CN115243088A - Multi-host video frame-level synchronous rendering method - Google Patents
Multi-host video frame-level synchronous rendering method Download PDFInfo
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- 238000009877 rendering Methods 0.000 title claims abstract description 64
- 230000001360 synchronised effect Effects 0.000 title claims abstract description 33
- 238000000034 method Methods 0.000 title claims abstract description 27
- 230000003139 buffering effect Effects 0.000 claims abstract description 14
- 238000012545 processing Methods 0.000 claims abstract description 7
- 238000004891 communication Methods 0.000 claims description 14
- 238000000926 separation method Methods 0.000 claims description 3
- 238000010008 shearing Methods 0.000 abstract description 4
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/4302—Content synchronisation processes, e.g. decoder synchronisation
- H04N21/4307—Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/44—Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
- H04N21/44004—Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving video buffer management, e.g. video decoder buffer or video display buffer
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/44—Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
- H04N21/44012—Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving rendering scenes according to scene graphs, e.g. MPEG-4 scene graphs
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/472—End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
- H04N21/47217—End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content for controlling playback functions for recorded or on-demand content, e.g. using progress bars, mode or play-point indicators or bookmarks
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/80—Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
- H04N21/85—Assembly of content; Generation of multimedia applications
- H04N21/854—Content authoring
- H04N21/8547—Content authoring involving timestamps for synchronizing content
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Computer Security & Cryptography (AREA)
- Databases & Information Systems (AREA)
- Human Computer Interaction (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
Abstract
The invention relates to the technical field of exhibition and conference industries, in particular to a multi-host video frame level synchronous rendering method, which comprises the following steps: buffering video frame data through a video memory; the server side creates a time stamp for each buffered video frame; the method comprises the steps of working cooperatively with a plurality of clients through USB3.1 links; after the server and the client are completely cached, the server sends a synchronous playing instruction; the server side sends frame synchronization information at regular time according to the time stamp; the client arranges local rendering progress according to the received frame synchronization information and the local timestamp data, performs real-time rendering, and controls the playing, pausing, frame buffering quantity and frame feedback processing of the client by the server; and the client side continuously decodes the video frames by the reading thread and puts the video frames into the cache while rendering and playing. The rendering time difference of each host is improved to the maximum extent, the rendering time difference is reduced to be within one frame, and the viewing of an oversized scene is guaranteed by technical means without the conditions of visual jitter, video shearing, frame loss and the like.
Description
Technical Field
The invention relates to the technical field of exhibition and conference industries, in particular to a multi-host video frame-level synchronous rendering method.
Background
The method is beneficial to the great support of the nation to the cultural industry and the continuous innovation and research of a plurality of enterprises, and the new media technology is rapidly developed. The quality of video media is higher and higher, from 2K to 4K, 6K, 8K and 16K, the resolution is continuously improved; at the same time, the frame rate is also increased from 24 frames/second to 30 frames/second, 60 frames/second.
The video media production quality is continuously improved, the requirements on the playing system are higher and higher, and when one host cannot meet the requirement of smooth playing of high-quality videos, multiple hosts are required to play synchronously. In the traditional synchronization mode, one host sends a unified playing instruction, and other hosts play videos according to own video time stamps after receiving the instruction. This may result in inconsistent scheduling for multiple hosts due to uneven allocation of resources within the hosts or other factors.
Disclosure of Invention
The invention provides a multi-host video frame-level synchronous rendering method aiming at the defects of the prior art. In order to solve the problem of video asynchronism in the process of playing multi-host videos, a frame-level synchronization method is provided, the method can improve the rendering time difference of each host to the maximum extent, reduce the rendering time difference to be within one frame, and ensure that an overlarge scene is watched by technical means without the conditions of visual jitter, video shearing, frame loss and the like. Frame-level synchronous rendering of multi-host videos is guaranteed in a mode of high-speed video memory cache, a USB3.1 communication link and hardware timestamps.
The invention is realized by the following technical scheme:
a multi-host video frame-level synchronous rendering method comprises the following steps:
s1: buffering video frame data through a video memory;
s2: the server side creates a timestamp for each buffered video frame;
s3: the method comprises the steps of working cooperatively with a plurality of clients through USB3.1 links;
s4: after the server and the client are completely cached, the server sends a synchronous playing instruction;
s5: the server side sends frame synchronization information at regular time according to the time stamp;
s6: the client side arranges the local rendering progress according to the received frame synchronization information and the local timestamp data and performs real-time rendering;
s7: the server controls the playing, pausing, frame buffering quantity and frame feedback processing of the client;
s8: and the client side continuously decodes the video frames by the reading thread and puts the video frames into the cache while rendering and playing.
