AR Content Server Visibility Analysis for Bandwidth Reduction

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Solution Overview

Problem

Current content streaming methods for augmented reality (AR) and virtual reality (VR) face significant bandwidth bottlenecks due to the high data requirements of immersive, 360-degree content, especially when users can move within the content, as traditional data compression techniques do not account for the nuances of AR use cases.

Innovation Solution

The system selectively transmits AR content elements only if they are not obscured by physical objects in the viewing location, using a digitally reconstructed 3D environment to determine visibility and modify the content stream accordingly, reducing data transmission by removing occluded elements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If traditional data compression techniques are used for AR/VR content delivery, then content can be transmitted over networks, but bandwidth requirements remain excessively high due to the nature of immersive 360-degree content

Engineering Contradiction:
Improvedata transmission volumeVSAvoidbandwidth efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The patent segments the 360-degree AR/VR content into multiple spherical video layers or regions, allowing selective transmission of only those segments visible to the user. This divides the complete spherical content into transmittable units based on user viewing direction and field of view, significantly reducing the data volume that needs to be transmitted while maintaining full immersive quality for the visible portions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different quality levels and transmission priorities to different regions of the spherical content based on user orientation and focus. High-resolution data is transmitted only for the current field of view, while lower resolution or compressed data is used for peripheral or occluded regions. This local quality adjustment optimizes bandwidth usage by allocating transmission resources according to actual viewing requirements rather than uniformly across the entire spherical content.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If full 360-degree spherical video is transmitted to enable user movement within the content, then immersive experience is maintained, but bandwidth consumption increases exponentially

Engineering Contradiction:
Improveuser mobility within contentVSAvoiddata communication resources
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent performs preliminary analysis of user orientation, field of view, and environmental occlusions before transmitting AR/VR content. By predicting which portions of the spherical content will be visible based on user device orientation and detected physical obstacles, the system pre-selects and transmits only the necessary content segments. This preliminary action enables user mobility within the content while avoiding transmission of data that would be occluded or outside the user's view, thus reducing bandwidth consumption.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent dynamically adjusts the transmitted content based on real-time user movement, device orientation changes, and environmental conditions. As users move or rotate their devices, the system continuously updates which spherical content segments are visible and transmits new segments as needed. This dynamic adaptation allows users to explore the full 360-degree environment while maintaining efficient bandwidth usage by transmitting only the currently visible portions rather than the entire spherical content set.

Inventive Principle:
Principle #15Dynamics

3Loss of information

If AR content is transmitted without considering physical occlusions in the viewing environment, then complete content is delivered, but bandwidth is wasted on occluded elements

Engineering Contradiction:
Improvecontent completenessVSAvoiddata transmission efficiency
Core Design Contradiction:
Loss of informationVSQuantity of substance

Solution Approach 1:

The patent incorporates feedback mechanisms where the system detects physical objects in the user's environment using sensors, cameras, or depth sensors, and uses this information to determine which AR content elements will be occluded. This environmental feedback is fed back into the content selection process, allowing the system to adjust transmission decisions based on actual viewing conditions. By continuously monitoring the environment and adapting content transmission accordingly, the system maintains content completeness for visible elements while eliminating waste on occluded portions.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent changes transmission parameters such as content selection, resolution, and format based on environmental occlusion parameters. When physical obstacles are detected in the line of sight between the user and potential AR content locations, the system modifies transmission parameters to exclude or compress those occluded elements. This parameter adjustment based on environmental conditions optimizes data transmission efficiency by adapting the content delivery to actual viewing possibilities rather than transmitting complete content regardless of occlusions.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11024092B2System and method for augmented reality content delivery in pre-captured environments
Publication Date: 2021.06.01 INTERDIGITAL VC HOLDINGS INC
  • US11024092B2 patent drawing
  • US11024092B2 patent drawing
  • US11024092B2 patent drawing

AI summary

This disclosure describes systems and methods for augmented reality (AR) content delivery in pre-captured environments. In one embodiment, an AR client gathers information about the physical environment with the help of sensors embedded within an AR headset. The client reconstructs a 3D model of the physical environment from the gathered information and sends it to an AR content server. Based on the 3D reconstruction information obtained at the AR content server, the server modifies the content. AR content server compares the AR content against the 3D reconstruction data and does a visibility analysis of the AR content. Based on the visibility analysis, the AR elements occluded by real objects are removed to reduce the data size of the AR content. Finally, the AR content server streams the modified content to the AR client and the AR client renders the content and sends it to the headset.