Hybrid 3D Rendering for Cloud Gaming Bandwidth Reduction

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Solution Overview

Problem

Conventional cloud-based online game services overload servers with 3D rendering tasks, resulting in subpar graphical and audio quality and significant communication bandwidth consumption.

Innovation Solution

A system and method that distribute 3D model and sound rendering between a server and client device, where the server sends only necessary 3D models and sounds as a 2D video stream, with the client device storing and rendering locally pre-stored models and sounds, reducing server load and bandwidth usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the server performs all 3D rendering calculations, then the player's device only needs to play the rendered video stream, but the server load increases significantly and communication bandwidth consumption is considerable

Engineering Contradiction:
Improveplayer device operation simplicityVSAvoidserver processing power consumption
Core Design Contradiction:
Ease of operationVSPower

Solution Approach 1:

The patent divides the rendering task into two segments: the server renders only the 2D background scene and transmits it as video stream, while the client device renders the 3D objects locally using pre-stored models. This segmentation reduces server processing power consumption while maintaining ease of operation on player devices.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts the 3D object rendering function from the server and transfers it to the client device. The server only handles basic scene rendering and video streaming, while complex 3D object rendering is performed locally on the client device using pre-downloaded models, thereby reducing server load.

Inventive Principle:
Principle #2Taking out (Extraction)

2Productivity

If the server transmits all 3D objects as 2D video stream, then the player's device doesn't need to perform calculations, but the quality of graphical and audio result is not good enough to present 3D objects

Engineering Contradiction:
Improverendering processing speedVSAvoidgraphical and audio quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent uses pre-stored 3D models on the client device to replicate high-quality 3D object rendering locally. Instead of transmitting complete 3D object data as video, the system transmits lightweight 2D background video and uses local model copies to generate high-quality 3D renderings, achieving both productivity and precision.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent transitions from transmitting complete 3D object information in video format to transmitting only 2D background video and using local 3D models for rendering. This dimensional reduction in data transmission (from 3D video to 2D video + local models) enables higher rendering quality while maintaining productivity.

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

3Ease of operation

If the server encodes all 3D sounds into 2D video stream, then the client device doesn't need to process audio, but the communication bandwidth between server and client device is considerable

Engineering Contradiction:
Improveclient device audio processingVSAvoidcommunication bandwidth
Core Design Contradiction:
Ease of operationVSLoss of substance

Solution Approach 1:

The patent extracts audio processing from the server and transfers it to the client device. The server only transmits 2D background video and basic audio information, while the client device locally processes and synthesizes 3D sound effects using pre-stored audio data, thereby reducing communication bandwidth requirements.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent segments audio transmission: the server transmits only essential audio information (background music, ambient sounds), while the client device generates and processes 3D sound effects locally using pre-stored audio models. This segmentation significantly reduces the amount of audio data transmitted over the network.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9233308B2System and method for delivering media over network
Publication Date: 2016.01.12 KK UBITUS
  • US9233308B2 patent drawing
  • US9233308B2 patent drawing
  • US9233308B2 patent drawing

AI summary

A method for delivering media from a server to a client device over a network is disclosed. An application running on the server generates a virtual 3D environment containing 3D models and sounds. The server checks the status of each 3D model or sound in a predetermined order, and then, only those 3D models and sounds which are not pre-stored in the client device will all be rendered by the server into a frame of 2D video stream with sound. The server then sends to the client device the frame and meta data of the 3D models and sounds which are pre-stored in the client device via the network. The client device uses the frame as a background for rendering the 3D models and sounds which are pre-stored in the client device so as to generate a mixed frame of video stream with sound for output.