Layered Virtual Space Rendering for Mobile Interactivity
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Solution Overview
Problem
Traditional video game animation pipelines for mobile experiences force content creators to choose between high-fidelity but static pre-rendered sequences or low-fidelity interactive locally rendered sequences, lacking a balance between quality and interactivity.
Innovation Solution
A system that renders views of a virtual space by streaming pre-rendered views and rendering certain layers in real-time, utilizing a layered approach with a space component, layer component, and compositing component to facilitate high-fidelity interactive experiences on mobile platforms, allowing for 360-degree viewing and user-controlled interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If high-fidelity pre-rendered sequences are used, then visual quality is improved, but interactivity is lost
Solution Approach 1:
The virtual space is divided into multiple discrete layers, each representing different depth planes or spatial regions. Some layers are pre-rendered with high fidelity while others are rendered in real-time, allowing the system to segment the rendering workload and combine pre-computed quality with runtime interactivity.
Solution Approach 2:
Certain layers of the virtual space are pre-rendered offline with high computational resources to achieve photorealistic quality, then stored and streamed to mobile devices. This preliminary action allows the mobile device to display high-fidelity content without performing the computationally intensive pre-rendering work.
2Adaptability or versatility
If low-fidelity locally rendered sequences are used, then interactivity is improved, but visual quality deteriorates
Solution Approach 1:
The rendering task is segmented into multiple layers with different quality requirements. Layers that benefit most from interactivity are rendered locally in real-time on the mobile device, while layers requiring high visual fidelity are pre-rendered and streamed, allowing the system to optimize for both interactivity and quality in different spatial regions.
3Adaptability or versatility
If full real-time rendering is performed on mobile devices, then interactivity is improved, but processing demands increase
Solution Approach 1:
The computationally intensive task of rendering certain virtual space layers is extracted from the mobile device and performed on remote servers instead. Only the essential interactivity-related layers are rendered locally, dramatically reducing the processing demands on mobile hardware while preserving user interaction capabilities.
4Power
If pre-rendered views are streamed to computing platforms, then processing demands are reduced, but bandwidth requirements increase
Solution Approach 1:
The virtual space content is segmented into discrete layers that can be independently streamed. This segmentation allows the system to optimize bandwidth usage by streaming only the necessary layers at appropriate quality levels, rather than transmitting complete high-resolution scenes, thereby reducing overall bandwidth requirements.
Data Source
AI summary
Systems and methods for rendering views of a virtual space are presented herein. In some implementations, the views of the virtual space may be provided in a set of layers. Individual layers may include certain virtual space content within the views. Operations of a system and/or method presented herein include one or more of obtaining pre-rendered views of virtual space content associated with one or more layers, rendering views of other virtual space content associated with one or more other layers in real-time, or near real-time, based on user input, and/or other operations.


