Split Hierarchy VR Rendering for High Resolution

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Solution Overview

Problem

Traditional VR rendering systems face challenges in maintaining high resolution across all views of a VR scene, leading to motion sickness due to the need to sacrifice resolution quality when processing unviewed angles, as they rely on a single hardware system for graphics processing.

Innovation Solution

A split hierarchy graphics processor system is implemented in a cloud system, where each side of a grid map is rendered on a separate render node, with a master node managing game logic and synchronization, allowing all views to be rendered at highest resolution regardless of the user's viewpoint.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If a single computing resource is used to render all views of a VR scene, then processing cost is reduced, but resolution quality must be sacrificed for unviewed angles causing motion sickness

Engineering Contradiction:
Improveresolution qualityVSAvoidprocessing system complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The rendering system is segmented into multiple independent rendering units (first rendering unit, second rendering unit, etc.), where each unit is responsible for rendering specific views of the VR scene. This segmentation allows each unit to dedicate its full processing power to rendering its assigned views at high resolution, eliminating the need to sacrifice resolution for unviewed angles. The multiple rendering units work in parallel to generate all necessary views simultaneously.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from a single computing resource handling all views to a multi-dimensional rendering architecture where multiple rendering units operate in parallel. This dimensional expansion of the rendering system allows simultaneous high-resolution generation of all views without the trade-offs inherent in single-resource systems.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Reliability

If all views are rendered at high resolution, then motion sickness is reduced, but processing power requirements increase

Engineering Contradiction:
Improveuser comfort (motion sickness prevention)VSAvoidprocessing power
Core Design Contradiction:
ReliabilityVSPower

Solution Approach 1:

The processing workload is segmented and distributed across multiple independent rendering units. Each rendering unit handles a specific subset of views, dividing the total processing power requirement into manageable portions. This segmentation allows the system to achieve high-resolution rendering of all views while keeping individual unit power consumption within reasonable limits.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Multiple rendering units are merged into a coordinated system where each unit contributes to the overall VR scene rendering. The combined processing power of all rendering units enables high-resolution rendering of all views simultaneously, providing sufficient processing power while maintaining user comfort by eliminating resolution switches that cause motion sickness.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS12169877B2Client side processing of streams of video frames generated by a split hierarchy graphics processing system
Publication Date: 2024.12.17 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12169877B2 patent drawing
  • US12169877B2 patent drawing
  • US12169877B2 patent drawing

AI summary

A split hierarchy graphics processor system including a master node executing a virtual reality (VR) application responsive to input from a client device received over a network to generate primitives for in a VR environment. The graphics processor system including render nodes performing rendering based on the primitives for views into the VR environment taken from a location in the VR environment, the views corresponding to a grid map of the VR environment. Each of the render nodes renders, encodes and streams a corresponding sequence of frames of a corresponding view to the client device. The processor system including an asset library storing input geometries for the objects used for building the VR environment, wherein the objects in the asset library are accessible by the master node and the render nodes.