Distributed 3D Asset Generation Across Network Tiers for Low Latency
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Solution Overview
Problem
The challenge of providing seamless remote access to three-dimensional (3D) games and interactive content is hindered by network latency and the high cost of deploying Points-of-Presence (PoPs) with advanced hardware resources at network edges, which are often underutilized due to geographical limitations.
Innovation Solution
A distributed 3D content generation system that partitions 3D asset generation tasks across different network tiers based on latency sensitivity, using asset generators at network edges for latency-sensitive assets and less expensive, deeper network locations for less sensitive assets, with rendering handled by user devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If Points-of-Presence (PoPs) with advanced hardware resources are deployed at network edges, then network latency is reduced, but deployment cost increases significantly
Solution Approach 1:
The patent segments the 3D asset generation workload across multiple network tiers (edge PoPs, regional PoPs, and core network data centers). Different types of assets are assigned to different tiers based on their latency sensitivity, allowing the system to reduce latency for critical assets without deploying expensive hardware everywhere.
Solution Approach 2:
The patent applies local quality by providing high-performance edge PoPs only in specific geographic regions where low latency is critical, while other regions use standard infrastructure. This allows the system to optimize for performance where needed without incurring costs across the entire network.
2Reliability
If multiple Points-of-Presence (PoPs) are deployed at different network edges, then latency reduction coverage is improved, but resource utilization efficiency deteriorates
Solution Approach 1:
The patent makes edge PoPs multi-functional by allowing them to handle both latency-sensitive 3D asset generation and other network traffic. Additionally, PoPs can dynamically adjust their workload based on demand, serving multiple purposes and reducing waste when 3D generation demand is low.
Solution Approach 2:
The patent ensures continuous useful action by implementing a distributed system where PoPs and data centers continuously process 3D asset generation requests. When edge PoPs are not needed for low-latency generation, they can still handle other network functions, ensuring resources remain productive rather than idle.
3Manufacturing precision
If the entire 3D scene is generated and rendered by the server, then rendering quality is improved, but network bandwidth consumption increases
Solution Approach 1:
The patent extracts the rendering function from the server and moves it to the user's local device. The server generates only the essential 3D scene data and asset information, while the user device performs the final rendering. This separation allows high-quality rendering without transmitting large amounts of rendered image data over the network.
Solution Approach 2:
The patent inverts the traditional rendering architecture by having the client device (rather than the server) perform the rendering operation. This reversal enables the server to send minimal 3D scene description data while the user device handles the computationally intensive rendering, dramatically reducing bandwidth requirements.
Data Source
AI summary
Systems and associated methods are provided for distributed three-dimensional (3D) content generation whereby different 3D assets for a 3D scene are generated by different asset generators at different network tiers according to the latency sensitivity of each 3D asset. The system retrieves a 3D asset for the requested 3D scene, and differentiates a first 3D asset that is latency sensitive from a second 3D asset that is latency tolerant. The system generates the first 3D asset with a first asset generator at a first network tier, and generates the second 3D asset with a second asset generator at a more distant second network tier. The system distributes the generated primitives for the first 3D asset to the user device with a first amount of latency and the generated primitives for the second 3D asset to the user device with a second amount of latency.


