20240040102. VIDEO OPTIMIZATION SYSTEM AND METHOD BASED ON GAZE VECTOR INFORMATION simplified abstract (Telefonaktiebolaget LM Ericsson (publ))

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VIDEO OPTIMIZATION SYSTEM AND METHOD BASED ON GAZE VECTOR INFORMATION

Organization Name

Telefonaktiebolaget LM Ericsson (publ)

Inventor(s)

Chris Phillips of Hartwell GA (US)

Robert Hammond Forsman of Sugar Hill GA (US)

Sarel Cohen of TEL-AVIV (IL)

VIDEO OPTIMIZATION SYSTEM AND METHOD BASED ON GAZE VECTOR INFORMATION - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240040102 titled 'VIDEO OPTIMIZATION SYSTEM AND METHOD BASED ON GAZE VECTOR INFORMATION

Simplified Explanation

The patent application describes a system and method for providing immersive video based on gaze vector information. The system obtains a gaze vector from a client device that is displaying an immersive video asset to a user. The video frames of the asset consist of an array of tiles projected on a 3-dimensional display environment that the user is immersed in. The gaze vector defines the user's gaze direction in the 3D display environment at any given time.

  • The system uses angular separations between the viewport (the area where the user is looking) and the remaining portions of the video frame to select different video qualities for the immersive video asset.
  • The video quality of the viewport is higher than the video quality of the remaining portions when displayed by the client device.
  • The system utilizes the gaze vector information to dynamically adjust the video quality in real-time, providing a more immersive and visually appealing experience for the user.

Potential applications of this technology:

  • Virtual reality (VR) and augmented reality (AR) experiences: This technology can enhance the visual quality of VR and AR content by dynamically adjusting the video quality based on the user's gaze direction, providing a more realistic and immersive experience.
  • Gaming: The system can be used to improve the visual quality of games by allocating higher video quality to the areas where the user is looking, enhancing the overall gaming experience.
  • Video streaming platforms: This technology can be implemented in video streaming platforms to optimize the video quality based on the user's gaze direction, ensuring that the most important parts of the video are displayed with higher quality.

Problems solved by this technology:

  • Uneven video quality: Traditional video streaming methods often provide a fixed video quality for the entire frame, resulting in lower quality in less important areas. This technology solves this problem by dynamically adjusting the video quality based on the user's gaze direction, ensuring that the most important areas have higher quality.
  • Immersion in VR and AR: By providing higher video quality in the user's field of view, this technology enhances the immersion in VR and AR experiences, making them more realistic and engaging.

Benefits of this technology:

  • Improved visual quality: By allocating higher video quality to the areas where the user is looking, this technology enhances the overall visual quality of the immersive video asset.
  • Enhanced user experience: The dynamic adjustment of video quality based on the user's gaze direction provides a more immersive and engaging experience, improving user satisfaction.
  • Efficient resource allocation: By optimizing the video quality based on the user's gaze direction, this technology ensures that computational resources are efficiently allocated to the most important areas, reducing unnecessary processing and bandwidth usage.


Original Abstract Submitted

a system and method for providing immersive video based on gaze vector information. a gaze vector is obtained from a client device operating to display an immersive video asset to a user, wherein each video frame comprises an array of tiles projected on a 3-dimensional (3d) display environment viewed by the user in which the user is immersed, the gaze vector defining a gaze direction in the 3d display environment where the user is viewing (i.e., a viewport) at any particular time. angular separations between the viewport and remaining portions of the video frame are used in selecting different video qualities of the immersive video asset such that the viewport comprises a higher video quality than the remaining portions when displayed by the client device.