Foveated optimization of TV streaming and rendering content assisted by personal devices
AssigneeSony Interactive Entertainment Inc.
InventorsJeffrey R. Stafford, Yutaka Yokokawa
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AssigneeSony Interactive Entertainment Inc.
InventorsJeffrey R. Stafford, Yutaka Yokokawa
Estimating the term…
A mobile device such as a mobile phone is used to image a nearby user for eye tracking at a closer range than would be provided by cameras on a display device such as a TV and send the eye tracking data to a server streaming video being presented on the display. The eye tracking data is used by the server to identify a region of interest (ROI) in the video, which is more highly compressed than regions outside the ROI to facilitate efficient compression of the video game image while preserving the quality of the ROI in the image where the user is looking.
A system comprising:
A system, comprising:
A method comprising:
A method comprising:
A method comprising:
Dependencies are inferred from the claim text.
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Eye characteristics, e.g. of the iris: preprocessing; Feature extraction
Arrangements for interaction with the human body, e.g. for user immersion in virtual reality: eye tracking input arrangements
Processing image signals: encoding, multiplexing or demultiplexing different image signal components
Processing, recording or transmission of stereoscopic or multi-view image signals: transmission of image signals
About 13 years 1 month of term left · ends 22 Nov 2039 (estimated)
The present application relates to technically inventive, non-routine solutions that are necessarily rooted in computer technology and that produce concrete technical improvements.
As recognized herein, services for streaming computer simulations such as computer games are required to compress, transport and decompress high resolution images (1080p, 4k, 8K, etc.) from video games originating from a remote server to a home console device within the severe bandwidth limitations typically imposed by a user's Internet service provider (ISP) and local network such as Wi-Fi. Although new video compression codecs are being developed to reduce the bandwidth requirements even for high resolution video, their efficiency is limited.
There are currently no adequate solutions to the foregoing computer-related, technological problem.
FIG. 1 is a block diagram of an example system consistent with present principles;
FIG. 2 is a schematic diagram illustrating an example system consistent with present principles;
FIG. 3 is a flow chart of example overall logic consistent with present principles;
This disclosure relates generally to computer ecosystems including aspects of computer networks that may include consumer electronics (CE) devices. A system herein may include server and client components, connected over a network such that data may be exchanged between the client and server components. The client components may include one or more computing devices including portable televisions (e.g. smart TVs, Internet-enabled TVs), portable computers such as laptops and tablet computers, and other mobile devices including smart phones and additional examples discussed below. These client devices may operate with a variety of operating environments. For example, some of the client computers may employ, as examples, operating systems from Microsoft, or a Unix operating system, or operating systems produced by Apple Computer or Google. These operating environments may be used to execute one or more browsing programs, such as a browser made by Microsoft or Google or Mozilla or other browser program that can access websites hosted by the Internet servers discussed below.
Servers and/or gateways may include one or more processors executing instructions that configure the servers to receive and transmit data over a network such as the Internet. Or, a client and server can be connected over a local intranet or a virtual private network. A server or controller may be instantiated by a game console such as a Sony PlayStation®, a personal computer, etc.
Information may be exchanged over a network between the clients and servers. To this end and for security, servers and/or clients can include firewalls, load balancers, temporary storages, and proxies, and other network infrastructure for reliability and security.