Server-Side AR Rendering for Stereoscopic Views

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Solution Overview

Problem

Conventional augmented reality (AR) systems face limitations due to the need for computationally expensive rendering of AR objects on client devices, particularly when generating stereoscopic views, which can result in an inferior user experience and is not scalable, especially with limited resources on portable devices.

Innovation Solution

The method involves initializing two virtual cameras by a server to render AR objects, which are then overlaid on client devices to create a stereoscopic view, with the server managing the rendering and updating of these objects based on user feedback and device movement, allowing for efficient distribution of computational resources and improved user experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If AR objects are rendered locally on client devices, then the AR experience can be delivered to users, but the computational resources of portable devices are exceeded resulting in inferior user experience

Engineering Contradiction:
Improveuser experience qualityVSAvoidcomputational resource consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent extracts the computationally intensive rendering function from the client device and relocates it to a remote server. The server performs all heavy lifting for rendering AR objects while the client device only handles lightweight tasks like camera feed processing and display rendering, thereby resolving the contradiction between delivering quality AR experience and preserving client device resources.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces a rendering server as an intermediary between the user's AR application and the actual rendering computation. This intermediary handles the computationally expensive 3D model rendering and bitmap generation, allowing the client device to maintain smooth operation while delivering high-quality AR experiences.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Manufacturing precision

If all Hi-Fidelity 3D models are stored on client device storage, then the AR model can be rendered locally, but the storage requirements become unsustainable and the model is not scalable

Engineering Contradiction:
Improverendering fidelityVSAvoidstorage space requirement
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent extracts the storage burden of large 3D models from the client device by relocating model storage to the server. The server stores and manages all high-fidelity 3D models while transmitting only rendered bitmap images to the client, eliminating the need for clients to store bulky model files while maintaining rendering fidelity.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent uses rendered bitmap copies of 3D models instead of storing and processing the actual 3D model files on client devices. The server generates these bitmap copies on-demand and transmits them to clients, allowing high-fidelity rendering without requiring clients to store the original large-sized 3D models.

Inventive Principle:
Principle #26Copying

3Ease of operation

If rendering is performed on client device GPU/CPU, then the AR application can run locally, but the computational expense becomes prohibitive for portable devices

Engineering Contradiction:
Improvelocal rendering capabilityVSAvoidcomputational power requirement
Core Design Contradiction:
Ease of operationVSPower

Solution Approach 1:

The patent extracts the heavy computational rendering workload from the client device's GPU and CPU by moving it to a remote server with superior computing resources. The client device only performs minimal processing for camera feed handling and display rendering, making AR operations feasible on portable devices with limited power.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces a rendering server as an intermediary that handles all computationally expensive rendering operations. This server acts as a remote computing powerhouse that the client device can leverage without needing to possess high computational power locally, thereby enabling AR on portable devices.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Productivity

If virtualization is implemented by moving AR application to server-side, then computational resources are optimized, but the user experience becomes laggy and inferior

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidrendering latency
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent performs preliminary rendering actions on the server before the client needs the visual output. The server continuously renders bitmaps based on the AR scene state and transmits them to the client in advance, reducing latency and preventing laggy user experience while maintaining server-side computational efficiency.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent maintains continuous rendering action on the server by constantly generating and transmitting updated bitmaps to the client device. This continuous stream of pre-rendered images ensures smooth, lag-free AR experience while the server efficiently manages computational resources through sustained rendering operations.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS11004256B2Collaboration of augmented reality content in stereoscopic view in virtualized environment
Publication Date: 2021.05.11 CITRIX SYSTEMS INC
  • US11004256B2 patent drawing
  • US11004256B2 patent drawing
  • US11004256B2 patent drawing

AI summary

Systems and methods for rendering an Augmented Reality (“AR”) object. A method for an AR object includes overlaying a first bitmap of an AR object rendered by a first virtual camera initialized by a server on a first display of a client device and overlaying a second bitmap of the AR object rendered by a second virtual camera initialized by the server on a second display of the client device. The first bitmap and the second bitmap appear as the AR object being located at a depth distance from the client device in a stereoscopic view.