Sphere-Based Split Rendering for Low-Latency Interactive Objects

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Solution Overview

Problem

Existing split rendering technologies do not effectively address the need for preferential rendering of interactive objects, such as those requiring local rendering due to high interaction or dynamic lighting, which are challenging to handle with existing latency compensation techniques.

Innovation Solution

Implementing a system that determines a radius of a sphere centered at a virtual camera, using preferential rendering for objects within this sphere and remote rendering for objects outside, with specific parameters like R, R1, R2, and restricted Field of View (FoV) to ensure interactive objects are rendered locally, reducing motion-to-render latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If remote rendering is used for all objects, then device complexity is reduced, but motion-to-render latency increases for interactive objects

Engineering Contradiction:
Improverendering system complexityVSAvoidmotion-to-render latency
Core Design Contradiction:
Device complexityVSLoss of time

Solution Approach 1:

The rendering system segments objects into two categories: interactive objects requiring local rendering and non-interactive objects suitable for remote rendering. This segmentation allows the system to maintain low latency for critical interactive objects while reducing overall device complexity by offloading non-critical rendering tasks to a remote server.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different rendering qualities to different objects based on their interaction requirements. Interactive objects receive preferential (local) rendering with high quality and low latency, while non-interactive objects receive remote rendering with lower quality requirements. This local quality differentiation resolves the contradiction by concentrating computational resources where they are most needed.

Inventive Principle:
Principle #3Local quality

2Loss of time

If local rendering is used for all objects, then motion-to-render latency is minimized, but device complexity and processing requirements increase

Engineering Contradiction:
Improvemotion-to-render latencyVSAvoidrendering system complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

Instead of rendering all objects locally, the system segments the rendering workload by identifying only the subset of interactive objects that require local rendering. This selective segmentation reduces processing requirements while maintaining low latency for critical objects.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts non-interactive objects from the local rendering pipeline and assigns them to remote rendering. This extraction reduces the computational burden on the local device while preserving the low latency advantage for interactive objects that remain in the local rendering pipeline.

Inventive Principle:
Principle #2Taking out (Extraction)

3Manufacturing precision

If preferential rendering is applied to all objects, then rendering quality is maximized, but processing resources are wasted on non-interactive objects

Engineering Contradiction:
Improverendering qualityVSAvoidprocessing resource consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The system applies preferential rendering quality only to interactive objects that require it, while using standard or remote rendering for non-interactive objects. This localized quality application maximizes rendering quality where it matters most while avoiding waste of processing resources on objects that do not require high fidelity rendering.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of applying full preferential rendering to all objects (excessive action), the system applies it partially only to interactive objects. This partial action approach optimizes the balance between rendering quality and processing resource consumption by avoiding over-engineering the rendering pipeline for non-interactive objects.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20250252616A1Split Rendering With Local Rendering Of Interactive Objects
Publication Date: 2025.08.07 NOKIA TECHNOLOGIES OY
  • US20250252616A1 patent drawing
  • US20250252616A1 patent drawing
  • US20250252616A1 patent drawing

AI summary

An apparatus includes at least one processor; and at least one memory storing instructions that, when executed by the at least one processor, cause the apparatus at least to: determine a radius of a sphere centered at a virtual camera that has a correspondence to the apparatus; wherein preferential rendering is used for objects within the sphere defined with the radius; wherein remote rendering is used for objects outside the sphere defined with the radius; and draw on a display the objects within the sphere and objects outside the sphere, based on the objects being used for preferential rendering and remote rendering.