VR Avatar Rendering via Social Graph Local Quality
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Solution Overview
Problem
Conventional virtual reality systems face challenges in efficiently rendering and managing large numbers of users within a virtual environment due to limitations in bandwidth and rendering power, leading to excessive computational resource usage and difficulties in user interaction and behavior management.
Innovation Solution
The system variably renders graphical representations of co-users in VR environments based on social graph information, determining spatial and physical representativeness by identifying social relationships and displaying users with higher relevance as high-resolution avatars and those with lower relevance as digital dots, thereby optimizing computational resources and improving interaction efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If conventional virtual reality systems display all users with high graphical detail, then user interaction quality is improved, but computational resources and bandwidth consumption increase excessively
Solution Approach 1:
The system applies different graphical representation qualities to different users based on their social relevance to the VR user. Close friends and family members are rendered as detailed avatars, while less relevant users are represented as simplified digital dots. This local differentiation of quality maintains interaction quality for important users while significantly reducing overall computational resource consumption.
2Adaptability or versatility
If conventional virtual reality systems increase the number of users displayed, then social presence is improved, but rendering power requirements and bandwidth consumption increase
Solution Approach 1:
The system maintains social presence by displaying all users in the virtual environment but differentiates the graphical quality locally. Users with high social relevance receive detailed avatar rendering, while users with low social relevance are represented with minimal graphical detail (digital dots). This allows the system to support large numbers of users without proportionally increasing rendering power requirements.
3Difficulty of detecting and measuring
If conventional virtual reality systems render all users with high detail, then user discoverability is improved, but device heat generation increases
Solution Approach 1:
The system maintains user discoverability for socially relevant users by rendering them as detailed avatars, while representing less relevant users as simple digital dots that are still visible and detectable. This local quality differentiation reduces the overall graphical processing load, thereby decreasing device heat generation while preserving the ability for users to discover and interact with relevant co-users.
Data Source
AI summary
Systems, methods, and non-transitory computer-readable media are disclosed for variably rendering graphical representations of co-users in VR environments based on social graph information between the co-users and a VR user. For example, the disclosed systems can identify a co-user within a VR environment. Furthermore, the disclosed systems can determine a social relevancy (e.g., a social relationship type) between the co-user and a VR user within the VR environment based on social graph information. Then, the disclosed systems can select and/or determine a graphical representation and/or other capabilities of the co-user within the VR environment based on the social relevancy. Additionally, the disclosed systems can display the co-user within the VR environment using the determined graphical representation type (e.g., from the perspective of the VR user).


