Distributed 3D Rendering with Metaframes for Simulation Throughput

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Solution Overview

Problem

Large-scale computer simulations with many sensors or complex frame elements exceed the performance capabilities of a single graphics rendering instance, leading to bottlenecks that prevent efficient utilization of computing resources.

Innovation Solution

A distributed rendering system is employed, where physics and animation tasks are handled by a scene server device, while rendering is distributed across multiple render node devices, using metaframes to synchronize scene state and enable parallel image production.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a single graphics rendering instance is used, then device complexity is low, but productivity is insufficient for large-scale simulations

Engineering Contradiction:
Improveimage production rateVSAvoidrendering system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The rendering system is divided into multiple independent render nodes, each capable of processing specific sensors or agents. The scene server segments the simulation workload by distributing different metaframes to different render nodes, enabling parallel image production while maintaining manageable complexity through modular architecture.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from single-instance sequential rendering to multi-instance parallel rendering by adding a spatial dimension (multiple machines). Metaframes enable this dimensional expansion by packaging scene state data that can be simultaneously processed by multiple render nodes, achieving high throughput without proportionally increasing complexity.

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

2Productivity

If multiple render nodes are used, then productivity increases, but maintaining consistent scene state becomes more difficult

Engineering Contradiction:
Improveparallel rendering throughputVSAvoidscene state consistency
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

Metaframes create copies of the scene state data that can be distributed to multiple render nodes. Each render node receives an identical copy of the relevant scene state from the scene server, ensuring that all nodes work from the same baseline while producing different sensor images in parallel. This copying mechanism guarantees scene state consistency across all render nodes.

Inventive Principle:
Principle #26Copying

3Measurement precision

If simulations include many sensors and agents, then measurement precision and simulation detail improve, but rendering performance degrades

Engineering Contradiction:
Improvesimulation detailVSAvoidrendering speed
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The scene server segments the workload by creating separate metaframes for different agents and their sensors. Each metaframe contains the scene state relevant to specific sensors, allowing render nodes to process only the necessary data for their assigned sensors. This segmentation enables high-detail simulations with many sensors while maintaining rendering performance through parallel processing.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12567194B2Method and system for distributed rendering for simulation
Publication Date: 2026.03.03 UNITY TECH APS
  • US12567194B2 patent drawing
  • US12567194B2 patent drawing
  • US12567194B2 patent drawing

AI summary

A method of rendering a scene in a three-dimensional environment using a plurality of metaframes is disclosed. Data from digital objects within a three-dimensional (3D) environment is loaded. Motion for the digital objects is determined. The determining of the motion includes applying simulation or physics logic to the data. A plurality of metaframes is generated based on a plurality of scene graphs captured at a plurality of points in time. Each of the metaframes includes data describing position, scale, or rotation of the digital objects within the 3D environment at a point in time of the plurality of points of time. The plurality of metaframes is organized into a queue of metaframes. The plurality of metaframes is distributed to one or more rendering nodes in response to dequeuing of the metaframes from the queue by the one or more rendering nodes.