Remote 3D Viewport Rendering for Low-Spec Clients

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Solution Overview

Problem

Current 3D virtual world systems face challenges in rendering complex virtual environments across diverse client devices with varying graphics capabilities, leading to inconsistencies and increased data requirements, especially when supporting devices with limited or no 3D graphics capabilities.

Innovation Solution

The system remotely renders 3D viewports on a server-side device, transmitting a visual representation as a video stream to clients, eliminating the need for local 3D rendering software or hardware and reducing client hardware requirements to those needed for playing a continuous video stream.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If 3D rendering is performed client-side with complex virtual worlds, then visual quality and rendering accuracy are improved, but client hardware requirements and data installation requirements increase significantly

Engineering Contradiction:
Improverendering accuracyVSAvoidclient hardware requirements
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent extracts the 3D rendering function from the client device and relocates it to a remote server. The server performs all complex rendering operations including geometry processing, texture mapping, and lighting calculations, then transmits only the final rendered video stream to the client. This eliminates the need for complex client hardware while maintaining high rendering accuracy.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces a remote rendering server as an intermediary between the virtual world data and the client display. The server acts as a mediation point that receives world state data, performs rendering with high precision, and delivers the rendered output to clients. This intermediary handles all rendering complexity centrally.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If 3D rendering is performed client-side to support diverse devices, then adaptability to different client capabilities is improved, but visual consistency across different clients deteriorates

Engineering Contradiction:
Improvedevice compatibilityVSAvoidvisual consistency
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

By extracting the rendering logic from individual clients and centralizing it on the server, the system ensures that all clients receive the same rendered output. The server maintains a single source of truth for rendering parameters including tessellation settings, material properties, and lighting conditions, guaranteeing visual consistency across diverse client devices.

Inventive Principle:
Principle #2Taking out (Extraction)

3Loss of time

If assets are streamed procedurally for instantaneous rendering, then data installation time is reduced, but visual artifacts and rendering quality deteriorate

Engineering Contradiction:
Improveinstallation timeVSAvoidrendering quality
Core Design Contradiction:
Loss of timeVSManufacturing precision

Solution Approach 1:

The patent performs all rendering operations in advance on the server side before transmission to clients. The server pre-processes geometry, applies textures, calculates lighting, and generates complete rendered frames proactively. This preliminary rendering action eliminates the need for procedural streaming and placeholder textures, delivering high-quality visuals immediately upon connection.

Inventive Principle:
Principle #10Preliminary action

4Manufacturing precision

If tessellation is performed on client systems with curved patch support, then visual quality of complex surfaces is improved, but collision detection accuracy on servers deteriorates due to representation mismatches

Engineering Contradiction:
Improvesurface visual qualityVSAvoidcollision detection accuracy
Core Design Contradiction:
Manufacturing precisionVSMeasurement precision

Solution Approach 1:

The patent extracts the tessellation operation from client hardware and performs it centrally on the server. The server applies consistent tessellation parameters to all geometry, generating both the visually rendered tessellated surfaces and the corresponding collision detection data from the same source. This ensures that the visual representation and collision geometry are perfectly synchronized, eliminating representation mismatches.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS9659400B2Efficiently implementing and displaying independent 3-dimensional interactive viewports of a virtual world on multiple client devices
Publication Date: 2017.05.23 URBACH JULIAN MICHAEL
  • US9659400B2 patent drawing
  • US9659400B2 patent drawing
  • US9659400B2 patent drawing

AI summary

Methods, apparatuses and systems directed to efficiently circumventing the limitations of client side rendering of virtual worlds. In a particular implementation, a proposed system renders each client viewport remotely, removing the burden of rendering a 3D scene from the local client device. 3D viewports, rather than being rasterized on the local client, are instead generated on a remote render device which then transmits a visual representation of the viewport to the client device in a format (including, but not limited to a video stream) which the client can use to display the scene without requiring complex 3D rasterization. This process eliminates the need for the client to have any specialized 3D rendering software or hardware, or to install or download any persistent render assets on the local system. The hardware requirements for the client are therefore roughly equivalent to those needed to play a continuous video stream.