Parallel GPU Compositing for Low-Latency Immersive Rendering

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Solution Overview

Problem

Immersive reality environments face challenges in reducing latency during the rendering, transmission, and display of immersive content, which affects the quality and realism of CGI-driven scenes and the overall efficiency of content production.

Innovation Solution

A method and system that utilize multiple GPUs to render and composite images in parallel, including perspective-correct rendering for a frustum view and global view, minimizing latency by using RDMA operations and soft blending techniques to combine these views seamlessly.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If traditional sequential rendering processes are used to render and composite images for immersive environments, then image quality and perspective correctness are maintained, but latency increases and frame rates decrease

Engineering Contradiction:
ImprovelatencyVSAvoidrendering system complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The rendering system is divided into multiple independent GPUs, each responsible for rendering specific portions of the virtual environment. This segmentation allows parallel processing of different image regions, significantly reducing overall rendering latency while maintaining perspective correctness through coordinated compositing of the segmented renders

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from sequential single-GPU rendering to parallel multi-GPU rendering by adding a spatial dimension to the processing architecture. Multiple GPUs operate simultaneously on different portions of the rendering task, transforming a time-sequential process into a space-parallel process that reduces latency

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Productivity

If multiple GPUs are used for parallel rendering and compositing, then latency is reduced and frame rates improve, but system complexity and coordination overhead increase

Engineering Contradiction:
Improveframe rateVSAvoidGPU coordination complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

A compositing GPU acts as an intermediary that receives rendered portions from multiple rendering GPUs and combines them into the final image. This mediator coordinates the parallel rendering processes, managing data flow and synchronization between GPUs while enabling high frame rates through efficient parallel processing

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system merges the output from multiple independent rendering GPUs into a single composite image through a dedicated compositing process. This combining operation integrates the parallel rendering results while maintaining the high frame rates achieved through parallel processing, effectively consolidating multiple high-speed streams into a unified output

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS12633064B2Latency reduction for immersive content production systems
Publication Date: 2026.05.19 LUCASFILM ENTERTAINMENT COMPANY LTD
  • US12633064B2 patent drawing
  • US12633064B2 patent drawing
  • US12633064B2 patent drawing

AI summary

A method of content production may include receiving tracking information for a camera with a frustum configured to capture images of a subject in an immersive environment. a first image of a virtual environment corresponding to the frustum may be rendered using a first rendering process based on the tracking information to be perspective-correct when displayed on the displays and viewed through the camera. A second image of the virtual environment may also be rendered using a second rendering process for a specific display. The first image and the second image may be rendered in parallel. The second image and a portion of the first image may be composited together to generate a composite image, where the portion of the first image may correspond to a portion of the display captured by the frustum.