Dynamic Level of Detail Selection for Immersive Streaming

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Solution Overview

Problem

Immersive streaming of multimedia content in VR or AR environments faces bottlenecks due to limited client device bandwidth and network capabilities, leading to latency issues that disrupt the user experience.

Innovation Solution

A graphics server dynamically adjusts the level of detail for virtual objects based on their importance, prioritizing assets that impact the user's experience most, transmitting higher detail for critical assets and lower detail for less impactful ones to optimize network resource utilization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If assets are transmitted at high level of detail, then rendering quality is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improverendering qualityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The system applies different levels of detail to different assets based on their importance to the user experience. Critical assets (e.g., those in the user's field of view or essential for interaction) are transmitted at high LoD, while less important assets are transmitted at lower LoD. This selective approach optimizes bandwidth usage while maintaining perceived quality where it matters most.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically changes the LoD parameter for different assets based on importance metrics. By adjusting this parameter selectively rather than uniformly across all assets, the system achieves better quality where needed while reducing overall data transmission requirements.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If all assets are transmitted at high level of detail, then user experience quality is improved, but latency increases due to bandwidth limitations

Engineering Contradiction:
Improveuser experience qualityVSAvoidlatency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

By transmitting only critical assets at high LoD and less important assets at lower LoD, the system reduces overall data transmission time while maintaining quality for assets that most impact user experience. This selective approach directly reduces latency without sacrificing perceived quality.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system autonomously determines which assets require high detail transmission based on importance metrics, eliminating the need to transmit all assets at high detail. This self-optimizing approach reduces unnecessary data transmission and associated latency.

Inventive Principle:
Principle #25Self-service

3Speed

If network bandwidth is increased to transmit all assets at high detail, then asset transmission speed is improved, but system complexity and cost increase

Engineering Contradiction:
Improveasset transmission speedVSAvoidsystem complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The system achieves effective high-speed transmission of critical assets without requiring increased network bandwidth by selectively transmitting only those assets at high LoD. This approach maintains transmission speed for important content while avoiding the complexity and cost of upgrading the entire network infrastructure.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11941747B2Delivering a virtual environment with dynamic level of detail per object
Publication Date: 2024.03.26 ADOBE INC
  • US11941747B2 patent drawing
  • US11941747B2 patent drawing
  • US11941747B2 patent drawing

AI summary

A method includes accessing a first object in a virtual environment, the first object representing a first asset at a first level of detail (LoD). A second object is generated to represent the first asset at a second LoD having decreased complexity. The method further includes determining a first importance value for the first asset and, based on the first importance value, selecting the first object to represent the first asset. Additionally, the method includes accessing a third object representing the second asset at the first LoD and generating a fourth object representing the second asset at the second LoD. The method further includes determining a second importance value, lower than the first importance value, for the second asset and selecting the fourth object to represent the second asset. The method further includes causing a client device to update a display of the virtual environment by transmitting the selected objects.