Wireless VR Latency Reduction via Viewpoint Prediction

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional Virtual Reality (VR) systems fail to provide high visual quality and low latency, which are essential for a continuous realistic experience, due to limitations in data processing and transmission, especially when using wireless mediums, restricting user mobility and interaction.

Innovation Solution

The VR systems utilize user feedback information, such as tracking data, to predict user viewpoints in subsequent frames, employing handshaking protocols between hardware and software components to reduce latency and efficiently transmit and process audio-video data via wireless channels, ensuring high visual quality and low latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If wireless transmission is used in VR systems, then user mobility and freedom of movement are improved, but data transmission latency increases

Engineering Contradiction:
Improveuser mobilityVSAvoiddata transmission latency
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system performs preliminary actions by predicting the user's next viewpoint based on current tracking data before the actual viewing occurs. The server anticipates what content needs to be rendered and prepared in advance, allowing the system to compensate for wireless transmission latency. This enables the VR system to maintain low perceived latency while using wireless transmission for user mobility.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms where user tracking information is continuously monitored and fed back to the server. Based on this feedback, the server adjusts rendering predictions and content transmission timing. This feedback loop allows the system to dynamically compensate for wireless transmission delays and maintain synchronized user experience.

Inventive Principle:
Principle #23Feedback

2Manufacturing precision

If high visual quality video data is transmitted, then realism of VR experience is improved, but data processing complexity increases

Engineering Contradiction:
Improvevisual qualityVSAvoiddata processing complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system segments the video data processing into distinct phases: prediction phase (determining next viewpoint), rendering phase (generating video data), encoding phase (compressing data), and transmission phase. By dividing the complex processing into manageable segments handled by different system components, the system achieves high visual quality while managing processing complexity through specialization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces prediction algorithms as intermediaries between user tracking and video rendering. This intermediary layer simplifies the overall system by pre-determining what needs to be rendered, allowing the rendering system to focus only on generating the actual video data rather than making real-time decisions about content selection.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Loss of time

If real-time video data processing is performed, then latency is reduced, but computational resources required increase

Engineering Contradiction:
Improveprocessing latencyVSAvoidcomputational resources
Core Design Contradiction:
Loss of timeVSUse of energy by moving object

Solution Approach 1:

The system performs computationally intensive prediction calculations in advance, before the actual video rendering. By pre-determining the next viewpoint based on current tracking data, the system reduces the computational burden during real-time rendering, as the prediction logic has already been executed. This allows real-time processing with reduced instantaneous computational resource requirements.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies partial rendering and selective processing by focusing computational resources only on the predicted next viewpoint rather than processing all possible frames. This partial action approach reduces overall computational resource consumption while maintaining real-time performance by concentrating effort where it is most needed.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12120364B2Low latency wireless virtual reality systems and methods
Publication Date: 2024.10.15 ADVANCED MICRO DEVICES INC
  • US12120364B2 patent drawing
  • US12120364B2 patent drawing
  • US12120364B2 patent drawing

AI summary

A device and method for processing Virtual Reality (VR) data is disclosed. The method comprises transmitting feedback information from the device to a server, wherein the feedback information is captured in the device, receiving data from the server to be presented on the device based on the feedback information, wherein the data includes video data and audio data where the video data is a frame of video data in a sequence of frames and the audio data is the corresponding audio data of the frame, decoding the video data and corresponding audio data of the frame, and controlling the presentation of the video data and corresponding audio data on the device such that the video data is synchronized with the corresponding audio data.