VR Streaming Media Push for Low-Latency Viewpoint Switching
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Solution Overview
Problem
Current streaming media transmission technologies experience significant delays in virtual reality applications, particularly when handling 360-degree videos, due to the need for multiple round-trip requests between clients and servers, which negatively impact user experience during rapid content changes or visual angle switches.
Innovation Solution
A streaming media transmission method where a client sends a media information obtaining request to a server, including client capability information and auxiliary information indicating support for virtual reality presentation, allowing the server to push media data directly based on the client's capabilities and viewing parameters, such as viewpoint or visual angle information, reducing the need for multiple requests and thus minimizing delay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If the client sends multiple round-trip requests to obtain media data, then the client can acquire the necessary media information, but the transmission delay increases significantly
Solution Approach 1:
The server performs preliminary actions by proactively pushing media data to the client before the client explicitly requests it. The server determines what media data the client needs based on client capability information and auxiliary information (such as visual angle parameters) that were previously provided, and pushes the data in advance, thereby eliminating the need for multiple round-trip requests and reducing transmission delay.
2Loss of time
If the server pushes media data based on client capability information and auxiliary information, then the transmission delay is reduced, but the system complexity increases
Solution Approach 1:
The server implements a universal push mechanism that handles multiple types of media data (video, audio, etc.) and multiple client scenarios (different visual angles, different resolutions) through a single unified approach. The server uses client capability information and auxiliary information to determine what data to push, making the push mechanism adaptable to various situations without requiring separate complex systems for each case.
3Adaptability or versatility
If the client provides auxiliary information indicating support for virtual reality presentation, then the server can optimize media data delivery for VR, but the information processing complexity increases
Solution Approach 1:
The system applies local quality by processing only the specific auxiliary information relevant to VR presentation (such as visual angle parameters) rather than processing all possible client capability information. The server focuses on the key parameters needed for VR optimization, reducing the overall information processing complexity while still achieving VR adaptability.
Data Source
AI summary
Embodiments of the present invention describe streaming media transmission methods and apparatus applied to a virtual reality technology. A method for streaming media transmissions may include sending a media information obtaining request to a server, where the media information obtaining request includes client capability information and auxiliary information, the client capability information indicates that the client supports reception of data pushed by the server, and the auxiliary information indicates an attribute that the client supports virtual reality presentation. The method may also include receiving a media presentation description and media data, where the media presentation description and the media data are sent by the server after the server responds to the media information obtaining request. According to the streaming media transmission methods and apparatus applied to a virtual reality technology in the embodiments of the present invention, a transmission delay can be reduced, and transmission efficiency can be improved.


