Distributed Virtual Environment Rendering via Broadcast Replication
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Solution Overview
Problem
Current video game streaming systems are limited to capturing and streaming video from a single virtual camera position, overwhelming the root computing node and unable to handle the demand for multiple simultaneous viewpoints, leading to performance issues and reduced user experience.
Innovation Solution
A distributed architecture that distributes the environment event stream to multiple computing nodes, allowing each node to render the 3D virtual environment independently and support multiple virtual camera perspectives, using broadcast repeaters to replicate the stream and add supplemental media, enabling scalable and high-quality video streaming.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a single computing node is used to render and stream video from a single virtual camera position, then the system is simple to manage, but it cannot handle multiple simultaneous viewpoints and overloads the root node
Solution Approach 1:
The patent divides the rendering system into multiple independent computing nodes, each capable of rendering the virtual environment from its own virtual camera perspective. The root computing node segments the environment event stream and distributes it to child computing nodes, which independently render their views. This segmentation allows multiple viewpoints to be generated simultaneously without overloading a single node.
Solution Approach 2:
The patent creates copies of the environment event stream and distributes them to multiple child computing nodes. Each child node receives a copy of the stream and uses it to render its own perspective. This copying mechanism enables multiple independent views to be generated from the same source data without requiring each node to process the entire environment independently.
2Productivity
If multiple computing nodes are used to render multiple virtual camera perspectives, then video streaming capacity increases, but the system complexity and coordination overhead increase
Solution Approach 1:
The patent designs the computing nodes with universal functionality, where each node can both receive environment event streams and independently render video output. Child computing nodes can function as both consumers of the stream from the root node and as potential parent nodes to their own children, creating a flexible multi-functional architecture that scales efficiently.
Solution Approach 2:
The environment event stream acts as an intermediary that connects the root computing node to multiple child computing nodes. This standardized stream format serves as a mediator that enables communication and coordination between nodes without requiring complex direct peer-to-peer interactions, simplifying the overall system architecture.
3Reliability
If the root computing node processes all rendering tasks, then the architecture is centralized and simple, but performance degrades under high viewer demand
Solution Approach 1:
The patent segments the rendering workload from the root computing node by distributing environment event streams to multiple child computing nodes. Each child node independently handles rendering for its assigned virtual camera perspectives, preventing the root node from becoming a performance bottleneck under high viewer demand.
Solution Approach 2:
Child computing nodes autonomously process their assigned environment event streams and generate video output without requiring continuous intervention from the root node. This self-service capability allows each node to independently handle its rendering tasks, improving overall system reliability and performance under load.
Data Source
AI summary
Technology is described for distributing an environment event stream and rendering of video for a three dimensional (3D) virtual environment using a distributed system. A method may include receiving an environment event stream from a first computing node. The environment event stream may be used by a virtual environment engine to modify a 3D virtual environment. A destination computing node for the environment event stream may be determined using a destination address stored by a broadcast repeater. Another operation may be sending the environment event stream from the broadcast repeater to the destination computing node at the destination address. In addition, a video of an environment copy of the 3D virtual environment may be rendered as modified by the environment event stream from a perspective of a virtual camera to provide rendering of the 3D virtual environment that is distributed.


