VR Streaming Down Sampler for Bandwidth Reduction

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Solution Overview

Problem

Conventional virtual reality systems face inefficiencies due to high data transmission requirements for immersive 360-degree experiences, particularly in high definition and 3D formats, which exceed typical network bandwidth capabilities, limiting accessibility.

Innovation Solution

A virtual reality streaming media system that uses a down sampler and adaptive learning algorithms to focus data transmission on the user's viewing area, reducing unnecessary content by rendering areas outside the direct view in lower resolution or omitting them altogether, while predicting user movements to maintain a seamless experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If fully panoramic video at 4K resolution is transmitted for each eye to ensure immersive 360-degree VR experience, then the visual quality and immersion are improved, but the network bandwidth requirement increases excessively

Engineering Contradiction:
Improvevisual qualityVSAvoiddata transmission volume
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent applies local quality by rendering the viewing area (where the user is looking) at high resolution while rendering areas outside the viewing area at lower resolution or omitting them entirely. This is achieved through techniques such as view-dependent rendering, foveated rendering, and occlusion culling, which dynamically adjust the rendering quality based on the user's gaze direction and head position, thereby maintaining visual quality in critical areas while reducing overall data transmission requirements

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the panoramic video content into multiple regions based on their importance to the user experience. The viewing area is segmented as high-priority content requiring high resolution, while peripheral and occluded areas are segmented as low-priority content that can be rendered at lower quality or omitted. This segmentation allows selective transmission of video data, reducing the total data volume while preserving essential visual information

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If high definition and 3D formats are used to enhance virtual reality experience quality, then the immersion and user experience are improved, but the network capacity requirement becomes excessive and restricts transmission

Engineering Contradiction:
Improveexperience qualityVSAvoiddata transmission efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent implements partial action by transmitting only the necessary portion of the panoramic video data at high definition quality. Instead of transmitting the entire 360-degree environment at full resolution, the system transmits high-definition data only for the viewing area that the user can actually see, while transmitting reduced-quality or omitted data for areas outside the viewing cone. This partial transmission approach maintains experience quality in critical regions while improving overall data transmission efficiency

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent employs dynamic rendering and transmission strategies that adapt to the user's real-time head movements and gaze direction. The system continuously updates which areas require high-resolution transmission based on the user's changing viewing area, using techniques such as view frustum culling, dynamic occlusion detection, and adaptive bitrate streaming. This dynamic approach ensures high experience quality follows the user's attention while optimizing transmission efficiency as viewing conditions change

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If 4K FOV is transmitted for both eyes to ensure lifelike VR experience, then the realism and immersion are improved, but the bandwidth requirement increases significantly

Engineering Contradiction:
ImproverealismVSAvoidbandwidth consumption
Core Design Contradiction:
Measurement precisionVSLoss of energy

Solution Approach 1:

The patent applies local quality by rendering and transmitting the viewing area at high 4K resolution for both eyes while rendering peripheral and occluded areas at lower resolutions. The system identifies the viewing area through head tracking and gaze detection, then applies high-quality rendering only to this localized region. Techniques such as asymmetric foveated rendering and view-dependent level of detail (LOD) are used to maintain realism in the foveal region while reducing bandwidth consumption in peripheral regions

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent extracts and transmits only the essential visual information required for the VR experience. By using occlusion culling and view frustum detection, the system identifies and extracts only the visible portions of the scene that contribute to the user's perception, omitting data for hidden or irrelevant areas. This extraction process removes unnecessary data from the transmission stream, reducing bandwidth consumption while preserving realism in visible areas

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS10867586B1Virtual reality streaming media system and method of use
Publication Date: 2020.12.15 RADJABLI EDGAR
  • US10867586B1 patent drawing
  • US10867586B1 patent drawing
  • US10867586B1 patent drawing

AI summary

A virtual reality experience system includes an environment with a viewing area; a datastream to be implemented into the viewing area by a display device to display the datastream in a virtual reality fashion; a down sampler device to receive the datastream, the down sampler device having one or more adaptive learning algorithms contained thereon, the down sampler is to perform the steps of receiving the datastream; predicting visual movement of a user related to the viewing area; determining a likely direct viewing direction by the user; and manipulating the datastream such that a high resolution stream is displayed in the likely direct viewing direction and a low resolution image is displayed in a remainder of the viewing area; the down sampler reduces the overall bandwidth need for portraying a virtual reality experience to the user.