XR DRM Rendering with Protected Buffers and Scene Fusion
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Solution Overview
Problem
Existing methods for rendering DRM content in XR devices result in poor playback effects, and fail to prevent screenshotting or screen recording of protected content.
Innovation Solution
A method and apparatus for rendering DRM content in XR devices, involving a render server and compositor, where DRM content and current scene are processed in a protected buffer, enabling fusion rendering in the same space to enhance playback and prevent unauthorized recording or screenshotting.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If DRM content is rendered using conventional rendering methods, then the playback effect is poor, but implementing protected rendering paths increases system complexity
Solution Approach 1:
The rendering system is segmented into multiple rendering paths: a protected rendering path for DRM content and a conventional rendering path for non-DRM content. The render server identifies DRM content and routes it through the protected path with dedicated contexts and buffers, while other content uses the standard path. This segmentation resolves the contradiction by providing specialized handling for DRM content without making the entire system complex.
Solution Approach 2:
The render server acts as an intermediary between the DRM content source and the display system. It intercepts rendering commands, identifies DRM content, and processes it through protected contexts with additional security measures. This intermediary approach improves DRM playback quality without requiring changes to the entire rendering pipeline, thus limiting the increase in system complexity.
2Reliability
If DRM content is rendered with protection measures, then unauthorized recording is prevented, but the integration with current scene becomes difficult
Solution Approach 1:
The protected rendering path merges the DRM content rendering with the current scene rendering in the same virtual space. Both the DRM content and the current scene are rendered to the same buffer through coordinated drawing commands, allowing them to be composited together seamlessly. This merging approach prevents unauthorized recording through protected contexts while maintaining ease of integration with the current scene.
3Reliability
If separate rendering paths are used for DRM and non-DRM content, then playback quality improves, but processing time increases
Solution Approach 1:
The protected rendering path maintains continuous rendering operations for DRM content without interrupting the overall rendering pipeline. The render server processes DRM content and current scene in coordinated drawing commands within the same rendering loop, ensuring continuous updates at the required frame rate. This continuity approach improves playback quality while minimizing additional processing time compared to separate batch processing.
Data Source
AI summary
Embodiments of the present disclosure provide a method and an apparatus for rendering a DRM content in an XR device, a device, and a medium. The method includes: rendering, by the render server, the DRM content onto a protected Surface when the DRM content is displayed by a target XR application; reading, by the render server, render data of the DRM content from the protected Surface through a protected first context, performing fusion rendering on the render data of the DRM content and a current scene in a same space to obtain first render data and storing the first render data into a protected first buffer; and reading, by the compositor, the first render data from the protected first buffer through a protected second context, performing a compositing process on the first render data to obtain a first to-be-displayed image and displaying the first to-be-displayed image on screen.


