Hybrid Streaming for 3D Game Rendering
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Solution Overview
Problem
Interactive media systems, such as online gaming, face challenges in rendering three-dimensional video content efficiently, particularly in client-server architectures where network lag and computing resource imbalances lead to delays and poor responsiveness.
Innovation Solution
A method and system for hybrid video streaming, where a client device receives background video rendered on a server and combines it with locally rendered foreground objects, using depth and geometry information to determine object placement and generate a composite video with minimal lag.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If all video rendering is performed on the server, then rendering quality and consistency are improved, but network lag and time delay increase
Solution Approach 1:
The patent segments the video rendering process into two distinct parts: background video rendering performed on the server, and foreground object rendering performed on the client device. This segmentation allows the server to handle complex background scenes requiring high rendering quality, while the client handles only critical foreground elements that require immediate responsiveness, thereby reducing network lag for time-sensitive content.
Solution Approach 2:
The patent extracts the foreground rendering task from the server and assigns it to the client device. By taking out the time-critical foreground rendering from the centralized server, the system eliminates network transmission delays for these elements, achieving immediate response to user interactions while the server continues to provide high-quality background rendering.
2Loss of time
If all video rendering is performed on the client device, then responsiveness and lack of lag are improved, but computing resource requirements increase
Solution Approach 1:
The patent segments the rendering workload by assigning background video rendering to the server and foreground object rendering to the client. This division allows the client to focus computational resources only on critical foreground elements that require immediate responsiveness, rather than attempting to render the entire scene locally, thereby reducing overall computing resource consumption.
Solution Approach 2:
The client device receives pre-rendered background video from the server and combines it with locally rendered foreground objects. This approach allows the client to copy and reuse the server's high-quality background rendering work, avoiding the need to independently render the entire scene and thus conserving computing resources.
3Reliability
If a composite stream with three distinct streams is used, then seamless combination of rendering techniques is improved, but device complexity and stream management difficulty increase
Solution Approach 1:
The patent segments the video stream into two functional components: a background video stream from the server and a foreground object stream rendered locally on the client. This segmentation simplifies stream management compared to handling three distinct streams, while still achieving seamless combination through depth-based compositing that integrates the two streams into a unified three-dimensional scene.
Data Source
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AI summary
A method and system are provided for hybrid streaming of media content such as video for a computer-based game. In some implementations, a background media content stream includes a background video rendered on a server. The background media content stream is received at a client device. The client device renders one or more three-dimensional objects and forms a composite media stream by combining the background media content stream and the one or more three-dimensional objects. The composite media stream can be output to a display or other external system.