VR-AR Teleportation With Selective Scene Updates for Low Latency

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Solution Overview

Problem

Conventional technologies do not enable users to interact in real-time with a simulation of a real-world environment they are not physically located in, limiting collaboration and interaction across multiple computing systems.

Innovation Solution

A teleportation system that combines virtual and augmented reality, using sensors to capture real-world data, generate a virtual representation, and enable users to interact with it in real-time, allowing collaboration and shared environments across multiple systems.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a complete virtual representation of the real-world environment is transmitted to enable real-time interaction, then interaction fidelity is improved, but network bandwidth consumption and latency increase

Engineering Contradiction:
Improveinteraction fidelityVSAvoidlatency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system transmits only the portions of the virtual environment that are relevant to the user's current view and interaction needs, rather than transmitting the complete environment. This selective transmission reduces data volume and latency while maintaining interaction fidelity for the areas of interest.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system transmits a partial representation of the virtual environment sufficient for current interaction needs, updating only when necessary. This approach balances interaction fidelity with reduced network bandwidth consumption and lower latency.

Inventive Principle:
Principle #16Partial or excessive action

2Reliability

If high-fidelity virtual representations are maintained for multiple users, then interaction quality is improved, but computing resources and memory consumption increase

Engineering Contradiction:
Improveinteraction qualityVSAvoidcomputing resources
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The system maintains high-fidelity virtual representations only for the specific portions of the environment that each user is currently viewing or interacting with, rather than maintaining complete high-fidelity representations for all users. This reduces overall computing resource consumption while preserving interaction quality where needed.

Inventive Principle:
Principle #3Local quality

3Measurement precision

If real-time sensor data from multiple sources is processed to update virtual environments, then environment accuracy is improved, but data processing complexity and computing load increase

Engineering Contradiction:
Improveenvironment accuracyVSAvoiddata processing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system divides the virtual environment into discrete objects and spatial regions, processing sensor data for each segment independently. This segmentation reduces overall data processing complexity while maintaining environment accuracy by allowing parallel processing and focused updates.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system processes and updates only the portions of the virtual environment that correspond to current user views and interaction areas, rather than processing the entire environment continuously. This reduces computing load while maintaining accuracy for relevant areas.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12602891B2Teleportation system combining virtual reality and augmented reality
Publication Date: 2026.04.14 NVIDIA CORP
  • US12602891B2 patent drawing
  • US12602891B2 patent drawing
  • US12602891B2 patent drawing

AI summary

Apparatuses, systems, and techniques providing a teleportation system combining virtual reality and augment reality are provided. A first set of data associated with a real-world environment is received. An object in the real-world environment, and a first location of the object, are identified based on a subset of the first set of data. A second location of a first user within the real-world environment is identified based on the first set of data. A second set of data representing a first avatar of a guest user is received. A virtual representation of the real-world environment is generated based on the first and second sets of data, comprising the object positioned at the first location and at least one of a second avatar of the first user or the first avatar of the guest user. The virtual representation is send to a computing system associated with the guest user.