VR Video Streaming via Forwarding Node Pre-Buffering
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Solution Overview
Problem
Current VR video streaming methods face challenges with high bandwidth requirements and significant switching latency due to the need to stream entire panoramic views, which can lead to interrupted playback and high computational and power consumption, especially in bandwidth-constrained networks.
Innovation Solution
The method involves streaming multiple views of a scene as separate streams to forwarding nodes located closer to the VR rendering device, allowing for selective forwarding of only the necessary streams based on the user's current and predicted viewing angle, using dense-mode multicasting and Software Defined Networking (SDN) to reduce latency and optimize bandwidth allocation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the entire panoramic VR video is streamed in high quality and 3D, then the video quality and immersion are improved, but the bandwidth requirements increase significantly to tens or hundreds of Mbps
Solution Approach 1:
The patent segments the panoramic VR video into multiple spatial segments or tiles, each representing a different portion of the panoramic view. Instead of streaming the entire high-resolution panoramic video, the system divides it into manageable segments that can be selectively streamed based on the user's current field of view, thereby reducing bandwidth requirements while maintaining video quality for the visible portion.
Solution Approach 2:
The patent applies local quality by streaming high-resolution video segments only for the portions of the panoramic view that are currently visible to the user, while using lower resolution or not streaming at all for portions that are outside the user's field of view. This ensures high video quality where needed while conserving bandwidth for invisible portions.
2Quantity of substance
If spatial segmentation is used to stream only visible parts of the VR video, then bandwidth requirements are reduced, but switching latency increases when the user changes viewing angle
Solution Approach 1:
The patent applies preliminary action by pre-streaming or buffering multiple spatial segments of the VR video to the client device before they are actually needed. When the user changes their viewing angle, the required segments are already available in the buffer, eliminating switching latency. The system anticipates potential view changes and prepares the necessary video segments in advance.
Solution Approach 2:
The patent ensures continuity of useful action by maintaining continuous streaming and buffering of video segments in the background, even when they are not immediately visible. This continuous preparation ensures that when the user rotates their head or changes view, the new segments are already ready to be displayed without interruption, maintaining seamless playback.
3Loss of time
If guard bands are used to overlap video streams for faster switching, then switching latency is reduced, but bandwidth available for visible video content decreases
Solution Approach 1:
Instead of using guard bands that continuously stream overlapping content, the patent uses preliminary action by buffering specific segments that are likely to be needed based on predicted user head movements. This approach reduces bandwidth consumption compared to continuous guard band streaming while still achieving fast switching when views change.
Solution Approach 2:
The system employs self-service by using client-side buffering and prediction algorithms to determine which segments to pre-load, rather than relying on server-side guard band provisioning. This allows the system to optimize bandwidth usage dynamically based on actual user behavior patterns.
4Manufacturing precision
If a single high-quality video stream is streamed to the VR rendering device, then video quality is maintained, but computational load and power consumption at the receiving device increase
Solution Approach 1:
The patent segments the panoramic video into multiple smaller spatial segments that are selectively streamed based on the user's field of view. Instead of decoding and processing an entire high-resolution panoramic video stream, the device only needs to decode and process the smaller segments that are currently visible, significantly reducing computational load and power consumption while maintaining video quality for the visible portions.
Data Source
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AI summary
An improved streaming of a Virtual Reality [VR] video to a VR rendering device is provided. The VR video may be represented by a plurality of streams each associated with a different view of a scene. A view of the scene may be determined which is to be rendered by the VR rendering device. A subset of streams may be identified which is needed to render the view of the scene. The streaming of the subset of streams to the VR rendering device may be effected by streaming the plurality of streams from a stream source to a forwarding node downstream of the stream sources and upstream of the VR rendering device, and selectively forwarding the subset of streams from the forwarding node to the VR rendering device in response to the view having to be rendered by the VR rendering device. As such, the switching latency between streams may be reduced. Namely, streams which are not needed for rendering a current view, but which may be needed for rendering a next view, may be continuously made available at network nodes nearby the VR rendering device.