Adaptive Compression Pipeline for Low Latency Screen Mirroring

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Solution Overview

Problem

Current wireless display systems experience significant latency when transmitting graphics content from a source device to a sink device, particularly due to large texture elements and data peaks, which can lead to delays in interactive applications and gaming.

Innovation Solution

Implementing an adaptive compression pipeline at the source device to compress graphics domain frames using techniques such as scalable texture streaming, frame-based prediction, and lossy/lossless compression, allowing for zero or minimal screen-to-screen latency by selectively utilizing these tools to reduce frame size and transmission time.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Area of stationary object

If wireless transmission of graphics content is implemented, then display capability is improved, but latency increases

Engineering Contradiction:
Improvedisplay capabilityVSAvoidlatency
Core Design Contradiction:
Area of stationary objectVSLoss of time

Solution Approach 1:

The graphics content is segmented into individual frames for independent compression and transmission. Each frame is processed separately through the compression pipeline, allowing parallel processing and reducing overall transmission latency while maintaining display capability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Compression is performed preliminarily on graphics frames before transmission over the wireless connection. By pre-compressing the data at the source device, the transmission time is reduced, thereby lowering latency while preserving the ability to wirelessly display content on external devices.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If texture elements are transmitted in graphics content, then image quality is improved, but data size increases causing delays

Engineering Contradiction:
Improveimage qualityVSAvoidtransmission delay
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The compression pipeline dynamically adjusts compression parameters for texture elements based on their importance and the current frame conditions. By changing compression ratios and quality parameters adaptively, the system maintains acceptable image quality while reducing the data size of texture elements to minimize transmission delays.

Inventive Principle:
Principle #35Parameter changes

3Speed

If compression is applied to graphics frames, then transmission speed is improved, but processing complexity increases

Engineering Contradiction:
Improvetransmission speedVSAvoidprocessing complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The compression pipeline is designed to be dynamic and adaptive, adjusting compression settings based on real-time conditions such as frame type, motion content, and available bandwidth. This dynamic approach optimizes transmission speed while managing processing complexity by applying compression only when and where it provides the most benefit.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP3304277B1Low latency screen mirroring
Publication Date: 2021.03.17 QUALCOMM INC
  • EP3304277B1 patent drawingFigure 1
  • EP3304277B1 patent drawingFigure 2~3
  • EP3304277B1 patent drawingFigure 4

AI summary

Aspects of the present disclosure relate to graphics domain transmission methods that utilize an adaptive compression pipeline to achieve low latency screen mirroring between a source device and a sink device. A source device captures a plurality of graphics domain frames, each of the graphics domain frames including one or more graphics command tokens. The source device utilizes an adaptive compression pipeline to compress the graphics domain frames based on one or more characteristics of the frames, and the adaptive compression pipeline is configured to perform at least one of scalable texture streaming, frame-based prediction, frame dropping, or data compression. The source device transmits the compressed frames to a sink device, and displays a rendered image of the graphics domain frames in time synchronization with a corresponding rendered image of the compressed frames displayed at the sink device.