Multilayer 360-Degree Video Motion Parallax
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Solution Overview
Problem
Current cinematic VR technologies are limited by fixed viewpoints, leading to discrepancies between user head motion and visual feedback, causing cybersickness and reduced immersion, and are constrained by high memory consumption and computing requirements, limiting the use of motion parallax in 360-degree video content.
Innovation Solution
The method involves dividing 360-degree video content into multiple depth layers based on client device capabilities and network conditions, with each layer associated with a specific depth value, allowing for lightweight delivery and rendering of immersive content that supports user head tracking and motion parallax, enabling freedom of motion within the content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If cinematic VR uses a single fixed viewpoint, then rendering simplicity and device compatibility are improved, but user immersion and freedom of motion are worsened
Solution Approach 1:
The patent segments the 360-degree video content into multiple depth layers (foreground, midground, background) with different depth values. Each layer can be independently processed and delivered, allowing the system to maintain rendering simplicity while enabling motion parallax effects that improve freedom of motion and user immersion.
2Adaptability or versatility
If motion parallax is implemented with multiple depth layers, then user immersion and freedom of motion are improved, but memory consumption and computing requirements worsen
Solution Approach 1:
The patent applies local quality by assigning different depth values to different spatial regions of the video content. Instead of uniformly processing the entire 360-degree video, the system identifies and processes only the necessary depth layers locally, reducing overall memory consumption and computing requirements while maintaining motion parallax effects where needed.
Solution Approach 2:
The system implements partial action by selecting a subset of depth layers based on client device capabilities and network conditions. Rather than always delivering the maximum number of depth layers, the system adapts the number of layers to be delivered, processing only what is necessary to achieve acceptable motion parallax effects, thereby reducing memory and computing resource consumption.
3Adaptability or versatility
If high-quality 360-degree video with motion parallax is delivered, then user immersion is improved, but bandwidth requirements worsen
Solution Approach 1:
The patent changes the parameter of depth layer resolution and quality based on network conditions and device capabilities. The system can adjust the number of depth layers, their resolution, and quality parameters dynamically, delivering high-quality immersive content when bandwidth permits while reducing bandwidth consumption when necessary, maintaining user immersion across varying network conditions.
Data Source
AI summary
Systems and methods are described for simulating motion parallax in 360-degree video. In an exemplary embodiment for producing video content, a method includes obtaining a source video, based on information received from a client device, determining a selected number of depth layers, producing, from the source video, a plurality of depth layer videos corresponding to the selected number of depth layers, wherein each depth layer video is associated with at least one respective depth value, and wherein each depth layer video includes regions of the source video having depth values corresponding to the respective associated depth value, and sending the plurality of depth layer videos to the client device.


