Resilient AR Rendering via Network-Aware Surface Prioritization
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Solution Overview
Problem
Augmented-reality (AR) systems face challenges in providing high-quality content due to latency and packet loss in poor wireless network conditions, leading to uncomfortable sensory dissonance and reduced user experience, especially when complex geometry or multiple virtual objects need to be rendered quickly in response to user head movements.
Innovation Solution
A split computing architecture that dynamically adjusts parameters based on wireless network quality, prioritizing and resiliently rendering surfaces by decoupling frame rates, reducing data rates, and applying techniques such as rate control, content-aware scheduling, and dimensionality adjustments to ensure consistent and high-quality AR experiences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the frame rate is increased to prevent user lag and improve rendering responsiveness, then user experience is improved, but network bandwidth consumption increases and packet loss occurs in poor wireless conditions
Solution Approach 1:
The system dynamically adjusts the frame rate based on real-time network conditions. When network quality is good, the frame rate is increased to provide responsive rendering. When network quality deteriorates, the frame rate is reduced to prevent packet loss and ensure stable transmission. This dynamic adaptation resolves the contradiction by making the frame rate flexible rather than fixed.
Solution Approach 2:
The system changes the frame rate parameter according to network conditions. By monitoring network quality metrics and adjusting the frame rate parameter accordingly, the system optimizes the balance between rendering speed and network bandwidth consumption, preventing both lag and packet loss.
2Manufacturing precision
If high-resolution and complex geometry surfaces are rendered to provide high-quality AR content, then content quality is improved, but data transmission size increases leading to packet loss in poor network conditions
Solution Approach 1:
The system applies different quality levels to different surfaces based on their importance and visibility. Critical surfaces that are currently in the user's field of view are rendered with high quality, while less important surfaces use lower quality settings. This local quality differentiation maintains content quality for important elements while reducing overall data transmission size to prevent packet loss.
Solution Approach 2:
The system renders only the necessary portions of surfaces at high quality rather than entire surfaces. By focusing rendering resources on visible and important areas while using lower quality for other areas, the system achieves acceptable content quality with reduced data transmission requirements.
3Loss of time
If rapid re-rendering of the entire environment is performed to account for user head movements, then latency is reduced, but processing resources are excessively consumed
Solution Approach 1:
The rendering system divides the environment into multiple surfaces and further segments them by priority levels. Instead of re-rendering the entire environment uniformly, the system identifies and updates only the high-priority surfaces that are currently visible or becoming visible due to head movements. This segmentation approach reduces processing resource consumption while maintaining low latency for critical rendering updates.
Solution Approach 2:
The system performs preliminary identification of surfaces that will become visible based on predicted head movements. By pre-processing and preparing these surfaces before they are actually needed, the system reduces the urgent processing load when head movements occur, thereby reducing latency without requiring full environment re-rendering.
4Quantity of substance
If multiple surfaces with complex geometry are transmitted simultaneously to maintain immersive environment, then content completeness is improved, but network bandwidth requirements increase causing transmission failures
Solution Approach 1:
The system transmits surface data in a continuous stream rather than as discrete batches. By maintaining continuous transmission with proper prioritization and pacing, the system ensures that content is delivered complete over time while adapting to available network bandwidth, preventing transmission failures while maintaining content completeness.
Solution Approach 2:
The system introduces a network condition monitoring intermediary that mediates between the content generation system and the transmission system. This intermediary monitors network quality and dynamically adjusts transmission parameters, prioritizing critical surfaces and pacing data flow to match available bandwidth, thereby ensuring both content completeness and transmission reliability.
Data Source
AI summary
A method by a rendering device includes receiving a request to render multiple surfaces corresponding to multiple virtual objects to be concurrently displayed on an augmented-reality (AR) headset. The method further includes that the AR headset is connected to the rendering device via a wireless link. In response to a determination that a network quality of the wireless link is below a threshold condition, the method further includes selecting a first subset of the multiple surfaces that are higher priority than a second subset of the plurality of surfaces. The method includes transmitting the first subset of multiple surfaces to the AR headset for display and transmitting the second subset of multiple surfaces to the AR headset for display after transmitting the first subset. This method includes rendering the surfaces in accordance with a set of rendering parameters so as to satisfy one or more network constraints.


