VR Reverse Video Feed Tile-Based Compression
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Solution Overview
Problem
In Virtual Reality (VR) and Augmented Reality (AR) systems, the transmission of reverse video feeds from user display devices to central control devices consumes significant bandwidth, reducing the available bandwidth for main VR/AR information transmission, while existing compression methods often blur edges essential for movement tracking.
Innovation Solution
The method involves compressing the reverse video feed using techniques like wavelet-based encoding and selective tile transmission, preserving edge information to maintain tracking accuracy while reducing bandwidth usage, by identifying and prioritizing tiles with high-frequency AC values and edges for transmission.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the reverse video feed is transmitted without compression, then the tracking accuracy is maintained, but the bandwidth consumption increases
Solution Approach 1:
The video feed is divided into multiple tiles or blocks, and only selected tiles containing edge information are transmitted with higher fidelity while other tiles are compressed or skipped, thereby reducing overall bandwidth consumption while maintaining tracking accuracy in critical regions
Solution Approach 2:
Different compression qualities are applied to different regions of the video feed based on their importance for tracking. Regions containing edges or high-frequency AC values are preserved with higher quality, while uniform regions are compressed more aggressively
2Quantity of substance
If compression is applied to reduce bandwidth, then the bandwidth consumption decreases, but the edge definition is reduced
Solution Approach 1:
Wavelet-based encoding is used as an intermediary compression technique that transforms the video data into frequency domains, allowing selective preservation of high-frequency components (edges) while compressing low-frequency components, thus maintaining edge definition while reducing bandwidth
Solution Approach 2:
The compression approach is changed from traditional spatial-domain compression to frequency-domain compression using wavelets, and the compression level is dynamically adjusted based on the presence of edges or high-frequency AC values in different regions
3Quantity of substance
If traditional compression methods are used, then the bandwidth consumption is reduced, but the processing efficiency is reduced due to loss of important features
Solution Approach 1:
The video feed is pre-processed to identify regions containing edges or high-frequency AC values before compression. This preliminary analysis allows the compression algorithm to focus computational resources on preserving important features while efficiently compressing less important regions
Data Source
AI summary
A method implemented in a Virtual or Augmented Reality (VR/AR) system having a display device (112) associated with a user (110) and a central control device (116) involves capturing a video feed from a camera (126) associated with the user (110) or the display device (112), the video feed recording changes in the position of the user (110) in a physical space, compressing the video feed from the camera (126), and transmitting the compressed video feed to the central control device (116) to enable the central control device (116) to determine movement of the user (110) within the physical space.


