Lightfield Asset Reuse for Bandwidth-Limited Holographic Streaming
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Solution Overview
Problem
Existing technologies face data storage and transmission constraints in handling multimedia content for lightfield and/or holographic displays, leading to buffering and interruptions due to massive bandwidth requirements, especially in situations with limited bandwidth.
Innovation Solution
A method and apparatus that utilize a server or client-controlled asset buffer system to manage and reuse assets in lightfield and/or holographic media streaming, employing depth-based and priority-based strategies to optimize bandwidth usage and reduce buffering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If lightfield and/or holographic media content is streamed to client, then immersive 3D display quality is improved, but bandwidth requirements increase causing buffering and interruptions
Solution Approach 1:
The scene is divided into multiple depth layers, with each layer representing a specific depth range in the 3D scene. This segmentation allows the system to transmit only the necessary depth layers to the client, significantly reducing the data volume while maintaining visual quality. Instead of streaming the entire scene data, only selected depth layers are transmitted, directly addressing the bandwidth constraint problem.
Solution Approach 2:
Different depth layers are selectively transmitted based on their importance and visibility requirements. The system prioritizes transmitting depth layers that contain critical visual information while potentially reducing or omitting less important layers. This local quality approach ensures that the most visually significant parts of the scene are maintained at high quality, while reducing overall data transmission requirements.
2Loss of energy
If asset buffer is implemented for reusability, then bandwidth usage is reduced, but buffer management complexity increases
Solution Approach 1:
Assets are pre-loaded into the client buffer before they are actually needed for rendering. The system anticipates which depth layers and scene assets will be required and loads them in advance, allowing for efficient reuse without requiring repeated transmissions. This preliminary action reduces real-time bandwidth consumption while the buffer management handles the complexity of tracking and reusing these pre-loaded assets.
Solution Approach 2:
Once assets are transmitted to the client buffer, they are stored as reusable copies. Instead of re-transmitting the same depth layers and scene assets multiple times, the system references and reuses the copied data already present in the client buffer. This copying mechanism significantly reduces bandwidth consumption while the buffer management system handles the complexity of tracking asset validity and reuse opportunities.
Data Source
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AI summary
A method and apparatus for controlling lightfield and/or holographic media to be streamed to a client, determining a bandwidth based on a status of a client buffer, splitting the scene of the lightfield and/or holographic media, determining whether the assets are present in the client buffer, mapping the assets to respective ones of the split scenes and to the client buffer, controlling a transmission assets to the client buffer based on the bandwidth, the mapping, and whether one or more of the assets are determined to be present in the client buffer, and controlling the client to reuse at least one of the assets when rendering at least one of the split scenes.