Preferably, the following steps are specifically adopted:
s1: the video rendering system reads the content into the memory after video separation and decoding, copies the content into the video memory buffer area, and controls and manages the data in the video memory buffer area through the video memory constant;
s2: after reading each frame, the system creates a time stamp for each video frame and records data such as frame numbers and the like;
s3: all the hosts are communicated through a USB3.1 link, an instruction structure fixes 16 bytes, 0-3 bytes are instruction control commands, the last 12 bytes are communication parameters, wherein 4-11 bytes are frame numbers, and 12-15 bytes are frame time stamps;
s4: when the server and the clients are cached at first, the server sends a synchronous playing instruction, and the clients synchronously start to render a first frame of video after receiving the synchronous playing instruction;
s5: the server side sends frame synchronization information at regular time according to the time stamp of each frame, and each client side is guaranteed to have the same time progress;
s6: the client arranges the local rendering progress according to the received frame synchronization information and the local timestamp data, performs real-time rendering, and directly outputs rendering data to the display end from the video memory, wherein the step can be completed in less than 1 ms;
s7: the server side controls the playing, pausing, frame buffering quantity and frame feedback processing of the client side, and meanwhile, the progress of each host is synchronized according to a synchronization strategy for rendering errors fed back by the client side;
s8: and when the client renders and plays, the reading thread continuously decodes the video frames and puts the video frames into a display card cache to wait for being rendered.
Preferably, the video rendering system hardware used in the method includes: display equipment, SB3.1 connecting wire and the host computer that disposes the great of english reaches display card.
Preferably, a distributed video rendering system is formed by buffering video frame data in a video memory and using a high-speed communication link.
Preferably, frame-level synchronous rendering of the multi-host video is ensured through a high-speed video memory cache, a USB3.1 communication link and a hardware timestamp mode.
The beneficial effects of the invention are as follows:
(1) The multi-host video frame level synchronous rendering technology takes a high-speed video memory as a cache, and can quickly render in the shortest time after receiving a synchronous instruction, wherein the rendering delay time is less than 1ms.
(2) The system communication uses a USB3.1 communication technology, and utilizes control transmission in a USB3.1 standard to ensure reliable two-way transmission and also ensure rapid instruction communication, the one-way instruction delay does not exceed 1ms, the two-way instruction delay does not exceed 1.5ms, and the communication delay does not influence the rendering frame delay.
(3) The rendering end uses a timestamp progress correction algorithm to ensure that the rendering progress of each host is consistent, the frame difference is less than 1 frame, the phenomena of video frame loss, frame skipping and video shearing are avoided, and real video rendering frame-level synchronization among multiple hosts is achieved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the drawings without creative efforts.
FIG. 1 is a block diagram of a multi-host video frame-level synchronous rendering system according to the present invention.
FIG. 2 is a flow chart of the multi-host video frame-level synchronous rendering system of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Example 1:
the invention provides a multi-host video frame level synchronous rendering method, which comprises the following steps:
s1: buffering video frame data through a video memory;
s2: the server side creates a time stamp for each buffered video frame;
s3: the method comprises the steps of working cooperatively with a plurality of clients through USB3.1 links;
s4: after the server and the client are completely cached, the server sends a synchronous playing instruction;
s5: the server side sends frame synchronization information at regular time according to the time stamp;
s6: the client side arranges the local rendering progress according to the received frame synchronization information and the local timestamp data and performs real-time rendering;
s7: the server controls the playing, pausing, frame buffering quantity and frame feedback processing of the client;
s8: and the client side continuously decodes the video frames by the reading thread and puts the video frames into the cache while rendering and playing.
Fig. 1 is a structural diagram of a multi-host video frame-level synchronous rendering system, which mainly comprises a server and a client, wherein the server comprises decoding and frame progress master control, and the control only controls the rendering progress of the system.
