Remote Digital Presence Gateway for Scalable Multi-User VR Rendering
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Solution Overview
Problem
Existing systems for virtual and augmented reality environments lack the capability to efficiently display and interact with virtual content, particularly for multiple users, and do not effectively manage data transmission and rendering for diverse user devices.
Innovation Solution
A computing network with servers and user devices, including a gateway component, that processes and renders virtual worlds, optimizing data transmission based on user device capabilities and managing dynamic and static object rendering for seamless interaction across various modes, such as augmented, virtual, and blended reality.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual content is transmitted to multiple user devices simultaneously, then user interaction capability is improved, but data transmission complexity increases
Solution Approach 1:
The system segments virtual content into dynamic objects and static environment components. Dynamic objects are transmitted only when they move or change, while static environments are transmitted once and reused across multiple user devices, reducing redundant data transmission while maintaining multi-user interaction capability
Solution Approach 2:
The gateway component serves multiple functions: it acts as a communication bridge between servers and user devices, performs data compression, manages transmission protocols, and coordinates rendering across diverse devices. This multi-functionality consolidates complexity into a single intermediary component rather than distributing it across all system elements
2Manufacturing precision
If high-definition virtual content is rendered for multiple users, then visual quality is improved, but processing power requirements increase
Solution Approach 1:
The system transmits only the necessary portions of virtual content to each user device based on their specific viewing angle, position, and device capabilities. Not all high-definition details are transmitted to every device, but only what is needed for that particular user's perspective, reducing overall processing requirements while maintaining visual quality where needed
Solution Approach 2:
The gateway component dynamically adjusts transmission parameters including compression ratios, resolution levels, and data formats based on the receiving device's capabilities and network conditions. This allows high-definition rendering for capable devices while reducing processing requirements for less powerful devices, optimizing the balance between visual quality and processing power
3Speed
If real-time interaction is enabled across the network, then user experience responsiveness is improved, but network bandwidth consumption increases
Solution Approach 1:
Instead of continuous data transmission, the system uses periodic updates triggered by specific events such as object movement, user interaction, or time-based intervals. This allows real-time interaction responsiveness while significantly reducing network bandwidth consumption by transmitting data only when changes occur rather than continuously
Solution Approach 2:
The system creates optimized copies of virtual content and transmits only the essential data needed for real-time interaction. Rather than transmitting full high-definition content continuously, compressed copies and incremental updates are sent, maintaining responsiveness while reducing bandwidth requirements
Data Source
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AI summary
Various methods and apparatus are described herein for enabling one or more users to interface with virtual or augmented reality environments. An example system includes a computing network having computer servers interconnected through high bandwidth interfaces to gateways for processing data and/or for enabling communication of data between the servers and one or more local user interface devices. The servers include memory, processing circuitry, and software for designing and/or controlling virtual worlds, as well as for storing and processing user data and data provided by other components of the system. One or more virtual worlds may be presented to a user through a user device for the user to experience and interact. A large number of users may each use a device to simultaneously interface with one or more digital worlds by using the device to observe and interact with each other and with objects produced within the digital worlds.