Access Point VR Data Block Transmission Optimization
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Solution Overview
Problem
The widespread adoption of virtual reality in enterprise environments is hindered by tethered head-mounted displays that restrict mobility, inadequate support for untethered high-quality VR by state-of-the-art wireless networks, intensive GPU operations draining mobile device batteries, and limited GPU capabilities that limit the quality of the VR experience for multiple users.
Innovation Solution
A method and system that includes an access point receiving VR data from untethered mobile devices, determining atomic data block sizes, and reducing transmission duration to optimize VR data transmission, utilizing pre-rendering of VR environments and objects, and adaptive rendering techniques to manage bandwidth and polygon complexity, while utilizing MU-MIMO and Bluetooth for efficient data transfer.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If untethered mobile devices are used for VR, then mobility is improved, but transmission delays increase and network requirements become more stringent
Solution Approach 1:
The patent segments VR data transmission into atomic data blocks that can be independently transmitted and managed. This allows the system to optimize transmission timing and reduce delays for each block separately, addressing the transmission delay issue while maintaining mobile device untethered operation
Solution Approach 2:
The patent implements pre-rendering of VR environments and objects before transmission to mobile devices. By preparing data in advance and storing it in atomic blocks, the system reduces real-time transmission requirements and minimizes delays during actual VR operation
2Reliability
If high-quality VR data is transmitted to multiple users, then VR experience quality is improved, but network bandwidth consumption increases
Solution Approach 1:
The patent applies adaptive rendering techniques that adjust polygon complexity and data quality based on individual user needs and device capabilities. Each user receives appropriately optimized data quality rather than uniformly high quality to all users, reducing total bandwidth consumption while maintaining acceptable experience quality
Solution Approach 2:
The system dynamically changes transmission parameters including atomic data block sizes and rendering complexity levels based on network conditions and user requirements. This allows optimization of the balance between VR experience quality and network bandwidth utilization
3Reliability
If intensive GPU operations are performed on mobile devices, then rendering quality is improved, but battery consumption increases
Solution Approach 1:
The patent extracts intensive rendering operations from mobile devices and performs pre-rendering on server-side systems with more powerful GPUs. Only the essential atomic data blocks are transmitted to mobile devices, significantly reducing their processing load and battery consumption while maintaining rendering quality
Data Source
AI summary
Example method includes receiving, at an access point (AP), a plurality of virtual reality (VR) data from each of a plurality untethered mobile devices associated with a multi-user VR environment, receiving, at the AP, an indication of an atomic data block size for data to be transmitted to one or more of the plurality of untethered mobile devices, reducing, by the AP and based on the indication, a transmission duration of a VR data block to be transmitted to one or more of the plurality of untethered mobile devices.


