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

VSEngineering 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

Engineering Contradiction:
Improvecompatibility with constrained user devicesVSAvoidnetwork bandwidth requirement
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #15Dynamics

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

Engineering Contradiction:
Improvesupport for devices with limited processing resourcesVSAvoidlatency
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #10Preliminary action

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

Engineering Contradiction:
Improveoperability on constrained devicesVSAvoidbandwidth consumption
Core Design Contradiction:
Ease of operationVSQuantity of substance

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.

Inventive Principle:
Principle #3Local quality

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.

Inventive Principle:
Principle #25Self-service

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

Engineering Contradiction:
Improvebandwidth usageVSAvoidcompatibility with resource-constrained devices
Core Design Contradiction:
Quantity of substanceVSAdaptability or versatility

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.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentEP4624008A1Generating a rendered image of a scene
Publication Date: 2025.10.01 SONY COMP ENTERTAINMENT EURO LTD
  • EP4624008A1 patent drawingFigure 1
  • EP4624008A1 patent drawingFigure 2
  • EP4624008A1 patent drawingFigure 3~4

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.