Batch Protocol Requests for 3D Scene Graph Management

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Solution Overview

Problem

Current 3D window systems face inefficiencies in communicating scene graph data between clients and servers due to high protocol overhead, as each operation is sent as a separate request, increasing data transmission time and processing requirements.

Innovation Solution

Implementing a method where clients create and manage branch graphs locally, sending batch protocol requests to the display server for node creation, modification, and updates, allowing the server to construct and attach the branch graph efficiently, reducing the need for individual requests and minimizing protocol overhead.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If each operation is sent as a separate protocol request, then the system maintains simplicity in request processing, but the protocol overhead increases and transmission time increases

Engineering Contradiction:
Improverequest processing simplicityVSAvoidtransmission time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent combines multiple separate protocol requests into a single batch request. Instead of sending individual requests for node creation, modification, and deletion operations separately, the system packages multiple operations into one batch request that is processed together by the display server, thereby reducing the number of round trips and protocol overhead while maintaining operational simplicity

Inventive Principle:
Principle #5Merging (Combining)

2Ease of operation

If each operation is sent as a separate protocol request, then the system maintains simplicity in request handling, but the protocol packet size increases and processing requirements increase

Engineering Contradiction:
Improverequest handling simplicityVSAvoidprocessing requirements
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent merges multiple individual operation requests into a single batch request structure. The display server receives one consolidated request containing multiple operations (node creation, attribute modification, deletion) and processes them through a unified handling mechanism, reducing the total processing overhead compared to handling multiple separate requests individually

Inventive Principle:
Principle #5Merging (Combining)

3Loss of time

If batch protocol requests are used, then the protocol overhead decreases and transmission efficiency improves, but the system complexity increases

Engineering Contradiction:
Improvetransmission efficiencyVSAvoidsystem complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent segments the scene graph management operations into distinct types (node creation, attribute modification, deletion) within the batch request structure. This segmentation allows the display server to process different operations efficiently while maintaining a unified batch request interface, balancing the benefits of reduced overhead with manageable system complexity through structured operation classification

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS7800614B2Efficient communication in a client-server scene graph system
Publication Date: 2010.09.21 ORACLE AMERICAN INC
  • US7800614B2 patent drawing
  • US7800614B2 patent drawing
  • US7800614B2 patent drawing

AI summary

A system and method for communicating 3D branch graph data and updates to branch graph data between clients and a display server in a 3D window system. A client locally creates a branch graph. When the client ready to make the branch graph live remote, it sends the branch graph to the display server using at least one batch protocol request. The display server builds a copy of the branch graph and attaches it to a centralized scene graph that it manages. The client may subsequently induce detachment of the branch graph from the scene graph. The client may buffer up changes to the local branch graph when its remote counterpart (in the display server) is not attached to the scene graph. The buffered changes may be sent to the display server using at least one batch protocol request when the client is again ready to make the branch graph live remote.