Method and system for distributed real-time rendering

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Solution Overview

Problem

Existing graphics rendering technologies face limitations in achieving realistic and immersive visual experiences in real-time due to limited computing capacity and lack of flexibility, particularly in large-scale scenarios, leading to low rendering quality and user experience issues.

Innovation Solution

A distributed real-time rendering method and system that segments scenes into objects with associated metadata and lighting parameters, assigning tasks to multiple node instances for parallel processing, ensuring lighting consistency and efficient load balancing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If traditional monolithic rendering systems are used, then simplicity and ease of development are achieved, but computing capacity is limited and flexibility is reduced

Engineering Contradiction:
Improveease of developmentVSAvoidcomputing capacity
Core Design Contradiction:
Ease of manufactureVSPower

Solution Approach 1:

The rendering system is divided into multiple independent rendering nodes, each capable of processing specific rendering tasks. The monolithic system is segmented into distributed components that can independently compute lighting, geometry, and other rendering elements, thereby increasing overall computing capacity while maintaining ease of development through modular design

Inventive Principle:
Principle #1Segmentation

2Device complexity

If traditional monolithic rendering systems are used, then simplicity is achieved, but adaptability to large-scale scenarios is reduced

Engineering Contradiction:
Improvesystem simplicityVSAvoidadaptability to large-scale scenarios
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The system is segmented into independent rendering nodes that can be dynamically added or removed based on scenario requirements. Each node operates autonomously with its own rendering pipeline, enabling the system to scale flexibly to accommodate large-scale scenarios while maintaining relative simplicity through standardized node interfaces

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from a single-dimension monolithic architecture to a multi-dimensional distributed architecture. Rendering tasks are distributed across multiple spatial dimensions (multiple nodes), allowing the system to handle large-scale scenarios by adding nodes in parallel rather than increasing the complexity of a single node

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

3Manufacturing precision

If complex lighting algorithms are used to achieve lighting consistency, then rendering quality is improved, but computational resources are heavily consumed

Engineering Contradiction:
Improverendering qualityVSAvoidcomputational resources
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

Lighting computation is segmented and distributed across multiple rendering nodes. Each node computes lighting for its assigned scene portion independently using complex lighting algorithms, achieving high rendering quality and lighting consistency without concentrating all computational resources in a single system

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The lighting computation process is copied across multiple rendering nodes. Each node maintains its own lighting engine and computes lighting parameters independently for its assigned objects, enabling parallel processing of complex lighting algorithms and reducing the computational burden on any single node

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12614335B2Method and system for distributed real-time rendering
Publication Date: 2026.04.28 HUAWEI CLOUD COMPUTING TECHNOLOGIES CO LTD
  • US12614335B2 patent drawing
  • US12614335B2 patent drawing
  • US12614335B2 patent drawing

AI summary

Distributed real-time rendering is a cutting-edge solution to address the ever-increasing demands for realistic and immersive visual experiences, such as provided by augmented or artificial reality applications. Embodiments of the present specification provide a method and a system for distributed real-time rendering of a scene. The rendering is distributed among a root instance and a plurality of node instances. The root instance receives the scene to render, segments it into a plurality of objects, computes lighting parameters, assigns rendering tasks associated with objects to node instances, and communicates object metadata and the lighting parameters to the assigned node instance. The node instances render objects and create point clouds and u, v maps, which are then used by the root instance to render the scene for real-time display. The method and system can be used by end devices that include position sensors, processors, communication means and a display to provide immersive experiences.