Asynchronous Space Warp Server-Client Split Architecture

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Solution Overview

Problem

Existing graphics processing techniques in wireless communication devices, particularly for virtual reality applications, face challenges in reducing latency and judder due to limited computational resources and inaccurate motion vector generation, leading to artifacts like z-fighting and object distortion.

Innovation Solution

Implementing a split architecture for asynchronous space warp (ASW) where motion vectors are generated and filtered at the server side, leveraging depth information and game engine data to optimize the warping process, reducing computational load on the client device and minimizing artifacts.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If motion vectors are generated and processed on the client device, then the system maintains independence and portability, but computational load increases causing latency and reduced frame rates

Engineering Contradiction:
Improveframe rateVSAvoidcomputational load
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system divides the graphics processing workload into two segments: the server handles motion vector generation and filtering using its superior computational resources, while the client device performs only the warping operation. This segmentation allows the computationally intensive tasks to be performed on the server, reducing the client's computational load and energy consumption while maintaining high frame rates.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Motion vectors serve as an intermediary data structure that bridges the server's rendered content and the client's display requirements. The server generates and filters these motion vectors, then transmits them to the client where they guide the warping process. This intermediary approach allows complex processing to occur on the server while keeping the client's operations simple and efficient.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If simple warping is applied to reduce computational load, then processing speed increases, but visual quality deteriorates due to artifacts like z-fighting and object distortion

Engineering Contradiction:
Improveprocessing speedVSAvoidvisual quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The server performs preliminary filtering of motion vectors before transmitting them to the client. This pre-processing step removes inaccurate or problematic motion vectors that would cause visual artifacts, ensuring that only high-quality motion data reaches the client device. The client then applies warping using this pre-filtered data, achieving both fast processing and high visual quality.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback mechanism where the server analyzes rendering data and depth information to identify and correct problematic motion vectors before transmission. This feedback loop ensures that motion vectors causing z-fighting or distortion are filtered out, maintaining visual quality while preserving processing speed at the client device.

Inventive Principle:
Principle #23Feedback

3Manufacturing precision

If high-resolution motion vectors are transmitted to improve warping accuracy, then visual quality improves, but bandwidth consumption increases

Engineering Contradiction:
Improvewarping accuracyVSAvoidbandwidth consumption
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The server applies different levels of motion vector filtering and processing to different regions of the scene based on their importance and complexity. Critical regions with high visual impact or complex motion receive more detailed motion vector processing, while less important regions use coarser processing. This local quality approach maintains warping accuracy where needed while reducing overall bandwidth consumption.

Inventive Principle:
Principle #3Local quality

Data Source

PatentEP3856376B1Asynchronous space warp for remotely rendered VR
Publication Date: 2026.03.18 QUALCOMM INC
  • EP3856376B1 patent drawingFigure 1
  • EP3856376B1 patent drawingFigure 2A~2B
  • EP3856376B1 patent drawingFigure 3

AI summary

The present disclosure relates to methods and apparatus for graphics processing. In some aspects, the apparatus may receive, by a first device from a second device, first position information corresponding to a first orientation of the second device. The apparatus can also generate, by the first device, first graphical content based on the first position information. Further, the apparatus can also generate, by the first device, motion information for warping the first graphical content. The apparatus can also encode, by the first device, the first graphical content. Additionally, the apparatus can provide, by the first device to the second device, the motion information and the encoded first graphical content.