Distributed 3D Rendering Framework for Low-Latency Frame Sync

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Solution Overview

Problem

Existing real-time 3D rendering technologies face challenges in handling unstructured data and achieving ultra-low latency due to limitations in computing power scaling and data processing frameworks, failing to meet the 60 frames per second requirement for immersive experiences.

Innovation Solution

A cloud native distributed real-time rendering framework that includes a network topology link establishment module, ECS-based distributed development framework, network synchronization layer, and data transmission layer, enabling elastic scaling and collaborative rendering across multiple nodes with a logical frame prediction model for stable frame rates.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional interactive real-time 3D rendering frameworks are used, then real-time rendering interaction requirement is satisfied, but computing power cannot scale elastically and is constrained by single device limits

Engineering Contradiction:
Improvecomputing power scalingVSAvoidframework architecture
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The rendering system is segmented into multiple independent rendering nodes distributed across a network, with each node capable of autonomous rendering. The framework divides the traditional monolithic rendering architecture into modular components that can be independently deployed and scaled, allowing computing power to expand elastically by adding more nodes without requiring complex centralized coordination

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from single-device spatial rendering to multi-node networked rendering, adding a network dimension to the rendering architecture. This dimensional shift allows computing power to scale across multiple physical devices while maintaining real-time performance through network synchronization and distributed task management

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Productivity

If big data real-time streaming processing frameworks are used, then unlimited elastic scaling of computing power is supported, but real-time rendering interaction requirement and unstructured data processing capability are not satisfied

Engineering Contradiction:
Improvecomputing power scalingVSAvoidreal-time rendering interaction
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

Each rendering node in the distributed system maintains local rendering state and processing capabilities, enabling autonomous real-time rendering decisions without requiring constant centralized coordination. This local quality approach allows the system to scale while maintaining real-time performance, as each node independently handles its portion of the rendering workload with deterministic timing characteristics

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The framework creates a universal rendering node architecture that can process both structured and unstructured data types while maintaining real-time performance. The unified node design handles diverse data formats (meshes, textures, animations, physics data) through standardized input/output interfaces, enabling elastic scaling without sacrificing rendering quality or interaction responsiveness

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Productivity

If traditional distributed rendering frameworks are used, then non-real-time rendering tasks can be performed, but latency is too high (hundreds to thousands of milliseconds) to satisfy 60 FPS real-time rendering requirement

Engineering Contradiction:
Improverendering throughputVSAvoidrendering latency
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by pre-synchronizing rendering state and predicting future frame requirements across distributed nodes. Rendering nodes maintain local caches of geometry, materials, and animation data, and pre-compute rendering tasks based on predicted scene changes, reducing actual rendering latency while maintaining high throughput through proactive data preparation and task scheduling

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The framework ensures continuous rendering output by implementing frame interpolation and temporal anti-aliasing across distributed nodes. When some nodes fall behind schedule, the system continuously generates intermediate frames using motion prediction and temporal blending, maintaining smooth 60 FPS output without interruption while distributing rendering workload continuously across all available nodes

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentEP4700572A1Cloud native distributed real-time rendering framework, rendering method and device
Publication Date: 2026.02.25 YOU SAN DI TECHNOLOGY (SHANGHAI) CO LTD
  • EP4700572A1 patent drawingFigure 1
  • EP4700572A1 patent drawingFigure 2
  • EP4700572A1 patent drawingFigure 3

AI summary

Provided is a cloud native distributed real-time rendering framework. It includes a network topology link establishment module, a traditional interactive real-time 3D framework adaptation layer, an ECS-based distributed development framework, a network synchronization layer, a data transmission layer, and a network transmission layer. Multiple domains of the traditional interactive real-time 3D framework adaptation layer are split into multiple types of service modules, and each type of service module corresponds to one type of distributed node. The network topology link establishment module is configured to establish, according to a data processing flow and differences in data transmission types of multiple types of distributed nodes, TCP, UDP, or RDMA links for the multiple types of distributed nodes. The ECS-based distributed development framework is configured to be compatible with a development system to automatically complete data synchronization. The network synchronization layer is configured to synchronize, according to a computing task rule and a frame rate, input and output data of the multiple types of distributed nodes of the cloud native distributed real-time rendering framework. The network transmission layer is configured to encapsulate, according to data characteristics between different systems and reachability requirements between systems, link modes such as TCP, UDP, or RDMA for selection by an upper layer.