Adaptive VR Display Resolution via Local Quality

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Solution Overview

Problem

Current virtual reality content processing and delivery methods face challenges in providing high-resolution, immersive experiences due to bandwidth constraints, hardware limitations, and inefficiencies in image processing, leading to compromised user engagement and increased power consumption.

Innovation Solution

The method involves adaptively changing display parameters by generating renditions of virtual reality content in real-time based on retrieved parameters such as transmission speed and device capabilities, converting spherical content to rectangular for encoding, and dynamically adjusting resolution to match the maximum displayable resolution, while using crowd-sourced data to optimize projections and transmission.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high resolution virtual reality content is delivered to provide fully immersive experience, then user immersion is improved, but bandwidth requirements and hardware processing demands increase

Engineering Contradiction:
Improvecontent resolutionVSAvoidbandwidth consumption
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent applies different resolution levels to different regions of the spherical content based on viewing direction. High resolution is applied to the current view direction while lower resolution is applied to peripheral regions, creating a non-uniform resolution distribution that reduces overall bandwidth requirements while maintaining immersion quality.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts the resolution distribution of spherical content based on real-time viewing direction data. As the user moves their head or viewpoint changes, the resolution mapping is updated to prioritize areas currently in view, enabling adaptive bandwidth usage that responds to user behavior patterns.

Inventive Principle:
Principle #15Dynamics

2Ease of manufacture

If traditional video compression methods are used for 360-degree content, then processing is simplified, but immersion is compromised due to limited transmitted content

Engineering Contradiction:
Improveprocessing simplicityVSAvoidimmersion quality
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent transforms 360-degree spherical content into a 2D equirectangular projection for compression, then maps it back to spherical coordinates for display. This dimensional transformation enables the use of standard 2D compression algorithms while preserving the immersive 3D experience, solving the contradiction between processing simplicity and immersion quality.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Manufacturing precision

If resolution is increased to improve display quality, then visual fidelity is improved, but power consumption and device overheating increase

Engineering Contradiction:
Improvedisplay resolutionVSAvoiddevice power consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The system allocates higher resolution processing and display resources only to the current view direction rather than uniformly across the entire spherical content. This localized high-resolution processing reduces the overall computational load and power consumption while maintaining high visual fidelity in the area of interest.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9959834B2Method and system for adaptively changing display parameters of virtual reality content
Publication Date: 2018.05.01 EAB GLOBAL INC
  • US9959834B2 patent drawing
  • US9959834B2 patent drawing
  • US9959834B2 patent drawing

AI summary

Aspects of the present disclosure include a method and system for the delivery of virtual reality content that enables a more immersive experience to the user by adaptively changing display parameters of virtual reality content using resolution-defined projections. The resolution-defined projections are two-dimensional and virtual reality content agnostic. According to some aspects, the projections can be used to generate virtual reality content images and video that can be encoded and/or compressed for processing and transmission with lower or without increasing bandwidth requirements, and to be perceived of a higher resolution. Additional aspects include, the adaptive focus via the resolution-defined projections using the user's viewing direction and/or orientation, optimization data from a feedback loop and/or crowdsourcing data.