Cloud 3D Rendering Frame-Rate Synchronization with Priority Processing

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Cloud-based 3D rendering systems face inefficiencies in resource allocation and latency, leading to suboptimal user experiences during peak demand periods, with high frame rates and motion-to-photon latency impacting interactive applications like VR.

Innovation Solution

A frame rate control system using double buffers in a proxy server to synchronize frame rendering, encoding, and transmission, prioritizing user-input-generated frames, and adjusting frame rates to meet quality of service targets while optimizing energy consumption.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If cloud-based 3D rendering systems operate at high frame rates during peak demand, then user experience quality is improved, but resource allocation efficiency deteriorates and energy consumption increases

Engineering Contradiction:
Improveuser experience qualityVSAvoidresource allocation efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system dynamically changes the frame rate parameter based on demand conditions. During peak demand, it adjusts frame rates to match actual user needs rather than maintaining constant high frame rates, thereby improving resource allocation efficiency while preserving user experience quality through adaptive parameter adjustment.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The rendering system transitions from static fixed frame rate operation to dynamic adaptive frame rate control. The system continuously adjusts frame rates in response to changing demand conditions, enabling it to optimize the balance between user experience quality and resource allocation efficiency during peak demand periods.

Inventive Principle:
Principle #15Dynamics

2Speed

If cloud-based 3D rendering systems process all frames at high priority, then frame processing speed is improved, but latency for user-input-generated frames increases

Engineering Contradiction:
Improveframe processing speedVSAvoidmotion-to-photon latency
Core Design Contradiction:
SpeedVSLoss of time

Solution Approach 1:

The system applies different quality levels of processing to different frames based on their priority. User-input-generated frames receive high-priority processing with minimal delay, while other frames are processed at standard priority. This local differentiation in processing quality reduces motion-to-photon latency for critical frames without sacrificing overall frame processing speed.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system introduces a priority classification mechanism that acts as an intermediary between frame generation and frame processing. This mediator categorizes frames into different priority levels, enabling the processing system to allocate resources dynamically and reduce latency for user-input-generated frames while maintaining efficient processing for other frames.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If cloud-based 3D rendering systems maintain constant high frame rates, then visual quality is improved, but energy consumption increases

Engineering Contradiction:
Improvevisual qualityVSAvoidenergy consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The system dynamically adjusts the frame rate parameter based on actual user needs and demand conditions rather than maintaining constant high frame rates. This adaptive parameter change preserves visual quality by maintaining high frame rates only when necessary, thereby reducing energy consumption during periods when lower frame rates would suffice.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system implements periodic assessment of frame rate requirements and adjusts frame rates accordingly. Instead of continuous high frame rate operation, the system periodically evaluates whether high frame rates are necessary and adjusts accordingly, reducing energy consumption while maintaining visual quality through periodic optimization.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20250330553A1System and method for frame rate control and priority frame processing for 3D rendering
Publication Date: 2025.10.23 BOARD OF RGT THE UNIV OF TEXAS SYST
  • US20250330553A1 patent drawing
  • US20250330553A1 patent drawing
  • US20250330553A1 patent drawing

AI summary

Embodiments are directed to a computer-implemented method for regulating graphics frame rendering and encoding rates. The method including synchronizing a frame rate of rendering graphics frames by a 3D application executing in a cloud server with a frame rate of encoding rendered graphics frames at a proxy server; and synchronizing the frame rate of encoding the rendered graphics frames at the proxy server with a frame rate of transmitting the encoded graphics frames to a client device over a network.