Video Frame Rendering Synchronization During High-Rate Scrubbing
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Solution Overview
Problem
Conventional media player rendering during scrubbing operations is inefficient and consumes excessive processing resources and time due to interruptions in rendering frames at arbitrary locations, especially when scrubbing occurs at a high rate, causing memory tie-ups and additional resource allocation.
Innovation Solution
A scrubbing thread manages rendering operations by implementing thread blocking to prevent interruptions to the dynamic renderer, synchronizing frame rendering with scrubbing inputs, and using a queue to handle subsequent requests efficiently.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the media player processes high-rate scrubbing requests continuously, then the scrubbing speed is improved, but the rendering efficiency deteriorates due to frequent interruptions
Solution Approach 1:
The patent segments the scrubbing process into discrete requests handled by a scrubbing thread, separating it from the rendering process handled by a renderer thread. This segmentation allows scrubbing to proceed at high speed while the renderer maintains stable, uninterrupted rendering operations, resolving the contradiction between scrubbing speed and rendering efficiency.
Solution Approach 2:
The patent introduces a queue as an intermediary mechanism between the scrubbing thread and the renderer thread. The queue buffers scrubbing requests and delivers them to the renderer in a controlled manner, allowing high-rate scrubbing inputs to be collected while the renderer processes them at its own optimized pace without interruptions.
2Ease of operation
If the media player renders frames at arbitrary locations during scrubbing, then the responsiveness is improved, but the processing resources and time consumed increase excessively
Solution Approach 1:
The patent implements preliminary action by pre-calculating and preparing frame rendering parameters before actual rendering occurs. The scrubbing thread prepares request information in advance and queues it, allowing the renderer to work with pre-prepared data structures rather than reacting to each scrubbing position in real-time, thus reducing processing overhead while maintaining responsiveness.
Solution Approach 2:
The patent ensures continuity of useful action by maintaining a dedicated renderer thread that continuously renders frames without interruption, even during high-rate scrubbing operations. The renderer thread operates independently and continuously, while the scrubbing thread manages position changes, ensuring that rendering resources are not repeatedly allocated and deallocated during scrubbing.
3Productivity
If the media player allows multiple concurrent rendering calls during scrubbing, then the rendering rate is improved, but the memory resources become tied up
Solution Approach 1:
The patent segments rendering operations into discrete, managed units through the queue mechanism. Each rendering request is a separate queue entry that is processed sequentially by the renderer thread, preventing multiple concurrent rendering calls from accumulating in memory. This segmentation allows high rendering rates through efficient single-request processing while avoiding memory tie-ups.
Solution Approach 2:
The patent implements discarding and recovering by having the renderer thread complete rendering operations and release associated memory resources before the next rendering request is processed. The queue mechanism ensures that completed rendering tasks are discarded and memory is recovered, preventing memory accumulation even during high-rate scrubbing operations.
Data Source
AI summary
A media player includes an improved render process that synchronizes seeking operations with frame rendering. A media player receives a first input selecting a first location of a media segment. The thread executes a call to a dynamic renderer to render a first frame corresponding to the first location. The thread initiates a thread block to prevent further calls to the dynamic renderer while rendering the first frame. The media player then receives a second input selecting a second location of the media segment before the dynamic renderer finishes rendering the first frame. When the dynamic renderer finishes rendering the first frame, the thread blocking terminates, and the media player discards the now stale rendered first frame. The thread then executes a call requesting rendering of a frame corresponding to the second, current location of the media segment.


