Image rendering for Smart phones and thin clients

Description:

The image rendering algorithm have been developed specifically for thin clients such as mobile devices, smart phones, set top boxes, and dumb terminals, that have limited processing, networking, and display capabilities compared to Personal Computers (PC) or workstations. It enables higher quality images and user experiences for games offered through Gaming as a Service (Gaas).

 

Details: This is an activity based rendering technology that can be implemented on the cloud and on the player’s device. It combines action-aware prioritization with rendering of objects. This means that for a player’s current scene in the game and the player’s current action (walking, aiming, shooting, etc.), we prioritize all objects in that scene based on their importance to the player’s current action, and then based on the constraints of the player’s device (bandwidth, screen size, processing power, etc.), we render with higher quality the most important objects.

Benefits:

  • High responsiveness and frame rate

  • High visual quality

  • Low processing power required by the player’s device

  • Can divide activity between the cloud and device, ensuring optimised use of resources

  • Lower bandwidth requirements

Patent Information:
For Information, Contact:
Mark Pearson
Technology Transfer Officer
University of Ottawa
mark.pearson@uottawa.ca
Inventors:
Shervin Shirmohammadi
Keywords: