Scene Asset Rendering Allocation for Lower Bandwidth and Latency
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Solution Overview
Problem
Existing systems for rendering video scenes in online gaming and VR applications require substantial network bandwidth due to the need to stream fully rendered content from a server to user devices lacking processing and memory resources, leading to inefficiencies and high latency.
Innovation Solution
A method that dynamically determines whether to render scene assets on the server or user device based on resource characteristics, using first scene asset data for local rendering or second scene asset data representing a server-generated rendering, optimizing bandwidth usage and reducing latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If scene content is fully rendered on the server and streamed as encoded video to the user device, then user devices with limited processing and memory resources can display the content, but substantial network bandwidth is required
Solution Approach 1:
The rendering task is segmented and distributed between the server and user device. The server renders certain scene assets while the user device renders others, based on their respective capabilities. This segmentation allows the system to adapt to different device constraints while reducing the bandwidth required to stream fully rendered content.
Solution Approach 2:
The system dynamically determines which scene assets to render on the server versus the user device based on real-time assessment of device resources and network conditions. This dynamic allocation optimizes the balance between bandwidth consumption and rendering quality adaptability.
2Adaptability or versatility
If scene content is fully rendered on the server and streamed to the user device, then devices lacking processing resources can display content, but latency increases
Solution Approach 1:
By segmenting the rendering workload, time-critical assets can be rendered locally on the user device while less time-sensitive assets are rendered on the server and streamed. This reduces the overall latency by eliminating the network transmission delay for locally rendered assets.
Solution Approach 2:
The system performs preliminary assessment of device capabilities and pre-determines the rendering distribution strategy. Scene assets are prepared and allocated to appropriate rendering locations in advance, reducing the time required during actual playback or interaction.
3Ease of operation
If the server renders all scene assets, then user devices with insufficient resources can operate, but the system requires substantial network bandwidth
Solution Approach 1:
Different rendering approaches are applied to different scene assets based on their individual characteristics and the device's local capabilities. Critical or complex assets may be rendered on the server, while simpler assets are rendered locally, optimizing the trade-off between bandwidth usage and device operability.
Solution Approach 2:
The user device is empowered to perform rendering tasks independently for certain scene assets, reducing its dependency on receiving pre-rendered content from the server. This self-service capability reduces bandwidth consumption while maintaining device operability.
4Quantity of substance
If first scene asset data is transmitted to allow user device rendering, then bandwidth usage is reduced, but user devices with insufficient processing resources cannot render the assets
Solution Approach 1:
The system changes the rendering parameters and asset delivery format based on the detected capabilities of the user device. For devices with limited processing resources, the system switches to transmitting pre-rendered second scene asset data, while for capable devices, it transmits first scene asset data for local rendering, thus adapting to different resource constraints.
Data Source
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AI summary
A method is provided for generating a rendered image of a scene, the scene comprising one or more scene assets. A selected one of first scene asset data and second scene asset data is transmitted from a server to a user device, to enable the user device to generate a rendered image of the scene. The first scene asset data is useable by the user device to render the scene asset. The second scene asset data represents a rendering of the scene asset generated by the server. The selection is performed on the basis of a resource characteristic of the user device.