improves the smoothness and interactive experience of users accessing remote 4D scenes, bringing 6G mobile users an immersive experience close to local operation.
[0034] For the rendering layer, scene management, and scene unit construction, this application's rendering layer consists of multiple rendering servers. These servers are rationally deployed according to the division of server mirror regions and are uniformly managed by the task scheduling servers in their respective regions. The core responsibility of the rendering layer is to dynamically manage the user's virtual scene and parse and execute the user's operation commands, which cover key functions such as interactive actions and scene rendering. Each rendering server runs a certain number of rendering processes, and each process carries a specific scene, which is shared by the virtual scenes on it. To further refine scene management, the scene is divided into multiple scene units, each corresponding to a user's virtual scene instance. In this application, the configuration information of the virtual scene and the required material resources are uniformly provided by the heterogeneous scene material resource management layer. Thus, large-scale computing tasks are centralized on the high-performance cloud rendering cluster, while the 6G mobile user terminal is mainly responsible for sending commands and receiving rendered images. This method fully utilizes the powerful computing capabilities of the cloud rendering cluster, effectively reduces the computing burden of 6G mobile devices, lowers the requirements for software and hardware compatibility, and thus significantly improves the user experience of 6G mobile users interacting with remote 4D scenes.
[0035] To address the common needs of the rendering layer for scene assets, unified management of scene assets is crucial for the overall system efficiency. The management strategy proposed in this application not only facilitates flexible subsequent system modifications but also effectively alleviates the storage burden on the rendering layer. The rendering layer can easily obtain the required assets through the interface of the heterogeneous scene asset resource management layer without directly handling the storage details. The heterogeneous scene asset resource management layer adopts a loosely coupled, middleware-based design, ensuring the robustness of underlying data operations and the scalability of the system. This management layer consists of two main components: a file server and a resource manager. The file server is responsible for the secure storage of scene assets, while the resource manager acts as an intermediary layer, hiding the storage details and asset classification information of the file server. This allows the rendering layer to seamlessly obtain the required resources by accessing the unified interface of the resource manager. Furthermore, to address potential system performance bottlenecks caused by data interaction, the heterogeneous scene asset resource management layer also introduces asynchronous download, asynchronous decompression, and delegate callback mechanisms. These designs ensure that the resource request process and the main loop of the rendering layer can be executed in parallel, thereby efficiently handling resource loading tasks without interfering with the rendering process, further improving the overall system performance and user experience.
[0036] Corresponding to the above-described method embodiment for real-time access to remote 4D scenes by a 6G mobile terminal, this application embodiment provides an apparatus for real-time access to remote 4D scenes by a 6G mobile terminal, comprising: include: The interaction module is used by the browser on a 6G mobile terminal to send remote access requests to the cloud rendering service system built on a cloud server in a large model environment. The remote access request includes operation instructions, which are used to indicate interactive actions to be performed in a remote 4D scene; The cloud rendering service system, from bottom to top, includes: The communication layer is used to handle network access, request distribution, and transmission of instructions and rendering results of the 6G mobile terminal. The rendering layer is used to construct a virtual scene in the cloud according to the remote access request, execute rendering tasks and generate rendered images according to the operation instructions; A heterogeneous scene material resource management layer is used to store, schedule, and manage scene material resources used for the rendering task. A rendering module is used by the cloud rendering service system to generate a rendered image of the interactive action result on the cloud server in response to the remote access request. The interactive result feedback module is used to receive the rendered image and display the image based on the 6G mobile terminal.
[0037] Furthermore, the communication layer is configured as follows: The load balancing server receives remote access requests from 6G mobile terminals and intelligently distributes these requests to different server mirror areas. Within each server mirror region, the distributed remote access requests are converted into rendering instructions by the task scheduling server, and the rendering instructions are allocated to the rendering machine clusters in the rendering layer according to the load status; the user access path is recorded and the user operation sequence is cached.
[0038] Furthermore, the rendering layer is configured as follows: Create an independent virtual scene unit on the assigned rendering machine for each user session; In response to an operation instruction from the communication layer, the operation instruction is parsed and executed in the virtual scene unit; Based on the execution result of the instruction, the virtual camera is driven to perform perspective rendering, generating continuous rendered image frames; The rendered image frame is sent to the file server cache and then returned to the corresponding 6G mobile terminal through the communication layer.
