Hybrid 3D Streaming for Scalable Remote Rendering
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Solution Overview
Problem
Current 3D online applications face challenges in remote rendering, particularly with geometry streaming and pixel streaming, as they struggle with scalability, bandwidth consumption, and the inability to perform operations on 3D modeled objects, leading to limitations in client hardware requirements and network reliability.
Innovation Solution
A computer-implemented method that partitions the 3D scene into two parts, with one part transmitted via pixel streaming and the other via geometry streaming, allowing for balanced payload distribution between the client and server, enabling contact detection on the client side while maintaining efficient bandwidth usage and intellectual property protection.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If pixel streaming is used for remote rendering, then client hardware requirements are reduced, but scalability is heavily penalized and server computation resources grow quickly with the number of clients
Solution Approach 1:
The patent segments the 3D scene into multiple viewports, assigning different rendering responsibilities to different computers. This segmentation allows the system to scale better than pure pixel streaming while maintaining reduced client hardware requirements, as each computer renders only a portion of the overall scene.
Solution Approach 2:
The patent creates a hybrid system that combines elements of both pixel streaming and geometry streaming, allowing the system to function as a universal solution that achieves benefits of both approaches: reduced client hardware requirements like pixel streaming while improving scalability through distributed rendering architecture.
2Productivity
If geometry streaming is used for remote rendering, then scalability is improved with less server computation, but bandwidth consumption increases and network reliability is affected
Solution Approach 1:
By segmenting the scene into multiple viewports and distributing rendering across multiple computers, the system reduces the bandwidth requirement per connection compared to sending complete geometry data to each client, while maintaining good scalability.
3Ease of operation
If geometry streaming is used, then client can perform operations on 3D modeled objects, but client hardware requirements increase due to needed 3D display capabilities
Solution Approach 1:
The patent applies local quality by providing different levels of 3D data to different clients based on their hardware capabilities. Clients with stronger hardware receive geometry data for full interactivity, while clients with weaker hardware receive rendered images with limited local processing requirements.
4Ease of manufacture
If pure pixel streaming is used, then client hardware requirements are minimized, but the ability to perform operations on 3D modeled objects is lost
Solution Approach 1:
The hybrid architecture creates a universal system that can serve both types of clients: those needing full interactivity and those with minimal hardware requirements, making the solution adaptable to diverse client capabilities while maintaining operational functionality where needed.
Data Source
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AI summary
The invention notably relates to a computer-implemented method for designing a 3D assembly of modeled objects. The method comprises rendering on a second computer a 3D assembly of modeled objects by merging a second 3D modeled object with at least one raster image of a first 3D modeled object, the at least one raster image having being streamed from a first computer to the second computer; sending from the second computer to the first computer first data related to the second 3D modeled object for contact computation between the first and second 3D modeled objects; and computing on the first computer a contact between the first and second 3D modeled objects.