Graphics Processing Architecture With Shared-Memory Frame Pipelining

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Solution Overview

Problem

Traditional graphics processing units (GPUs) in cloud gaming systems render frames and then queue them for encoding, leading to longer processing times and potential lags due to the lack of pipelining between rendering and encoding processes.

Innovation Solution

Implement a simulated library in shared memory within the GPU to divert media frame generation input events, allowing frames to be queued for encoding before rendering is complete, thus enabling simultaneous processing without blocking.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If frames are rendered and then queued for encoding sequentially, then the rendering process can complete fully before encoding starts, but the processing time increases and lags occur

Engineering Contradiction:
Improveframe processing completionVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent applies preliminary action by queuing frames for encoding before the rendering process is fully complete. The system captures frames at an intermediate stage of rendering and places them in a queue for encoding, allowing the encoding process to start in advance. This overlap of operations reduces the total processing time while ensuring both rendering and encoding complete successfully.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If frames are queued for encoding after rendering, then encoding can wait for complete frame data, but the frame rate control and processing speed are reduced

Engineering Contradiction:
Improveframe data completenessVSAvoidframe processing speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system performs preliminary encoding preparation by queuing frames before rendering completes. This allows the encoding pipeline to be prepared in advance, increasing frame processing speed while maintaining data completeness through proper synchronization mechanisms that ensure encoding receives complete frame data when needed.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements continuous useful action by maintaining overlapping rendering and encoding operations. Frames are continuously queued for encoding as rendering progresses, creating a continuous pipeline where both processes operate simultaneously rather than sequentially, thereby increasing productivity while maintaining frame data integrity.

Inventive Principle:
Principle #20Continuity of useful action

3Device complexity

If traditional sequential processing is used, then the system is simpler to implement, but the gameplay experience suffers from lags and slowdowns

Engineering Contradiction:
Improveprocessing architectureVSAvoidgameplay smoothness
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The patent introduces preliminary action through frame queuing before rendering completes, which increases processing architecture complexity but dramatically improves gameplay smoothness by eliminating lags. The queueing mechanism allows encoding to start in advance, creating a smoother gameplay experience at the cost of increased system complexity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements continuous useful action with overlapping rendering and encoding operations, creating a more complex architecture that maintains constant productive work flow. This continuity eliminates gaps and lags in frame processing, resulting in smoother gameplay despite the increased architectural complexity.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS12394131B2Graphics processing architecture in a cloud gaming environment
Publication Date: 2025.08.19 NETFLIX INC
  • US12394131B2 patent drawing
  • US12394131B2 patent drawing
  • US12394131B2 patent drawing

AI summary

The disclosed computer-implemented method includes instantiating a simulated library in a shared memory that is shared between a plurality of hardware components in a graphics processing unit (GPU), diverting media frame generation input events produced as part of a multimedia application to the simulated library in the shared memory, selecting at least one media frame for rendering, according to the media frame generation input events, from within the simulated library in the shared memory, queueing the selected media frame for encoding before rendering of the selected media frame is complete and, upon determining that the selected media frame has been rendered, encoding the rendered media frame according to the queue. Various other methods, systems, and computer-readable media are also disclosed.