VR Data Transmission via MSB-LSB Frame Segmentation

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Solution Overview

Problem

Bandwidth constraints in network interfaces limit data throughput in virtual reality systems, causing delays and disruptions in the presentation of immersive virtual reality experiences, especially when real-time data needs to be transmitted from multiple computing devices.

Innovation Solution

The method involves separating multi-bit frames into most significant byte (MSB) and least significant byte (LSB) frames, where the MSB frames are losslessly compressed using existing graphics hardware, and both the compressed MSB and raw LSB frames are transmitted over bandwidth-limited network interfaces, allowing for efficient data transmission and reconstruction of the original frames.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If data is transmitted over network interfaces in virtual reality systems, then data throughput is improved, but bandwidth constraints cause delays and disruptions

Engineering Contradiction:
Improvedata throughputVSAvoidtransmission delays
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent segments multi-bit depth frames into most significant byte (MSB) frames and least significant byte (LSB) frames. This segmentation allows selective compression of only the MSB frames, reducing overall data size for transmission while maintaining the ability to reconstruct the original high-precision depth data. The segmented approach enables efficient bandwidth utilization without compromising data throughput or introducing delays.

Inventive Principle:
Principle #1Segmentation

2Quantity of substance

If compression is applied to depth data, then data size is reduced for bandwidth-efficient transmission, but compression complexity increases processing requirements

Engineering Contradiction:
Improvedata sizeVSAvoidcompression complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The patent applies compression selectively only to the most significant byte (MSB) frames rather than compressing the entire depth data including least significant byte (LSB) frames. This local quality approach recognizes that MSB frames contain the most critical depth information and benefit most from compression, while LSB frames can be transmitted with minimal processing. This reduces overall compression complexity while maintaining effective data size reduction for bandwidth-efficient transmission.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10645360B2Methods and systems for transmitting data in a virtual reality system
Publication Date: 2020.05.05 VERIZON PATENT & LICENSING INC
  • US10645360B2 patent drawing
  • US10645360B2 patent drawing
  • US10645360B2 patent drawing

AI summary

An exemplary method includes a first physical computing device of a virtual reality system acquiring, from a capture device physically disposed at a vantage point in relation to a three-dimensional (“3D”) scene, surface data for the 3D scene, the surface data including a first instance of a multi-bit frame, separating the first instance of the multi-bit frame into a most significant byte (“MSB”) frame and a least significant byte (“LSB”) frame, compressing the MSB frame, and transmitting the LSB frame and the compressed MSB frame to a second physical computing device of the virtual reality system by way of the network interface.