Proxy-Based Virtual World Rendering for Low-Load Terminals

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional virtual world construction systems face issues with rendering performance and consistency across geographically dispersed user terminals, particularly when using low-computation terminals and mesh-type connection configurations, leading to delays and data loss that can result in inconsistent virtual worlds.

Innovation Solution

A virtual world construction system with a proxy that relays operation and video information between user terminals and servers, allowing servers to perform rendering processing and video information transmission based on timing information, thereby reducing terminal load and improving consistency across multiple servers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If rendering is performed by a server in a conventional virtual world system with star-type connection configuration, then centralized management is achieved, but communication delays occur for geographically dispersed user terminals

Engineering Contradiction:
Improvevirtual world consistencyVSAvoidcommunication delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system segments the virtual world management into multiple server groups, where each group manages a portion of the virtual world. This allows user terminals to connect to nearby server groups, reducing communication distance and delay while maintaining virtual world consistency through inter-group communication protocols.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The invention introduces a hierarchical dimension to the server architecture, organizing servers into multiple groups with different levels of responsibility. Server groups handle local rendering and management tasks, while coordinating with other groups for global consistency, effectively adding a spatial dimension to the previously flat server-client model.

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

2Productivity

If a mesh-type distributed virtual world construction system is used where each user terminal manages its own virtual world, then rendering load is distributed, but inconsistencies occur between virtual worlds due to delays and data loss

Engineering Contradiction:
Improverendering capabilityVSAvoidvirtual world consistency
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

Server groups act as intermediaries between user terminals and the centralized management system. They receive operation information from terminals, perform local rendering, and exchange data with other server groups to maintain consistency, thus distributing rendering load while preventing virtual world inconsistencies.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The invention merges the advantages of both centralized and distributed systems by combining multiple server groups that each handle local rendering tasks (distributed capability) while maintaining coordinated management through inter-group communication (centralized consistency), creating a hybrid architecture.

Inventive Principle:
Principle #5Merging (Combining)

3Adaptability or versatility

If user terminals with low computation capabilities are used, then accessibility is improved, but rendering performance and quality of experience deteriorate

Engineering Contradiction:
Improveterminal accessibilityVSAvoidrendering performance
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The invention extracts the heavy rendering computation from user terminals and relocates it to server groups. User terminals only need to send operation information and receive rendered video, significantly reducing their computational requirements while maintaining high rendering performance through server-side processing.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS11467797B2Virtual world construction system and method
Publication Date: 2022.10.11 NIPPON TELEGRAPH & TELEPHONE CORP
  • US11467797B2 patent drawing
  • US11467797B2 patent drawing
  • US11467797B2 patent drawing

AI summary

Provided is a virtual world construction system that does not impair consistency between virtual worlds and places only small loads on terminals. A client application 10 that is implemented on a user terminal, a plurality of server applications 20 that are implemented on servers, and a proxy 30 that is located on a communication path between the user terminal and the servers and relays operation information and video information are provided. The proxy 30 includes a motion duplication unit 31 that transmits operation information to the plurality of servers by duplicating the operation information, and a video integration/rendering control unit 32 that transmits timing information regarding rendering timing to the plurality of servers, and transmits video information received from at least one of the servers, to the user terminals. A rendering processing unit/video processing unit 23 of each of the servers performs rendering processing and video information transmission processing based on the timing information received from the proxy 30.