VR Observer Viewpoint Control via Data Stream Segmentation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current virtual reality (VR) environments do not support passive or semi-passive observation from viewpoints other than that of the user's avatar, limiting the ability to monitor and interact with the VR experience from different vantage points.

Innovation Solution

A network-connected VR system that allows users to stream and record video data streams from a user's VR game, enabling passive observation from the avatar's viewpoint, with limited control over the observer's view direction and position, and enabling communication between the observer and the player.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the VR system provides only the user's avatar viewpoint, then the system complexity is low, but the versatility and social interaction capability are limited

Engineering Contradiction:
Improveobservation viewpoint versatilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments the observation functionality by creating distinct observer roles with different viewpoint capabilities. Multiple independent observer instances can simultaneously view the same VR environment from different positions, allowing the system to provide diverse observation perspectives without requiring a complete redesign of the core VR engine.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system creates virtual camera copies that replicate the avatar's position and orientation data. These copied viewpoint data streams are then processed to generate additional observer perspectives, allowing the system to provide multiple viewpoints by copying and transforming the primary avatar viewpoint information rather than creating entirely independent rendering pipelines.

Inventive Principle:
Principle #26Copying

2Reliability

If the system streams full VR data to all users, then the immersion quality is high, but the network bandwidth consumption and system resource usage increase

Engineering Contradiction:
Improveobservation qualityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system extracts only the essential viewpoint data (position, orientation, and relevant environmental data) from the complete VR data stream. Observer clients receive this extracted subset of data rather than the full VR rendering data, significantly reducing network bandwidth consumption while maintaining adequate observation quality.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system applies partial action by providing observers with a subset of the full VR data stream - specifically the viewpoint data necessary for observation without the complete sensory and interaction data that the active player receives. This partial data transmission reduces resource consumption while preserving the core observation function.

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If observers have full control over their viewpoint, then the ease of operation for observers is high, but the ability to maintain focus on the player's activities is reduced

Engineering Contradiction:
Improveviewpoint control flexibilityVSAvoidfocus on player activity
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The system implements dynamic viewpoint control where the degree of observer control adjusts based on the observation context. Observers can dynamically switch between tightly coupled viewpoints (maintaining focus on player activities) and more independent viewpoints (allowing broader exploration), with the system adapting the level of control flexibility to preserve meaningful observation of player actions.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11058945B2Virtual reality environment observation system and network
Publication Date: 2021.07.13 ROBLOX CORP
  • US11058945B2 patent drawing
  • US11058945B2 patent drawing
  • US11058945B2 patent drawing

AI summary

A virtual reality (VR) system has a server coupled to a data repository and having a processor executing software, a VR game stored in the data repository; and a first network-connected appliance having a display screen, in communication with the network-connected server over the network. The server interacts with the first appliance enabling a user to play a VR game, and prepares a data stream based on the interaction to be streamed to a second computerized appliance, enabling a user of the second computerized appliance to view the activity of a virtual object of the user of the first network-connected computerized appliance as a passive observer from the viewpoint of the avatar, having no control input.