Virtual Avatar Point Selection for Bandwidth-Adaptive VR Rendering
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Solution Overview
Problem
Existing virtual reality systems face challenges in optimizing video data transmission for virtual avatars, particularly in immersive metaverse environments, due to variations in network bandwidth and computing power, leading to degraded user experiences.
Innovation Solution
A system that detects physiognomic and body points to create a digital twin for a virtual avatar, dynamically adjusting the number of cardinal points transmitted based on user hardware and network conditions to maintain video quality and enhance the immersive experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If all physiognomic and body points are transmitted for rendering virtual avatars, then the realism and quality of the virtual avatar is improved, but the network bandwidth consumption and data transmission load increases
Solution Approach 1:
The system extracts only the essential physiognomic and body points needed for avatar rendering based on current network conditions and user importance, rather than transmitting all detected points. This selective extraction reduces data volume while maintaining acceptable rendering quality.
Solution Approach 2:
Different levels of detail are applied to different parts of the avatar based on their visual importance. Critical facial features (eyes, mouth) maintain higher precision while less critical body parts use fewer points, optimizing the balance between quality and data transmission.
2Manufacturing precision
If high resolution video data is transmitted for virtual avatars, then the immersive experience quality is improved, but the network bandwidth requirements and transmission time increase
Solution Approach 1:
The system dynamically adjusts the resolution and number of transmitted physiognomic points based on real-time network conditions, user priority, and scene requirements. This allows the system to optimize transmission time while maintaining quality when possible.
Solution Approach 2:
The system changes key parameters such as the number of cardioid points, resolution level, and frame rate based on network bandwidth availability and user importance, allowing flexible adaptation to different transmission conditions.
3Manufacturing precision
If more cardioid points are selected for rendering virtual avatars, then the realism of the avatar is improved, but the computing power requirements and processing load increase
Solution Approach 1:
The system transmits and processes only the necessary subset of physiognomic points required for acceptable avatar realism, rather than using all detected points. This partial action reduces computing load while maintaining sufficient rendering quality.
Solution Approach 2:
Higher processing precision is applied only to critical facial regions that most impact realism, while less critical areas use simpler processing, optimizing the balance between realism and computing power consumption.
4Adaptability or versatility
If the system adapts video data transmission based on network conditions, then the system adaptability is improved, but the complexity of the transmission control mechanism increases
Solution Approach 1:
The system continuously monitors network conditions, user priority levels, and rendering performance, using this feedback to dynamically adjust the number and resolution of transmitted physiognomic points. This feedback loop enables adaptability while keeping control logic relatively simple.
Solution Approach 2:
The transmission control mechanism serves multiple functions: it monitors network conditions, determines user priority, selects appropriate data points, and adjusts transmission parameters, consolidating these functions into a single adaptable system.
Data Source
AI summary
Embodiments of the present disclosure provide methods, systems, and computer program products for generating virtual avatars and optimizing video data transmission in a virtual reality environment. A disclosed non-limiting method implements virtual avatars detects physiognomic and body points of a user in a virtual reality system in order to create a digital twin for a virtual avatar of the user. The system determines a maximum available resolution at a given time for the physiognomic and body points; and determines, based on the maximum available resolution, an amount of information to send and receive between endpoints of a virtual reality system for rendering the digital twin of the user's virtual avatar at the given time. The system selects a number of the physiognomic and body points for rendering a virtual avatar at the given time based on the determining the amount of information.


