Error Concealment in Split Rendering Shading Atlases
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Solution Overview
Problem
Vector streaming systems face challenges in error concealment due to packet loss and latency, particularly in graphics processing for augmented, virtual, and extended reality applications, where traditional error concealment methods are ineffective for computer graphics content with low spatial correlation.
Innovation Solution
The implementation of a specialized error concealment algorithm that identifies and replaces missing blocks in shading atlases with successfully decoded versions from previous atlases, using block-level information and meta-data to maintain rendering accuracy and reduce latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional error concealment methods are used, then the system can handle packet loss, but the rendering accuracy deteriorates due to low spatial correlation in computer graphics content
Solution Approach 1:
The patent copies successfully decoded blocks from previous shading atlases to replace unsuccessfully decoded blocks in the current atlas. This copying mechanism allows error concealment by replicating valid block data across time, maintaining rendering accuracy despite packet loss in the streaming system.
Solution Approach 2:
The system performs preliminary decoding and validation of shading atlas blocks before they are needed for rendering. By pre-decoding blocks and storing successful decodings in advance, the system prepares replacement data that can be immediately used when packet loss occurs, reducing the impact of errors on rendering accuracy.
2Productivity
If shading atlases are streamed continuously, then the rendering can proceed without interruption, but latency increases due to network transmission
Solution Approach 1:
The system performs preliminary decoding of shading atlas blocks in advance of when they are needed for rendering. By pre-decoding and storing blocks locally, the system reduces the time-critical network dependency during actual rendering, maintaining continuity while reducing latency impact.
Solution Approach 2:
The system creates a buffer of successfully decoded blocks from previous atlases that can serve as replacements during error conditions. This beforehand preparation of backup block data cushions the system against network latency and packet loss, ensuring rendering continuity without requiring real-time network access.
3Reliability
If blocks are stored from previous atlases for error replacement, then the resilience to network errors improves, but the memory usage increases
Solution Approach 1:
The system segments the storage requirement by maintaining only the necessary blocks from previous atlases rather than storing entire atlases. By identifying and storing only the blocks that may be needed for error replacement, the system reduces memory usage while maintaining resilience to network errors.
Solution Approach 2:
The system applies local quality by storing different types of data with different retention requirements. Successfully decoded blocks that are likely to be needed for error concealment are retained in memory, while other data is discarded. This selective storage optimizes memory usage by keeping only the locally necessary error replacement data.
Data Source
AI summary
Graphics processing in a client device includes receiving, as part of a vector streaming split rendering process, a bit stream encoding a sequence of shading atlases of the process. Each shading atlas includes blocks. The client decodes a particular shading atlas of the sequence of shading atlases, and determines that a particular block of the particular shading atlas was unsuccessfully decoded. The client identifies a stored block of a prior shading atlas of the sequence of shading atlases as a successfully decoded earlier version of the particular block. The client renders the particular shading atlas using the stored block instead of the particular block.