In the embodiment of the invention, the following steps are specifically adopted:
s1: the video rendering system reads the content into the memory after video separation and decoding, copies the content into the video memory buffer area, and controls and manages the data in the video memory buffer area through the video memory constant;
s2: after reading each frame, the system creates a timestamp for each video frame and records data such as frame numbers and the like;
s3: all the hosts are communicated through a USB3.1 link, an instruction structure fixes 16 bytes, 0-3 bytes are instruction control commands, the last 12 bytes are communication parameters, wherein 4-11 bytes are frame numbers, and 12-15 bytes are frame time stamps;
s4: when the server and the clients are cached at first, the server sends a synchronous playing instruction, and the clients synchronously start to render a first frame of video after receiving the synchronous playing instruction;
s5: the server side sends frame synchronization information at regular time according to the timestamp of each frame, and the same time progress of each client side is guaranteed;
s6: the client arranges the local rendering progress according to the received frame synchronization information and the local timestamp data, performs real-time rendering, and directly outputs the rendering data to the display end from the video memory, wherein the time can be completed in less than 1 ms;
s7: the server side controls the playing, pausing, frame buffering quantity and frame feedback processing of the client side, and meanwhile, the progress of each host is synchronized according to a synchronization strategy for rendering errors fed back by the client side;
s8: and while the client renders and plays, the reading thread continuously decodes the video frames and puts the video frames into a display card cache to wait for being rendered.
FIG. 2 is a flow diagram of a multi-host video frame level synchronized rendering system, including the entire process from opening video to buffering and then synchronizing video frames.
The video rendering system hardware used in the method comprises: display equipment, SB3.1 connecting wire and the host computer that disposes the great of english reaches display card.
The invention develops a multi-host video frame level synchronous rendering method, which forms a distributed video rendering system by caching video frame data in a video memory and utilizing a high-speed communication link. The system provides a frame-level synchronization method for solving the problem of video asynchronism in the process of playing multi-host videos, can improve the rendering time difference of each host to the maximum extent, reduces the rendering time difference to be within one frame, and ensures that a super-large scene is watched without the conditions of visual jitter, video shearing, frame loss and the like by technical means. Frame-level synchronous rendering of the multi-host video is guaranteed through a high-speed video memory cache, a USB3.1 communication link and a hardware timestamp.
The above examples are only intended to illustrate the technical solution of the present invention, and not to limit it; although the present invention has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.
Claims (5)
1. A multi-host video frame-level synchronous rendering method is characterized by comprising the following steps:
s1: buffering video frame data through a video memory;
s2: the server side creates a timestamp for each buffered video frame;
s3: the method comprises the steps of working cooperatively with a plurality of clients through USB3.1 links;
s4: after the server and the client are completely cached, the server sends a synchronous playing instruction;
s5: the server side sends frame synchronization information at regular time according to the time stamp;
s6: the client side arranges the local rendering progress according to the received frame synchronization information and the local timestamp data and performs real-time rendering;
s7: the server controls the playing, pausing, frame buffering quantity and frame feedback processing of the client;
s8: and the client side continuously decodes the video frames by the reading thread and puts the video frames into the cache while rendering and playing.
2. The multi-host video frame-level synchronous rendering method according to claim 1, specifically comprising the steps of:
s1: the video rendering system reads the content into the memory after video separation and decoding, copies the content into the video memory buffer area, and controls and manages the data in the video memory buffer area through the video memory constant;
s2: after reading each frame, the system creates a timestamp for each video frame and records frame number data;
s3: all the hosts are communicated through a USB3.1 link, an instruction structure fixes 16 bytes, 0-3 bytes are instruction control commands, the last 12 bytes are communication parameters, wherein 4-11 bytes are frame numbers, and 12-15 bytes are frame time stamps;
s4: when the server and the clients are cached at first, the server sends a synchronous playing instruction, and the clients synchronously start to render a first frame of video after receiving the synchronous playing instruction;
s5: the server side sends frame synchronization information at regular time according to the time stamp of each frame, and each client side is guaranteed to have the same time progress;
s6: the client arranges the local rendering progress according to the received frame synchronization information and the local timestamp data, performs real-time rendering, and directly outputs the rendering data to the display end from the video memory, wherein the time can be completed in less than 1 ms;
s7: the server side controls the playing, pausing, frame buffering quantity and frame feedback processing of the client side, and meanwhile, the progress of each host is synchronized according to a synchronization strategy for rendering errors fed back by the client side;
s8: and when the client renders and plays, the reading thread continuously decodes the video frames and puts the video frames into a display card cache to wait for being rendered.
3. The method of claim 1, wherein the video rendering system hardware used in the method comprises: display equipment, SB3.1 connecting wire and the host computer that disposes the great of english reaches display card.
4. The method of claim 1, wherein a distributed video rendering system is formed by buffering video frame data in a video memory and using a high-speed communication link.
5. The method as claimed in claim 1, wherein the frame-level synchronous rendering of the multi-host video is ensured by means of a cache, a USB3.1 communication link, and a hardware timestamp.
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