Split XR Media Rendering for Power-Limited AR Glasses
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Solution Overview
Problem
Certain devices, such as AR glasses and HMDs, lack advanced rendering capabilities like Physically Based Rendering (PBR) or require excessive power, making it difficult for them to handle complex augmented reality (AR) scenes independently.
Innovation Solution
Implementing split rendering techniques where a client device signals for another device, like an AR application server, to perform the rendering tasks on its behalf, utilizing network resources to handle the processing demands.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Use of energy by moving object
If AR glasses and HMDs perform rendering tasks independently, then device autonomy is maintained, but power consumption increases excessively and advanced rendering capabilities are required
Solution Approach 1:
The rendering process is divided into two segments: complex rendering tasks (such as Physically Based Rendering) are offloaded to remote server devices, while local devices handle simpler tasks like viewport rendering and final composition. This segmentation allows power-intensive operations to be performed remotely, reducing local power consumption while maintaining device functionality
Solution Approach 2:
A split rendering system acts as an intermediary between the AR/HMD device and the final rendered output. The local device sends rendering requests to remote servers, which process the computationally intensive tasks and return results. This intermediary approach enables advanced rendering capabilities without requiring the local device to have sufficient processing power or battery capacity
2Manufacturing precision
If AR glasses and HMDs perform complex rendering tasks locally, then rendering quality improves, but device hardware requirements increase
Solution Approach 1:
Remote server devices serve as intermediaries that provide advanced rendering capabilities (such as PBR) to AR/HMD devices. The local device maintains simplicity by handling only basic rendering tasks, while the intermediary servers perform the complex computations. This allows high-quality rendering without increasing local hardware complexity
Solution Approach 2:
The rendering capability is moved from the spatial dimension (local device hardware) to the network dimension (remote servers). Instead of requiring the AR/HMD device to have powerful local processors and graphics hardware, the system leverages network connectivity to access remote rendering resources, effectively adding a network dimension to the rendering architecture
3Device complexity
If rendering tasks are offloaded to network devices, then local device capabilities are reduced, but network dependency increases
Solution Approach 1:
The system implements partial offloading of rendering tasks rather than complete dependency on network devices. The local device retains essential rendering capabilities for basic operations and can function with reduced performance when network connectivity is unavailable. This partial action approach maintains reliability by ensuring the device can still operate in offline or degraded modes
Data Source
AI summary
An example optimizer system for processing extended reality (XR) media data is configured to: determine a first set of XR media data rendering tasks of an XR session to be performed by at least one server device and a second set of XR media data rendering tasks of the XR session to be performed by a first user equipment (UE) device; send a first set of instructions to the at least one server device representative of the first set of XR media data rendering tasks to cause the at least one server device to perform the first set of XR media data rendering tasks of the XR session; and send a second set of instructions to the first UE device representative of the second set of XR media data rendering tasks to cause the first UE device to perform the second set of XR media data rendering tasks.


