VR/AR Scene Update Layering for Synchronous Wireless Sessions
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Solution Overview
Problem
Existing VR/AR systems face challenges in providing synchronized updates across multiple users due to stringent latency and bandwidth requirements, leading to reduced synchronicity and noticeable delays in interactive experiences.
Innovation Solution
Implementing a data layering method that distinguishes between coarse grain (CG) and fine grain (FG) layers for scene updates, allowing for improved synchronicity and bandwidth utilization by allocating updates in resource units (RUs) within transmission opportunities (TXOPs, using orthogonal frequency division multiple access (OFDMA) scheduling and congestion control mechanisms.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If real-time updates to scene elements are provided to multiple users, then synchronicity and interactivity are improved, but latency and bandwidth requirements increase
Solution Approach 1:
The patent segments scene updates into different layers (e.g., essential scene elements vs. detailed elements) so that critical updates can be transmitted independently and quickly, reducing latency for users while maintaining overall synchronicity. This allows the system to provide real-time updates without requiring all data to be transmitted simultaneously.
Solution Approach 2:
The system dynamically adjusts update frequencies and data transmission based on user actions and network conditions. When users are active, more frequent updates are provided; when inactive, updates are throttled. This dynamic adaptation maintains synchronicity during critical moments while reducing latency impact during stable periods.
2Reliability
If real-time updates to scene elements are provided to multiple users, then synchronicity and interactivity are improved, but bandwidth consumption increases
Solution Approach 1:
The patent divides scene data into multiple layers or categories, allowing the system to transmit only essential information to all users while providing detailed information only when needed. This segmentation reduces overall bandwidth consumption while maintaining synchronicity for critical scene elements.
Solution Approach 2:
Different quality levels of scene updates are provided to different users based on their specific needs and actions. Users who are actively interacting receive high-quality detailed updates, while users in passive viewing modes receive optimized lower-quality updates, reducing total bandwidth consumption while maintaining necessary synchronicity.
3Reliability
If scene updates are transmitted to multiple users, then interactive experience is improved, but network traffic management difficulty increases
Solution Approach 1:
By segmenting network traffic into different categories (e.g., essential updates vs. optional details, real-time vs. periodic), the system simplifies traffic management through prioritization rules rather than handling all traffic uniformly. This reduces the complexity of network management while maintaining synchronicity for critical updates.
Solution Approach 2:
The system incorporates feedback mechanisms where users indicate their needs and network conditions are monitored, allowing automatic adjustment of traffic handling strategies. This feedback loop simplifies complex traffic management by using automated responses rather than manual control.
Data Source
AI summary
Embodiments for virtual reality (VR) and augmented reality (AR) scenes updates at VR/AR devices in a network are described. Network traffic for the scene updates is divided into traffic layers such as coarse grain (CG) layer traffic and a fine grain (FG) layer traffic for a give VR/AR scene update. The CG layer traffic is scheduled first in resource units (RUs) of a plurality a transmission opportunity (TXOP) for a VR device and FG layer traffic is scheduled in remaining RUs during the TXOP to provide synchronous viewing experiences to users of the VR/AR devices.


