Cloud Gaming Avatar Screen Rendering Segmentation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current cloud-based gaming systems face challenges in providing an immersive and interactive virtual space experience for multiple users, where avatars and non-avatar content rendering are synchronized across various devices, requiring efficient management and rendering of screens to maintain a cohesive and engaging environment.

Innovation Solution

An information processing apparatus and method that includes reception means for operation inputs, first and second rendering means for rendering screens in a virtual space, and management means to determine which rendering to apply to each device, ensuring avatars and content are correctly positioned and interactable, even when avatars are within the viewpoint of other users.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If cloud-based rendering systems render screens for multiple users simultaneously in a virtual space, then user immersion and interactivity are improved, but rendering complexity and system resource requirements increase

Engineering Contradiction:
Improvemultiuser virtual space capabilityVSAvoidrendering system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The rendering system divides screen rendering into two independent parts: avatar rendering (first rendering means) and non-avatar content rendering (second rendering means). This segmentation allows each part to be managed separately, reducing overall system complexity while maintaining multiuser virtual space capability. The management means coordinates these separate rendering processes to produce cohesive screens for multiple users simultaneously.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If the system renders separate screens for avatars and non-avatar content, then rendering flexibility and user experience are improved, but processing time and computational load increase

Engineering Contradiction:
Improvescreen rendering flexibilityVSAvoidrendering processing time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system performs preliminary rendering of avatars and non-avatar content separately before final screen composition. By preparing these rendering elements in advance and managing them through the management means, the system reduces real-time processing requirements and overall rendering time while maintaining the flexibility to adapt screens to different user viewpoints and requirements.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If avatars are positioned and rendered in real-time based on user operations, then user interaction and immersion are improved, but synchronization accuracy and positional precision requirements increase

Engineering Contradiction:
Improveavatar interactionVSAvoidavatar positioning accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The reception means receives operation inputs from users and feeds this information back to the first rendering means to update avatar positions and orientations in real-time. This feedback loop ensures accurate synchronization of avatars with user actions while maintaining ease of operation. The management means coordinates these updates to ensure precise positioning across all user screens simultaneously.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9636581B2Information processing apparatus, control method, program, storage medium, and rendering system
Publication Date: 2017.05.02 SQUARE ENIX HLDG CO LTD
  • US9636581B2 patent drawing
  • US9636581B2 patent drawing
  • US9636581B2 patent drawing

AI summary

An information processing apparatus receives operation input corresponding to a plurality of devices and renders a first screen for a particular viewpoint in a virtual space in which it is possible to move an avatar based on the operation input, wherein avatars corresponding to each of the plurality of devices are simultaneously positioned in the virtual space. Meanwhile, the apparatus also performs processing on particular content that is not an avatar based on the operation input and renders a second screen for the content. The apparatus, in a case where an avatar corresponding to an apparatus to which the second screen is provided is included in a rendering scope for the particular viewpoint, renders the first screen, applying the second screen provided to the apparatus corresponding to the avatar to an object related to the avatar in the virtual space.