[0039] Furthermore, the heterogeneous scene material resource management layer is configured as follows: Scene material resources, including scene models, textures, and audio materials, are centrally stored through a file server; The resource manager provides a resource access interface for the rendering layer. In response to resource call requests from the rendering layer, an asynchronous download, asynchronous decompression, and delegate callback mechanism is adopted to enable resource calls and scene rendering to be executed in parallel.
[0040] Furthermore, the virtual scene unit is created and run based on U3D.EXE; A new U3D.EXE process is launched in the cloud to respond to remote access requests via a Socket communication connection; Within the virtual scene unit instantiated in the U3D.EXE process, an instruction transceiver, a virtual camera, and a dynamic scene loading module are constructed. The instruction transceiver is used to receive and forward operation instructions, the virtual camera is used to generate a camera view simulating the user's perspective, and the dynamic scene loading module is used to asynchronously load resources from the heterogeneous scene material resource management layer on demand.
[0041] The above-mentioned device for real-time access to remote 4D scenes by a 6G mobile terminal implements the steps and processes of the above-mentioned method embodiment for real-time access to remote 4D scenes by a 6G mobile terminal, and can achieve the same technical effect. To avoid repetition, it will not be described again here.
[0042] Corresponding to the above-described method embodiment for real-time access to remote 4D scenes by a 6G mobile terminal, this application embodiment provides an electronic device, which includes: a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps and processes of the above-described method embodiment for real-time access to remote 4D scenes by a 6G mobile terminal, and achieves the same technical effect. To avoid repetition, it will not be described again here.
[0043] Memory can be used to store software programs and various data. Memory can primarily include a first storage area for storing programs or instructions and a second storage area for storing data. The first storage area can store the operating system, application programs or instructions required for at least one function (such as sound playback, image playback, etc.). Furthermore, memory can include volatile memory or non-volatile memory, or both. Non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. Volatile memory can be random access memory (RAM), static random access memory (SRAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDRSDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous linked dynamic random access memory (Synchlink DRAM, SLDRAM), and direct memory bus RAM (DRRAM). The memory in the embodiments of this application includes, but is not limited to, these and any other suitable types of memory.
[0044] The processor may include one or more processing units; optionally, the processor integrates an application processor and a modem processor, wherein the application processor mainly handles operations related to the operating system, user interface, and applications, while the modem processor mainly handles wireless communication signals, such as a baseband processor. It is understood that the aforementioned modem processor may also not be integrated into the processor.
[0045] Corresponding to the above-described method embodiment for real-time access to remote 4D scenes by a 6G mobile terminal, this application embodiment also provides a readable storage medium storing a program or instructions. When the program or instructions are executed by a processor, they implement the steps and processes of the above-described method embodiment for real-time access to remote 4D scenes by a 6G mobile terminal, and achieve the same technical effect. To avoid repetition, these will not be described again here.
[0046] The processor is the processor in the electronic device described in the above embodiments of this application. The readable storage medium includes a computer-readable storage medium, such as a computer read-only memory (ROM), random access memory (RAM), a magnetic disk, or an optical disk.
[0047] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element. Furthermore, it should be noted that the scope of the methods and apparatuses in the embodiments of this application is not limited to performing functions in the order shown or discussed, but may also include performing functions substantially simultaneously or in the reverse order, depending on the functions involved. For example, the described methods may be performed in a different order than described, and various steps may be added, omitted, or combined. Additionally, features described with reference to certain examples may be combined in other examples.
[0048] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a computer software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.
[0049] It is understood that the embodiments of this application have been described above in conjunction with the accompanying drawings. However, this application is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. As those skilled in the art will know, various changes or equivalent substitutions can be made to these features and embodiments without departing from the spirit and scope of the invention. Furthermore, those skilled in the art, under the guidance or instruction of this application, can modify these features and embodiments to adapt to specific situations and materials without departing from the spirit and scope of the invention. Therefore, this invention is not limited to the specific embodiments disclosed herein, and all embodiments falling within the scope of the claims of this application are within the protection scope of this invention.
