Split Rendering Signaling for Distributed Immersive Media
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Solution Overview
Problem
Current mobile communication systems face challenges in providing scalable and efficient rendering of immersive media services like Metaverse, Virtual Reality, and Augmented Reality due to the high resource requirements, particularly the need for powerful Graphics Processing Units (GPUs), which limits accessibility to users with less capable end devices.
Innovation Solution
The implementation of split rendering technology that offloads resource-intensive tasks from end devices to edge or cloud networks, utilizing distributed cooperative computing and optimized signaling protocols to manage task distribution between end devices, edge, and cloud, reducing latency and resource utilization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If rendering tasks are performed locally on end devices, then processing speed and responsiveness are improved, but device complexity and resource requirements increase
Solution Approach 1:
The rendering task is segmented into multiple components: geometry processing, texture mapping, lighting calculations, and final composition. Different segments are distributed between end devices and remote rendering servers, allowing each to handle only the portions suitable for its capabilities
Solution Approach 2:
A remote rendering server acts as an intermediary between the end device and the final rendered output. The server receives unrendered graphical data, performs complex rendering operations, and returns completed frames to the end device for display
2Manufacturing precision
If powerful GPUs are deployed on end devices, then rendering quality is improved, but accessibility and ease of operation deteriorate
Solution Approach 1:
Instead of requiring every end device to possess powerful GPU hardware, the system creates copies of the rendering computation on remote servers with high-end graphics capabilities. These servers process graphical data and return results, effectively copying the function of expensive hardware to accessible cloud resources
Solution Approach 2:
The remote rendering server provides universal rendering services to multiple end devices with varying hardware capabilities. A single server can serve numerous devices simultaneously, allowing low-end devices to access high-quality rendering without requiring local hardware upgrades
3Use of energy by moving object
If resource-intensive tasks are offloaded to distributed computing, then device resource utilization is reduced, but network communication complexity increases
Solution Approach 1:
Graphical data is prepared and transmitted to remote servers in advance of actual rendering needs. Scene descriptions, geometry data, and texture information are sent beforehand, allowing the server to pre-process and cache rendering results, reducing real-time network communication requirements
Data Source
AI summary
Facilitating elastic distributed computing for resource intensive tasks including split rendering in advanced networks is provided herein. Operations of a system include receiving information indicative of a request for split rendering for an application executing at a user equipment. The information is received via a transport protocol header extension. The operations can also include, based on the information indicative of the request, determining that an available computational resource capacity at the user equipment is insufficient to process the application executing at the user equipment. Further, the operations can include, based on the determining, enabling a first rendering of a first portion of the application at a first device and a second rendering of a second portion of the application at a second device different from the first device.


