Client-Side Scene Anchoring for Immersive Media Streaming

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Solution Overview

Problem

Current technologies face challenges in efficiently streaming and presenting immersive media content, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR), as they struggle to accurately anchor virtual scenes to real-world environments, leading to potential collisions with real-world objects and inefficient processing by servers.

Innovation Solution

The proposed solution involves a method where client devices determine appropriate real-world anchor points from scene descriptions, allowing virtual scenes to be correctly oriented and scaled within the real-world environment, reducing server processing and preventing collisions by allowing each device to adapt to its specific presentation environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If virtual scenes are streamed without anchoring to real-world environments, then server processing is simplified, but accurate placement of virtual objects cannot be achieved

Engineering Contradiction:
Improveplacement accuracyVSAvoidsystem complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

Each client device independently determines real-world anchor points and processes scene descriptions to anchor virtual scenes locally, eliminating the need for complex server-side environment analysis while achieving accurate placement through distributed intelligence

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The anchoring function is segmented from the server and assigned to individual client devices, allowing each device to independently process its own environment and anchor points without requiring centralized processing capability

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If servers process and determine anchor points for virtual scenes, then anchoring accuracy is improved, but server processing load increases

Engineering Contradiction:
Improveanchoring accuracyVSAvoidserver processing efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The anchoring determination function is extracted from the server and transferred to client devices, reducing server processing load while maintaining anchoring accuracy through local environment analysis and anchor point identification

Inventive Principle:
Principle #2Taking out (Extraction)

3Reliability

If virtual scenes are not anchored to real-world environments, then system implementation is simpler, but collisions with real-world objects occur

Engineering Contradiction:
ImprovesafetyVSAvoidimplementation complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Client devices autonomously determine real-world anchor points and scale virtual scenes to match their specific environments, enabling collision-free placement without requiring complex centralized coordination or system-wide complexity

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20220335694A1Anchoring a scene description to a user environment for streaming immersive media content
Publication Date: 2022.10.20 QUALCOMM INC
  • US20220335694A1 patent drawing
  • US20220335694A1 patent drawing
  • US20220335694A1 patent drawing

AI summary

An example device for presenting media data includes a memory configured to store media data defining one or more virtual objects in a virtual scene; and one or more processors implemented in circuitry and configured to: receive a scene description of a bitstream including the data describing the one or more virtual objects in the virtual scene and a scene anchor, the scene anchor representing a correspondence between the virtual scene and a real-world presentation environment; determine the correspondence between the virtual scene and the real-world presentation environment using the scene anchor; and present the one or more virtual objects at locations within the real-world presentation environment according to the determined correspondence.