Adaptive Scene Asset Rendering for Bandwidth-Limited Devices
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Solution Overview
Problem
Existing systems require substantial network bandwidth for streaming rendered video content due to insufficient processing and memory resources on user devices, leading to increased latency and inefficiency in rendering scenes, particularly in online gaming and VR applications.
Innovation Solution
A method that dynamically determines whether to render scene assets on the server or user device based on resource characteristics, using first scene asset data for local rendering or second scene asset data representing server-generated renderings, optimizing bandwidth usage and reducing latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If scene content is fully rendered on the server and streamed as encoded video to the user device, then user devices with insufficient processing resources can display rendered content, but substantial network bandwidth is required which increases latency and reduces efficiency
Solution Approach 1:
The rendering task is segmented into two types: server-side rendering (second scene asset data) for content that cannot be rendered locally, and client-side rendering (first scene asset data) for content that can be rendered on the user device. This segmentation allows the system to reduce bandwidth consumption by transmitting only necessary rendered content while leveraging user device processing capabilities for appropriate assets.
2Manufacturing precision
If scene content is fully rendered on the server and streamed as encoded video to the user device, then rendering quality is maintained, but latency increases due to substantial network bandwidth requirements
Solution Approach 1:
The system dynamically selects between server rendering and client rendering based on real-time assessment of user device processing capabilities and network conditions. This dynamic adaptation allows the system to optimize the balance between rendering quality and latency by choosing the most appropriate rendering approach for each specific context.
3Loss of energy
If first scene asset data is transmitted to enable local rendering on user device, then bandwidth requirements are reduced, but user devices must have sufficient processing and memory resources which constrains accessibility
Solution Approach 1:
The system changes the parameter of rendering location based on user device characteristics. For devices with sufficient processing and memory resources, the system transmits first scene asset data enabling local rendering to reduce bandwidth consumption. For devices with insufficient resources, the system transmits second scene asset data representing server-generated renderings. This parameter change allows the system to adapt to different device capabilities while optimizing for bandwidth efficiency.
Data Source
AI summary
A method is provided for generating a rendered image of a scene, the scene comprising one or more scene assets. A selected one of first scene asset data and second scene asset data is transmitted from a server to a user device, to enable the user device to generate a rendered image of the scene. The first scene asset data is useable by the user device to render the scene asset. The second scene asset data represents a rendering of the scene asset generated by the server. The selection is performed on the basis of a resource characteristic of the user device.


