Virtual Environment Avatar Video Stream Bandwidth Optimization

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Solution Overview

Problem

Traditional video conferencing systems are limited by the large bandwidth required to support a large number of participants, with network and server transmission capacity growing in proportion to the square of the number of participants, leading to inefficiencies in multimedia data transmission.

Innovation Solution

A virtual environment is created where avatars represent users, with data culling techniques such as back face culling, view field culling, visibility culling, and occlusion culling used to determine the line-of-sight and moderate video stream quality based on proximity, reducing bit rate and frame rate for distant avatars, and allowing direct transmission between clients.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional video conferencing systems transmit multimedia data to all participants simultaneously, then all participants receive complete video streams, but bandwidth requirements grow in proportion to the square of the number of participants

Engineering Contradiction:
Improvevideo stream completenessVSAvoidbandwidth consumption
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The system transmits different qualities or quantities of video data to different participants based on their specific needs and positions in the virtual environment. Each participant receives video streams from avatars within their field of view at full quality, while avatars outside the field of view are transmitted at reduced quality or not at all, optimizing bandwidth usage while maintaining perceived video completeness.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The virtual environment is divided into fields of view for each avatar, and video transmission is segmented based on which avatars fall within each participant's field of view. This segmentation allows the system to transmit only necessary video streams to each participant rather than all streams to all participants, reducing overall bandwidth consumption.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If the system transmits video streams for all avatars to each participant, then participants have access to all video data, but network and server transmission capacity becomes insufficient as participants increase

Engineering Contradiction:
Improveaccess to video dataVSAvoidsystem scalability
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system pre-determines which avatars will be visible to each participant based on their positions in the virtual environment before transmission begins. By calculating fields of view and determining visible avatars in advance, the system prepares transmission lists that optimize network bandwidth usage from the start, enabling scalable participation without overwhelming network capacity.

Inventive Principle:
Principle #10Preliminary action

3Quantity of substance

If the system reduces bit rate and frame rate for distant avatars, then bandwidth consumption decreases, but video quality for distant participants deteriorates

Engineering Contradiction:
Improvebandwidth consumptionVSAvoidvideo quality
Core Design Contradiction:
Quantity of substanceVSManufacturing precision

Solution Approach 1:

Different video quality levels are applied to different avatars based on their position relative to each participant's field of view. Avatars within the field of view receive full quality transmission, while avatars outside the field of view receive reduced quality or no transmission. This localized quality adjustment reduces overall bandwidth consumption while maintaining high video quality for visually relevant content.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9420229B2System and method for managing multimedia data
Publication Date: 2016.08.16 ISEE VC
  • US9420229B2 patent drawing
  • US9420229B2 patent drawing
  • US9420229B2 patent drawing

AI summary

A networking system and method is disclosed in this specification. The system hosts a virtual environment that is populated with avatars. Each avatar displays a video stream of a corresponding user and defines a virtual view point that represents the user's perspective of the virtual environment. The system implements a method that comprises monitoring movement of the avatars within the virtual environment and capturing a media stream from the virtual view point of each avatar as a corresponding user navigates the virtual environment. The captured video stream is relayed to a user's local client and displayed to the user.