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

VSEngineering 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

Engineering Contradiction:
Improveuser device compatibilityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Ease of operationVSLoss of energy

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.

Inventive Principle:
Principle #1Segmentation

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

Engineering Contradiction:
Improverendering qualityVSAvoidlatency
Core Design Contradiction:
Manufacturing precisionVSLoss of time

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.

Inventive Principle:
Principle #15Dynamics

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

Engineering Contradiction:
Improvenetwork bandwidth consumptionVSAvoiddevice compatibility
Core Design Contradiction:
Loss of energyVSAdaptability or versatility

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.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250308088A1Generating a rendered image of a scene
Publication Date: 2025.10.02 SONY COMP ENTERTAINMENT EURO LTD
  • US20250308088A1 patent drawing
  • US20250308088A1 patent drawing
  • US20250308088A1 patent drawing

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.