VR Call Stitching Task Allocation for Power and Bandwidth Reduction
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Solution Overview
Problem
Current virtual reality (VR) content stitching on mobile devices consumes excessive power and bandwidth, particularly during live streaming VR calls, as devices either share complete 360-degree data or rely on external servers, leading to resource inefficiencies and poor user experience.
Innovation Solution
A method and apparatus that determine which VR device should perform the stitching operation based on capability discovery, optimizing resource usage by offloading the stitching process to the device with greater capabilities, thereby reducing power and bandwidth consumption.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If VR content stitching is performed on mobile devices, then 360-degree media content can be created, but power consumption increases significantly
Solution Approach 1:
The patent introduces an external server as an intermediary to perform the computationally intensive stitching operation. Instead of the mobile device processing all media contents locally, the server receives media from multiple cameras, performs stitching, and streams only the relevant portions back to the mobile device, significantly reducing local power consumption while maintaining VR functionality
Solution Approach 2:
The patent segments the stitching process into two parts: local capture (mobile device) and remote processing (server). The mobile device captures media from multiple cameras and transmits it to the server, which then performs the stitching operation and returns only the necessary stitched content, dividing the workload to reduce energy consumption on the mobile device
2Adaptability or versatility
If complete 360-degree data is shared during live streaming VR calls, then the receiver gets full VR experience, but bandwidth consumption increases
Solution Approach 1:
The patent applies partial action by transmitting only the necessary portions of 360-degree media content rather than complete data. The server performs stitching and transmits only the relevant portions of media contents to the mobile device, reducing bandwidth consumption while maintaining sufficient VR experience quality
Solution Approach 2:
The patent changes the parameter of data transmission from complete 360-degree streams to selective portions. By modifying what is transmitted (complete data vs. partial data) based on stitching results and receiver needs, the system reduces bandwidth consumption while preserving VR call functionality
3Use of energy by moving object
If external servers are used for VR call stitching, then processing load on mobile devices is reduced, but system complexity increases
Solution Approach 1:
The patent makes the server system multi-functional by having it handle multiple operations: receiving media from multiple cameras, performing stitching, determining relevant portions, and streaming back to mobile devices. This consolidates multiple functions into a single external system, reducing mobile device complexity while managing overall system complexity through specialized server infrastructure
Data Source
AI summary
A method for establishing a virtual reality (VR) call between a caller VR device and a callee VR device, the method includes determining which of the caller VR device or the callee VR device should perform a stitching operation associated with the VR call based on a first plurality of parameters associated with the callee VR device and a second plurality of parameters associated with the caller VR device, and causing transmission of one of a plurality of media contents or a stitched media content from the caller VR device to the callee VR device after establishment of the VR call based on the determining.


