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

VSEngineering 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

Engineering Contradiction:
ImprovemobilityVSAvoidtransmission delays
Core Design Contradiction:
Ease of operationVSLoss of time

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #10Preliminary action

2Reliability

If high-quality VR data is transmitted to multiple users, then VR experience quality is improved, but network bandwidth consumption increases

Engineering Contradiction:
ImproveVR experience qualityVSAvoidnetwork bandwidth
Core Design Contradiction:
ReliabilityVSQuantity of substance

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

Inventive Principle:
Principle #3Local 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

Inventive Principle:
Principle #35Parameter changes

3Reliability

If intensive GPU operations are performed on mobile devices, then rendering quality is improved, but battery consumption increases

Engineering Contradiction:
Improverendering qualityVSAvoidbattery consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

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

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS11051206B2Wi-fi optimization for untethered multi-user virtual reality
Publication Date: 2021.06.29 HEWLETT PACKARD ENTERPRISE DEV LP
  • US11051206B2 patent drawing
  • US11051206B2 patent drawing
  • US11051206B2 patent drawing

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.