VR Content Sector Prediction for Bandwidth Reduction
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Streaming high-resolution data for entire immersive virtual reality worlds is inefficient, utilizing significant resources and presenting technical challenges due to the need to transmit and process unnecessary data, especially when only a small portion is rendered at a time.
Innovation Solution
Implementing prediction-based methods and systems that manage virtual reality media content by dividing the world into partially overlapping content sectors, where only the sector currently and soon-to-be viewed is streamed in high resolution, while others are streamed in lower resolution, allowing for efficient data distribution based on predicted user input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If high-resolution data for the entire immersive virtual reality world is streamed, then the user experience quality is improved, but the network bandwidth consumption and processing resources are excessively increased
Solution Approach 1:
The immersive virtual reality world is divided into multiple content sectors, allowing the system to stream only the relevant sector data to the media player device. This segmentation enables high-resolution delivery of only the currently viewed portion rather than the entire world, significantly reducing network bandwidth consumption while maintaining quality for the active field of view.
Solution Approach 2:
The system applies different quality levels to different content sectors based on their relevance to the user's current view. The currently active sector is delivered in high resolution, while other sectors can be delivered in lower resolution or not at all, optimizing the balance between content quality and data volume transmitted over the network.
2Measurement precision
If high-resolution data for the entire immersive virtual reality world is streamed, then the content quality is improved, but the processing burden on servers and media player devices is excessively increased
Solution Approach 1:
By segmenting the virtual reality world into content sectors, the processing burden is distributed and reduced. The server only needs to prepare and stream data for the currently active sector in high resolution, and the media player device only needs to render that specific sector, rather than processing the entire virtual world at high resolution simultaneously.
Solution Approach 2:
High processing resources are concentrated only on the currently viewed content sector, applying computational power locally where needed rather than uniformly across the entire virtual reality world. This reduces the overall processing burden on both servers and client devices while maintaining high quality for the active field of view.
3Productivity
If prediction-based methods are used to determine content sectors, then the data transmission efficiency is improved, but the system complexity is increased
Solution Approach 1:
The system uses prediction-based methods to determine which content sectors the user is likely to view next, allowing proactive preparation and streaming of that content before it is actually needed. This preliminary action optimizes data transmission efficiency by ensuring high-resolution content is ready in advance, while the prediction algorithms add only moderate system complexity.
Data Source
AI summary
An exemplary device renders, within a field of view of an immersive virtual reality world (“world”) presented on a display screen, content of the world based on a stream of a first content file comprising a first content sector of the world. The device predicts that a user will provide user input representative of a request to shift additional content included in a second content sector of the world but not the first content sector into the field of view. Based on the prediction, the device requests and begins receiving a stream of a second content file comprising the second content sector. The device then detects the predicted user input from the user and, in response, switches from rendering the content included in the first content sector based on the first content file to rendering the additional content included in the second content sector based on the second content file.


