Late Latch and Warp Imaging Hardware for Latency Reduction

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Solution Overview

Problem

High end-to-end latency in interactive computer products, such as video games, negatively affects user experience due to long latency between user input and image presentation in both local and cloud environments, leading to deteriorated performance and reduced user engagement.

Innovation Solution

The implementation of late latching and late warping in the rendering pipeline, where imaging hardware proximate the display warps rendered images based on late latch inputs, reducing latency by applying corrections closer to the display and updating state information for improved user interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If traditional rendering pipeline is used, then complete scene simulation is achieved, but end-to-end latency increases negatively affecting user experience

Engineering Contradiction:
Improveend-to-end latencyVSAvoiduser experience quality
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The rendering pipeline is segmented into multiple stages: initial rendering, late latch input capture, and late warping. By dividing the traditional monolithic rendering process into these discrete segments, the system can process and display frames more efficiently, reducing overall latency while maintaining simulation accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary rendering of the scene before the late latch input is fully processed. This allows the base frame to be prepared in advance, and only the necessary corrections (warping) are applied later based on updated input, significantly reducing the time from input to display.

Inventive Principle:
Principle #10Preliminary action

2Loss of time

If late latch input is captured later in the pipeline, then latency is reduced, but rendering accuracy may be compromised

Engineering Contradiction:
Improveinput-output latencyVSAvoidrendering accuracy
Core Design Contradiction:
Loss of timeVSManufacturing precision

Solution Approach 1:

The system implements a feedback mechanism where late latch inputs are captured and used to generate warp corrections that are applied to the rendered image. This feedback loop ensures that the final displayed image accurately reflects the latest user input, maintaining rendering precision while minimizing latency.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system changes the timing parameters of input capture within the rendering pipeline, specifically capturing late latch inputs at optimized points that balance latency reduction with rendering accuracy. By adjusting when inputs are sampled and how warping is applied, the system achieves both low latency and high precision.

Inventive Principle:
Principle #35Parameter changes

3Loss of time

If imaging hardware is placed proximate the display, then warping corrections can be applied closer to output reducing latency, but device complexity increases

Engineering Contradiction:
Improvewarping processing timeVSAvoidimaging system complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The imaging hardware proximate the display acts as an intermediary component that receives rendered images and applies warping corrections before final display output. This intermediary position allows the system to maintain a relatively simple core rendering pipeline while adding complexity only where necessary for latency reduction.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11660535B2Hardware acceleration and event decisions for late latch and warp in interactive computer products
Publication Date: 2023.05.30 NVIDIA CORP
  • US11660535B2 patent drawing
  • US11660535B2 patent drawing
  • US11660535B2 patent drawing

AI summary

The disclosure provides features or schemes that improve a user's experience with an interactive computer product by reducing latency through late latching and late warping. The late warping can be applied by imaging hardware based on late latch inputs and is applicable for both local and cloud computing environments. In one aspect, the disclosure provides a method of operating an imaging system employing late latching and late warping. In one example the method of operating an imaging system includes: (1) rendering a rendered image based on a user input from an input device and scene data from an application engine, (2) obtaining a late latch input from the input device, (3) rendering, employing imaging hardware, a warped image by late warping at least a portion of the rendered image based on the late latch input, and (4) updating state information in the application engine with late latch and warp information.