Three-dimensional motion mapping for cloud gaming
AssigneeSony Computer Entertainment Inc.
InventorHung-Ju Lee
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AssigneeSony Computer Entertainment Inc.
InventorHung-Ju Lee
Estimating the term…
Three-dimensional motion mapping is disclosed. A reverse three-dimensional transform for a set of anchor pixels in the current frame is performed using a model-view matrix, a projection matrix, and view parameters associated with the computer game. Reverse transformed anchor pixels are indicated as occluded if the estimated depth for the pixel in the previous frame is greater than a real depth for the pixel in the previous frame or otherwise indicated as visible. A motion vector map for a subset of the reverse transformed pixels is constructed. A best target motion vector for a first set of sections in the current frame is derived or motion estimation is performed for sections in a second set that contain occluded pixels. Target motion vectors for groups of two or more sections of the current frame comprising two or more adjoining sections each with best target motion vectors are derived.
A method for three-dimensional motion mapping in video encoding, comprising:
A system for implementing three-dimensional motion mapping, comprising:
A computer program product comprising:
Dependencies are inferred from the claim text.
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Image coding
Incoming video signal characteristics or properties: motion inside a coding unit, e.g. average field, frame or block difference
Motion inside a coding unit, e.g. average field, frame or block difference: analysis of motion vectors, e.g. their magnitude, direction, variance…
Characterised by implementation details or hardware specially adapted for video compression or decompression, e.g. dedicated software…
About 5 years 10 months of term left · ends 18 Aug 2032 (estimated)
Embodiments of this invention are related to digital video coding and more particularly to three-dimensional motion mapping.
Computer gaming has been moving away from the traditional video game console towards cloud-based gaming. Cloud-based gaming is a type of online gaming that allows direct and on-demand streaming of games onto a computer through the use of a thin client. Certain game software and game data is stored on a remote server and is streamed directly to user devices accessing the server through the client. Cloud-based gaming systems can be characterized as a combination of the following key components: a powerful game rendering engines and video encoding engines at remote data center sites, a resource-limited (e.g., limited computing/rendering power with video decoding engine) thin client (e.g., mobile phone, portable game device, tablet computer, consumer electronic device, etc.), and high bandwidth and reliable networks. Playing games on cloud systems has mass appeal and provides gamers with a brand new game playing experience.
A major hurdle in developing seamless cloud gaming systems is latency. Unlike console based gaming, which is locally equipped with a high performance computing machine and a powerful graphic rendering engine, cloud based gaming systems are often technically restricted by long latency. Long latency can largely be attributed to (1) processing delays by graphics rendering, (2) processing delays by video encoding, and (3) network round trip traffic delays.
FIG. 1A is a block diagram illustrating motion mapping of a video in a cloud-based gaming application.
FIG. 1B is a schematic diagram illustrating an example of a partitioning scheme for a video frame in accordance with an embodiment of the present invention.
FIG. 2A is a block diagram illustrating 3-D motion mapping of a video according to an embodiment of the present invention.
Although the following detailed description contains many specific details for the purposes of illustration, anyone of ordinary skill in the art will appreciate that many variations and alterations to the following details are within the scope of the invention. Accordingly, the exemplary embodiments of the invention described below are set forth without any loss of generality to, and without imposing limitations upon, the claimed invention.
Embodiments of this invention provide a new approach for improving latency issues associated with cloud gaming systems. Instead of further optimizing the traditional motion search algorithm with more powerful CPU-based single instruction multiple data (SIMD) instructions, latency can be reduced by bridging both processing engines (e.g., game engine and video engine) using geometric information to potentially reduce or replace motion search. This approach proposes to utilize intermediate results and geometric information from a pipelined game engine, so that the motion vector can be constructed quickly and precisely, thereby significantly reducing processing delays.
By way of example, as see in FIG. 1A, in a cloud-based video game a server 10 and client 20 are connected via a network 30. The network 30 may be any suitable computer/telecommunications network, e.g., Ethernet, WiFi, 3G, 4G, internet protocol (IP) networks.