VR Screen Bitrate Allocation for Low-Latency Multi-Display Viewing
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Solution Overview
Problem
Existing virtual reality systems face challenges in combining realistic images with low-latency rendering due to high computational demands, leading to noticeable lag and limited adoption, especially in environments with multiple virtual display screens.
Innovation Solution
A bitrate control system that detects viewer movements and adjusts video quality and volume based on the angular distance of virtual screens from the viewer's point of view, allowing for dynamic bandwidth allocation and time-shifting of unwatched content to maintain a responsive virtual reality experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If high bitrate is used for all virtual display screens, then image quality is improved, but bandwidth consumption increases excessively
Solution Approach 1:
The patent applies local quality by differentiating bitrate allocation based on the spatial position of virtual display screens relative to the user's viewpoint. Screens within the user's field of view receive high bitrate allocations for superior image quality, while screens outside the field of view receive reduced bitrate allocations, thereby optimizing bandwidth consumption while maintaining perceptual quality where it matters most.
2Reliability
If bitrate is allocated to all screens equally, then content availability is improved, but latency increases for primary viewing areas
Solution Approach 1:
The patent implements preliminary action by pre-buffering and pre-rendering content for screens that are currently outside the user's field of view at lower bitrates. This allows the system to prepare content in advance so that when the user's viewpoint shifts and these screens become primary, the content is already available with minimal latency, maintaining both content availability and responsiveness.
3Manufacturing precision
If computational resources are dedicated to rendering all screens at high quality, then visual realism is improved, but processing speed decreases
Solution Approach 1:
The patent applies dynamics by making bitrate allocation adaptive and dynamic based on the user's real-time viewpoint and the relative importance of different virtual display screens. The system continuously adjusts rendering resources, allocating high computational power to screens within the field of view for visual realism while reducing resources for peripheral screens, thereby maintaining processing speed while preserving quality where perceptible.
Data Source
AI summary
Providing bitrate control for delivering media content to a plurality of virtual display (VD) screens presented in a virtual reality (VR) environment effectuated by a VR device of a subscriber based on detecting a movement in a point of view with respect the VD screens' placement within the VR environment. Each VD screen is configured to receive a media content channel. Responsive to detecting the movement, angular distance of each of the VD screens relative to a reference axis is computed. Weights to each of the media content channels may be assigned or updated based on the angular distance of the corresponding VD screens relative to the reference axis. Bandwidth of a managed bandwidth pipe may be (re)allocated based on the relative weights of the media content channels for delivering the media content channels to the subscriber's VR environment responsive to selecting single bitrates for the media channels.


