Tile-Based Cloud Gaming Interpolation
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Solution Overview
Problem
Current cloud gaming technologies face issues with latency and inefficient data transfer due to suboptimal tile-based encoding and interpolation methods, leading to smoother gameplay.
Innovation Solution
Implement a computer-implemented method that sets a predetermined time for rendering tiles in a priority order, using a priority list, and interpolates any unrendered tiles from available information, minimizing data transfer and reducing latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If all tiles in a current frame are rendered and transmitted, then the image quality is improved, but the data transfer time and latency increase
Solution Approach 1:
The image frame is divided into multiple tiles that can be independently prioritized and transmitted. This allows selective transmission of only the most important tiles (those containing salient visual information) while omitting or interpolating less important ones, thereby reducing total data transfer time while maintaining perceived image quality.
Solution Approach 2:
Different tiles within the same frame are assigned different quality levels based on their visual importance. Tiles containing salient objects or areas of interest are rendered with high quality and transmitted first, while less important tiles may be interpolated or transmitted with lower priority, optimizing the trade-off between image quality and transmission time.
2Productivity
If tile-based encoding is used to reduce data transfer, then data transfer efficiency is improved, but interpolation issues and rendering problems occur
Solution Approach 1:
A priority list is pre-computed for each frame based on saliency detection, determining the rendering order of tiles before transmission begins. This preliminary organization ensures that the most visually important tiles are always transmitted first, maintaining rendering quality and visual reliability even when data transfer is optimized through selective tile transmission.
3Ease of manufacture
If tiles are transmitted in coordinate order, then the encoding process is simple, but latency increases due to inefficient rendering order
Solution Approach 1:
The tile transmission order is made dynamic and adaptive rather than static. The priority list is recomputed for each frame based on current visual content and saliency detection, allowing the system to adaptively optimize rendering order according to what is most visually important at each moment, thereby reducing latency without sacrificing encoding simplicity.
Data Source
AI summary
The present invention relates to methods and systems for tile-based encoding in cloud gaming. The method includes providing a current frame including a plurality of tiles and generating a priority list, which stores a rendering order of the plurality of tiles in the current frame. The method further includes setting a predetermined time, which is a maximum time to be spent rendering the current frame, and starting rendering of the plurality of tiles in the current frame in the rendering order and ending rendering when the predetermined time expires, thereby producing a plurality of rendered tiles that is less than or equal to the plurality of tiles. A corresponding method for processing the plurality of rendered tiles at a receiver is also provided.


