Tile-Based Cloud Gaming Interpolation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

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

VSEngineering 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

Engineering Contradiction:
Improveimage qualityVSAvoidlatency
Core Design Contradiction:
Manufacturing precisionVSLoss of time

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #3Local quality

2Productivity

If tile-based encoding is used to reduce data transfer, then data transfer efficiency is improved, but interpolation issues and rendering problems occur

Engineering Contradiction:
Improvedata transfer efficiencyVSAvoidrendering quality
Core Design Contradiction:
ProductivityVSReliability

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.

Inventive Principle:
Principle #10Preliminary action

3Ease of manufacture

If tiles are transmitted in coordinate order, then the encoding process is simple, but latency increases due to inefficient rendering order

Engineering Contradiction:
Improveencoding simplicityVSAvoidlatency
Core Design Contradiction:
Ease of manufactureVSLoss of time

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.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250211748A1Time-limit interpolation
Publication Date: 2025.06.26 SONY COMP ENTERTAINMENT EURO LTD
  • US20250211748A1 patent drawing
  • US20250211748A1 patent drawing
  • US20250211748A1 patent drawing

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.