Hybrid 3D Graphics Rendering via Server-Client Segmentation
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Solution Overview
Problem
Conventional cloud-based online game services overload servers with 3D rendering tasks and suffer from suboptimal graphical quality and high communication bandwidth consumption due to transmitting 2D video streams of 3D environments.
Innovation Solution
A system and method where a server generates a virtual 3D environment and sends 2D video streams with meta-data to a client device, which renders pre-stored 3D models locally, reducing server load and bandwidth usage by prioritizing near-field objects and caching models for future use.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the server performs all 3D rendering calculations and transmits 2D video streams to client devices, then the client devices only need to display the rendered images without performing calculations, but the server load increases significantly and communication bandwidth consumption is considerable
Solution Approach 1:
The patent segments the rendering task between server and client by separating 3D model data transmission from 2D video stream transmission. The server sends only essential 2D video frames with bounding box information, while client devices render 3D models locally using cached 3D model data. This segmentation reduces server computational load while maintaining client display functionality.
Solution Approach 2:
The patent implements preliminary action by pre-transmitting and caching 3D model data to client devices before actual rendering is needed. The server sends 3D model information in advance, allowing client devices to store and render these models locally during gameplay, eliminating the need for real-time server rendering of all 3D objects.
2Reliability
If the server transmits complete 2D video streams containing all 3D object renderings, then the client devices can display the complete scene, but the communication bandwidth consumption is considerable
Solution Approach 1:
The patent extracts only the essential information needed for rendering from complete 3D scenes and transmits this extracted data to client devices. Instead of transmitting complete 2D video streams of all 3D objects, the server extracts and sends only bounding box information and 3D model data, significantly reducing bandwidth consumption while maintaining rendering capability.
Solution Approach 2:
The patent uses preliminary action by pre-transmitting and caching 3D model data to client devices before actual rendering is needed. The server sends 3D model information in advance, allowing client devices to store and render these models locally during gameplay, eliminating the need for real-time server rendering of all 3D objects.
3Manufacturing precision
If the server renders all 3D objects in the virtual environment, then the graphical quality can be maintained, but the server load increases significantly
Solution Approach 1:
The patent segments the rendering task between server and client by separating 3D model data transmission from 2D video stream transmission. The server sends only essential 2D video frames with bounding box information, while client devices render 3D models locally using cached 3D model data. This segmentation reduces server computational load while maintaining client display functionality.
Solution Approach 2:
The patent uses copying by having the server transmit 3D model data that client devices can then use to create local copies for rendering. Instead of the server continuously rendering all 3D objects, it transmits the necessary 3D model information, which client devices copy and render locally, maintaining graphical quality while reducing server load.
Data Source
AI summary
The present invention discloses a method and a system for delivering graphics from a server to a client device over a network. An application running on the server generates a virtual 3D environment containing a plurality of 3D models. The server checks the status of each 3D models in a predetermined order, and then, only those 3D models which are not pre-stored in the client device will all be rendered and encoded by the server into a frame of 2D video stream. The server then sends to the client device the frame and meta data of the 3D models 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 which are pre-stored in the client device but not included within the frame, so as to generate a mixed frame for output.


