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
Engineering 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
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
2Device complexity
If traditional monolithic rendering systems are used, then simplicity is achieved, but adaptability to large-scale scenarios is reduced
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
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
3Manufacturing precision
If complex lighting algorithms are used to achieve lighting consistency, then rendering quality is improved, but computational resources are heavily consumed
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
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
Data Source
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.