Claims
1. A method for real-time access to a remote 4D scene using a 6G mobile terminal, characterized in that, include: A browser based on a 6G mobile terminal sends a remote access request to a cloud rendering service system built on a cloud server in a large model environment. The remote access request includes operation instructions, which are used to indicate interactive actions to be performed in a remote 4D scene; The cloud rendering service system, from bottom to top, includes: The communication layer is used to handle network access, request distribution, and transmission of instructions and rendering results of the 6G mobile terminal. The rendering layer is used to construct a virtual scene in the cloud according to the remote access request, execute rendering tasks and generate rendered images according to the operation instructions; A heterogeneous scene material resource management layer is used to store, schedule, and manage scene material resources used for the rendering task. In response to the remote access request, the cloud rendering service system generates a rendered image of the result of the interaction on the cloud server. The 6G mobile terminal receives the rendered image and displays it.
2. The method for real-time access to a remote 4D scene by a 6G mobile terminal according to claim 1, characterized in that, The communication layer is configured as follows: The load balancing server receives remote access requests from 6G mobile terminals and intelligently distributes these requests to different server mirror areas. Within each server mirror region, the distributed remote access requests are converted into rendering instructions by the task scheduling server, and the rendering instructions are allocated to the rendering machine clusters in the rendering layer according to the load status; the user access path is recorded and the user operation sequence is cached.
3. The method for real-time access to a remote 4D scene by a 6G mobile terminal according to claim 2, characterized in that, The rendering layer is configured as follows: Create an independent virtual scene unit on the assigned rendering machine for each user session; In response to an operation instruction from the communication layer, the operation instruction is parsed and executed in the virtual scene unit; Based on the execution result of the instruction, the virtual camera is driven to perform perspective rendering, generating continuous rendered image frames; The rendered image frame is sent to the file server cache and then returned to the corresponding 6G mobile terminal through the communication layer.
4. The method for real-time access to a remote 4D scene by a 6G mobile terminal according to claim 3, characterized in that, The heterogeneous scene material resource management layer is configured as follows: Scene material resources, including scene models, textures, and audio materials, are centrally stored through a file server; The resource manager provides a resource access interface for the rendering layer. In response to resource call requests from the rendering layer, an asynchronous download, asynchronous decompression, and delegate callback mechanism is adopted to enable resource calls and scene rendering to be executed in parallel.
5. The method for real-time access to a remote 4D scene by a 6G mobile terminal according to claim 3, characterized in that, The virtual scene unit is created and run based on U3D.EXE; A new U3D.EXE process is launched in the cloud to respond to remote access requests via a Socket communication connection; Within the virtual scene unit instantiated in the U3D.EXE process, an instruction transceiver, a virtual camera, and a dynamic scene loading module are constructed. The instruction transceiver is used to receive and forward operation instructions, the virtual camera is used to generate a camera view simulating the user's perspective, and the dynamic scene loading module is used to asynchronously load resources from the heterogeneous scene material resource management layer on demand.
6. The method for real-time access to a remote 4D scene by a 6G mobile terminal according to claim 1, characterized in that, When the user's perspective parameters of the 6G mobile terminal are detected to be stable and the scene content has not changed, the rendered valid image frame is directly reused from the cache and returned to the 6G mobile terminal. During periods of low load on cloud servers, large-scale scene rendering tasks are pre-executed and the results are cached; AssetBundle technology is used to package and manage the version of scene resources, and the rendering machine performs asynchronous loading and updating of resources locally on demand.
7. A device for real-time access to a remote 4D scene by a 6G mobile terminal, characterized in that, include: The interaction module is used by the browser on a 6G mobile terminal to send remote access requests to the cloud rendering service system built on a cloud server in a large model environment. The remote access request includes operation instructions, which are used to indicate interactive actions to be performed in a remote 4D scene; The cloud rendering service system, from bottom to top, includes: The communication layer is used to handle network access, request distribution, and transmission of instructions and rendering results of the 6G mobile terminal. The rendering layer is used to construct a virtual scene in the cloud according to the remote access request, execute rendering tasks and generate rendered images according to the operation instructions; A heterogeneous scene material resource management layer is used to store, schedule, and manage scene material resources used for the rendering task. A rendering module is used by the cloud rendering service system to generate a rendered image of the interactive action result on the cloud server in response to the remote access request. The interactive result feedback module is used to receive the rendered image and display the image based on the 6G mobile terminal.
8. An electronic device, characterized in that, The electronic device includes: a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the method for real-time access to a remote 4D scene by a 6G mobile terminal as described in any one of claims 1 to 6.
9. A readable storage medium, characterized in that, The readable storage medium stores a program or instructions that, when executed by a processor, implement the steps of the method for real-time access to a remote 4D scene by a 6G mobile terminal as described in any one of claims 1 to 6.