Shading Atlas Error Concealment in Split Rendering

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Solution Overview

Problem

Existing graphics processing systems face challenges in handling packet loss and corruption during vector streaming, leading to incomplete or corrupted frames in split rendering architectures, particularly in augmented and virtual reality applications.

Innovation Solution

A client device decodes an encoded shading atlas, identifies and error conceals intersecting patches using prior valid versions, and renders frames using in-painting for unrecoverable regions, employing a graphics processing pipeline with error concealment techniques.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of energy

If packet transmission is used for vector streaming in split rendering, then bandwidth efficiency is improved, but packet loss and corruption occur leading to incomplete or corrupted frames

Engineering Contradiction:
Improvebandwidth efficiencyVSAvoidframe completeness
Core Design Contradiction:
Loss of energyVSReliability

Solution Approach 1:

The shading atlas is divided into multiple independently decodable slices. When packet loss occurs, only the affected slices are corrupted while other slices remain intact and can be decoded independently, preventing complete frame corruption and enabling selective error concealment.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system stores prior valid versions of shading atlas patches at the client device before transmission errors occur. When corruption is detected, these pre-stored valid versions are immediately used to conceal errors without requiring retransmission, maintaining rendering continuity.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If error concealment using prior valid versions is applied to corrupted patches, then frame rendering quality is improved, but additional processing overhead is introduced

Engineering Contradiction:
Improverendering qualityVSAvoidprocessing overhead
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

Error concealment is applied selectively only to intersecting patches that are actually corrupted by transmission errors, rather than processing the entire shading atlas. This localized approach maintains rendering quality for affected regions while minimizing unnecessary processing overhead for unaffected regions.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system copies prior valid patch versions into the current shading atlas where corruption is detected, replacing erroneous data with validated historical data. This copying operation is simpler and more efficient than regenerating or retransmitting the corrupted patches.

Inventive Principle:
Principle #26Copying

3Reliability

If slices are used to divide the encoded shading atlas, then error propagation is reduced, but decoding complexity increases

Engineering Contradiction:
Improveerror propagation resistanceVSAvoiddecoding complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The encoded shading atlas is segmented into multiple slices that can be independently decoded. This segmentation limits error propagation to only the affected slice while allowing other slices to be decoded successfully, and the independent structure actually simplifies the decoding process by allowing parallel processing of slices.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentEP4302272B1Error concealment in split rendering using shading atlases
Publication Date: 2026.04.01 QUALCOMM INC
  • EP4302272B1 patent drawingFigure 1
  • EP4302272B1 patent drawingFigure 2A
  • EP4302272B1 patent drawingFigure 2B

AI summary

A client device of a split rendering graphics processing architecture, receives an encoded shading atlas for a current frame. The encoded shading atlas is characterized by slices. The client decodes the received encoded shading atlas and identifies unsuccessfully decoded slices. The client then determines whether each patch of the decoded shading atlas intersects an identified unsuccessfully decoded slice. The client determines, for each intersecting patch, whether a prior valid version of each intersecting patch is stored at the client device. The client error conceals each intersecting patch having a prior valid version stored at the client device with the corresponding prior valid version to create an error concealed atlas. The client renders the current frame using the error concealed atlas.