# US 10,310,266 B2 · Method and system for streaming information in wireless virtual reality

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- Number: US 10,310,266 B2
- Document ID: US10310266B2
- Status: Granted
- Kind: B2
- Application number: 15/040,131
- Filed: 2016-02-10
- Published: 2017-08-10
- Granted: 2019-06-04
- Earliest claimed: 2016-02-10
- Assignees: Advanced Micro Devices, Inc.; ATI Technologies ULC
- Applicants: Advanced Micro Devices, Inc.; ATI Technologies ULC
- Inventors: Khaled Mammou; Layla A. Mah
- Web page: https://patentgrep.com/patent/US10310266B2

## CPC

- G02B 27/017: {Head mounted}
- G06F 3/011: {Arrangements for interaction with the human body, e.g. for user immersion in virtual reality (blind teaching G09B21/00)}
- G06F 3/012: {Head tracking input arrangements}
- H04L 65/60: Network streaming of media packets
- H04L 65/70: Media network packetisation
- H04L 65/80: Responding to QoS
- H04L 67/131: Protocols for games, networked simulations or virtual reality
- H04W 28/0236: {radio quality, e.g. interference, losses or delay}
- G02B: OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- H04L: TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION (arrangements common to telegraphic and telephonic communication H04M)
- H04W: WIRELESS COMMUNICATION NETWORKS (broadcast communication H04H; communication systems using wireless links for non-selective communication, e.g. wireless extensions H04M1/72)

## Abstract

Described is a method and system to efficiently compress and stream texture-space rendered content that enables low latency wireless virtual reality applications. In particular, camera motion, object motion/deformation, and shading information are decoupled and each type of information is then compressed as needed and streamed separately, while taking into account its tolerance to delays.

## Claims

### Claim 1

A method for 3D rendering and streaming in wireless virtual reality, the method comprising:
transmitting wirelessly, from a client device, scene information to a server;
receiving wirelessly, from the server, updated object motion information at a client-side renderer with a first latency;
receiving wirelessly, from the server, a texture atlas with baked-in shading information at the client-side renderer with a second latency, wherein the texture atlas is based on the scene information;
receiving updated head/camera motion information with a third latency absent interaction with the server; and
rendering, by the client device, a view from the received updated object motion information, the received texture atlas with baked-in shading information and the received updated head/camera motion, wherein the rendering by the client device foregoes a shading component of a rendering process.

### Claim 2 (depends on 1)

The method of claim 1, wherein the scene information includes head/camera motion information, object motion information and shading information.

### Claim 3 (depends on 1)

The method of claim 1, wherein the received updated object motion information and received texture atlas with baked-in shading information use different compression protocols.

### Claim 4 (depends on 3)

The method of claim 3, wherein the received head/camera motion information is transmitted using a real-time transmission protocol.

### Claim 5 (depends on 1)

The method of claim 1, wherein the third latency is lower than the first latency and the first latency is lower than the second latency.

### Claim 6 (depends on 5)

The method of claim 5, wherein head/camera motion information, object motion information and shading information each have an update rate.

### Claim 7 (depends on 6)

The method of claim 6, wherein a head/camera motion information update rate is faster than an object motion information update rate and the object motion information update rate is faster than a shading information update rate.

### Claim 8 (depends on 1)

The method of claim 1, wherein the rendering is done at a patch level.

### Claim 9 (depends on 1)

The method of claim 1, wherein the rendering foregoes shading operations by reusing the baked-in shading information in the texture atlas.

### Claim 10 (depends on 1)

The method of claim 1, wherein the view is displayed on a 3D display device.

### Claim 11 (depends on 1)

The method of claim 1, wherein the view is left and right views.

### Claim 12 (depends on 1)

The method of claim 1, wherein the client device includes a display device and a client-side renderer.

### Claim 13

A system for 3D rendering and streaming in wireless virtual reality, comprising:
a client device configured to wirelessly transmit scene information to a server;
the client device configured to wirelessly receive from the server updated object motion information with a first latency;
the client device configured to receive from the server a texture atlas with baked-in shading information with a second latency, wherein the texture atlas is based on the scene information;
the client device configured to receive updated head/camera motion information with a third latency absent interaction with the server; and
the client device configured to render, absent shading, a view from the received updated object motion information, the received texture atlas with baked-in shading information and the received updated head/camera motion.

### Claim 14 (depends on 13)

The system of claim 13, wherein the scene information includes head/camera motion information, object motion information and shading information.

### Claim 15 (depends on 13)

The system of claim 13, further comprising:
a decoder configured to decode the received updated object motion information and received texture atlas with baked-in shading information using different compression protocols.

### Claim 16 (depends on 15)

The system of claim 15, wherein the received head/camera motion information is transmitted using a real-time transmission protocol.

### Claim 17 (depends on 13)

The system of claim 13, wherein the third latency is lower than the first latency and the first latency is lower than the second latency.

### Claim 18 (depends on 17)

The system of claim 17, wherein head/camera motion information, object motion information and shading information each have an update rate.

### Claim 19 (depends on 18)

The system of claim 18, wherein a head/camera motion information update rate is faster than an object motion information update rate and the object motion information update rate is faster than a shading information update rate.

### Claim 20 (depends on 13)

The system of claim 13, wherein the client device is configured to render at a patch level.

### Claim 21 (depends on 20)

The system of claim 20, wherein the client device is configured to forego shading operations by reusing the baked-in shading information in the texture atlas.

### Claim 22 (depends on 13)

The system of claim 13, wherein the client device includes a display device and a client-side renderer.

### Claim 23

A computer readable non-transitory medium including instructions which when executed in a processing system cause the processing system to execute a method for 3D rendering and streaming in wireless virtual reality, the method comprising the steps of:
transmitting wirelessly, from a client device, scene information to a server;
receiving wirelessly, from the server, updated object motion information at the client device with a first latency;
receiving wirelessly, from the server, a texture atlas with baked-in shading information at the client device with a second latency, wherein the texture atlas is based on the scene information;
receiving updated head/camera motion information with a third latency absent interaction with the server; and
rendering absent shading, by the client device, a view from the received updated object motion information, the received texture atlas with baked-in shading information and the received updated head/camera motion.
