Low Latency Rendering via Lock Commands
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional human-computer interface systems experience noticeable latency between user movements and corresponding avatar movements in gaming and multimedia applications, affecting the user experience due to the delay in rendering onscreen representations.
Innovation Solution
The system employs low latency resource objects by ensuring the graphics processing unit receives the latest position data from the central processing unit before rendering, using locks to prevent rendering until up-to-date data is obtained, thereby minimizing latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If the graphics processing unit waits for the latest position data from the central processing unit before rendering low latency resource objects, then rendering latency is reduced, but rendering throughput and frame rate may be reduced due to the GPU being blocked by lock commands
Solution Approach 1:
The patent segments the rendering process by identifying and separating low latency resource objects from other objects. The GPU renders non-low latency objects continuously while inserting lock commands at specific segments of the rendering pipeline where low latency objects need to be rendered, allowing selective optimization without blocking the entire rendering process.
Solution Approach 2:
The patent applies different rendering quality and latency requirements to different parts of the scene. Low latency resource objects (such as user avatars) are rendered with current frame data and minimal latency, while other background objects can use slightly older data, allowing the system to optimize latency locally where it matters most without sacrificing overall rendering throughput.
2Loss of information
If the system uses lock commands to prevent rendering until latest data is received, then data freshness is improved, but device complexity increases due to the need for synchronization mechanisms
Solution Approach 1:
The patent introduces lock commands as intermediary synchronization markers within the existing rendering pipeline. These lock commands act as mediators between the CPU data preparation and GPU rendering processes, providing a simple mechanism to ensure data freshness without requiring complex inter-processor synchronization protocols or additional hardware synchronization components.
3Manufacturing precision
If the graphics processing unit renders all objects with the latest data, then rendering accuracy is improved, but processing time increases and frame rate decreases
Solution Approach 1:
The patent applies different data freshness requirements to different objects in the scene. Critical objects that require high rendering accuracy (low latency resource objects) are rendered with the latest position data, while non-critical background objects can be rendered with slightly older data from previous frames, maintaining overall visual quality while reducing total processing time.
Solution Approach 2:
Instead of updating all objects to the latest frame data, the patent applies partial action by selectively updating only the subset of objects identified as low latency resource objects. This partial update approach provides sufficient visual accuracy for critical objects without the excessive processing overhead of updating every object in the scene.
Data Source
AI summary
A system is disclosed for rendering low latency resource objects by providing the latest position data from a central processing unit for the low latency resource object right before a graphic processing unit is to render the low latency resource object.


