Low-latency display scanning for esports

A stochastic scan method randomizes pixel display order to eliminate screen tearing and latency issues in traditional raster scanning, ensuring even distribution of new information for improved user interaction in esports and other applications.

WO2025222036A1PCT designated stage Publication Date: 2025-10-23NORTH CAROLINA STATE UNIV
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
PCT/US2025/025216
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-17
Filing Date
2025-04-17
Publication Date
2025-10-23

AI Technical Summary

Technical Problem

Traditional raster scanning in displays introduces synchronization delay and screen tearing, which hampers interactive applications like esports by delaying user feedback and distributing latency unevenly across the screen.

Method used

Implementing a stochastic scan that randomizes the order of pixel display, distributing new information evenly across the image without synchronization, using precomputed pseudorandom orders based on viewer focus or other criteria.

Benefits of technology

Eliminates screen tearing and reduces latency uniformly across the display, providing low-latency interaction without distracting artifacts, enhancing user experience in esports and other interactive applications.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure US2025025216_23102025_PF_FP_ABST
    Figure US2025025216_23102025_PF_FP_ABST
Patent Text Reader

Abstract

Various examples are provided related to low latency display scanning and their associated methods. In one example, a method for low latency display scanning includes randomizing, by a computing device, order of pixels of a frame for display on a user device in communication with the computing device and transmitting the pixels of the frame to the user device for rendering on a display of the user device based upon the randomized order. In another example, a method for low latency display scanning includes receiving, by a user device, a randomized order of pixels of a frame for display on the user device, the randomized order of pixels generated by a remotely located computing device; and rendering the frame on a display of the user device based upon the randomized order.
Need to check novelty before this filing date? Find Prior Art

Description

LOW-LATENCY DISPLAY SCANNING FOR ESPORTSCROSS REFERENCE TO RELATED APPLICATIONS

[0001] This application claims priority to, and the benefit of, U.S. provisional application entitled “Low-Latency Display Scanning for Esports” having serial no. 63 / 635,059, filed April 17, 2024, which is hereby incorporated by reference in its entirety.STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

[0002] This invention was made with government support under grant number IIS2008590 awarded by the National Science Foundation. The government has certain rights in the invention.BACKGROUND

[0003] The display industry today has revenues of about $120 billion, and is projected to be over $200 billion within 10 years. Esports revenues are now in the billions, and rival traditional sports such as baseball and soccer. Like those traditional sports, esports drive equipment demand from amateurs and fans, who want what the pros have. Today, much of that demand seeks low latency displays, which enable players to react a few milliseconds faster than their opponents. Professional and amateur esports athletes regularly game with lower latency by turning off synchronization, and tolerating tearing.SUMMARY

[0004] Aspects of the present disclosure are related to low latency display scanning and their associated methods. In one aspect, among others, a method for low latency display scanning, comprises randomizing, by a computing device, order of pixels of a frame for display on a user device in communication with the computing device; and transmitting the pixels of the frame to the user device for rendering on a display of the user device basedupon the randomized order. In one or more aspects, the randomized order can be a precomputed, pseudorandom order. The method can comprise receiving an indication of a viewer’s focal point on the display, wherein the precomputed, pseudorandom order is based upon the viewer’s focal point. The indication of the viewer’s focal point can be provided to the computing device by the user device. The precomputed, pseudorandom order can be a center-first order. The precomputed, pseudorandom order can be a periphery-first order. The pixels of the frame can be transmitted to the user device via a communication network. The user device can be a computer.

[0005] In another aspect, a method for low latency display scanning, comprises receiving, by a user device, a randomized order of pixels of a frame for display on the user device, the randomized order of pixels generated by a remotely located computing device; and rendering the frame on a display of the user device based upon the randomized order. In one or more aspects, the randomized order can be a precomputed, pseudorandom order. The precomputed, pseudorandom order is a gaze-first order based upon a viewer’s focal point. The precomputed, pseudorandom order can be a center-first order. The precomputed, pseudorandom order can be a periphery-first order. The pixels of the frame can be transmitted from the remotely located computing device to the user device via a communication network. The user device can be a computer. The remotely located computing device can be a cloud computing device.

[0006] Other systems, methods, features, and advantages of the present disclosure will be or become apparent to one with skill in the art upon examination of the following drawings and detailed description. It is intended that all such additional systems, methods, features, and advantages be included within this description, be within the scope of the present disclosure, and be protected by the accompanying claims. In addition, all optional and preferred features and modifications of the described embodiments are usable in all aspects of the disclosure taught herein. Furthermore, the individual features of the dependent claims, as well as all optional and preferred features and modifications of the described embodiments are combinable and interchangeable with one another.BRIEF DESCRIPTION OF THE DRAWINGS

[0007] Many aspects of the present disclosure can be better understood with reference to the following drawings. The components in the drawings are not necessarily to scale, emphasis instead being placed upon clearly illustrating the principles of the present disclosure. Moreover, in the drawings, like reference numerals designate corresponding parts throughout the several views.

[0008] FIG. 1 illustrates an example of a traditional raster scan, in accordance with various embodiments of the present disclosure.

[0009] FIG. 2 illustrates an example of a typical screen tear using a raster scan, in accordance with various embodiments of the present disclosure.

[0010] FIG. 3 illustrates an example of a partial stochastic scan, in accordance with various embodiments of the present disclosure.

[0011] FIG. 4 illustrates an example of a display during stochastic scanning when synchronization is off, in accordance with various embodiments of the present disclosure.

[0012] FIG. 5 schematically illustrates an example of the stochastic scanning methodology, in accordance with various embodiments of the present disclosure.

[0013] FIG. 6 illustrates an example of simulated results of the stochastic scanning methodology, in accordance with various embodiments of the present disclosure.

[0014] FIG. 7 illustrates an example of a computing system for execution of a stochastic scanning application, in accordance with various embodiments of the present disclosure.DETAILED DESCRIPTION

[0015] Disclosed herein are various examples related to low latency display scanning and their associated methods. Reference will now be made in detail to the description of the embodiments as illustrated in the drawings, wherein like reference numbers indicate like parts throughout the several views.

[0016] Since their creation, displays have used the top-to-bottom raster scan. In today's interactive applications, this scan is a liability, forcing users to choose between complete frames with synchronization delay; or "torn" frames without this delay. Current esports displays lower latency down to just a few milliseconds by increasing refresh rate. In this case, much of the latency is in the synchronization delay between computer (PC)Zgraphical processing unit (GPU) and display, which avoids "tearing," boundaries visible between two or more animation frames. But many esports players turn off this synchronization, tolerating tearing to reduce latency further. A stochastic scan is proposed that enables low-latency, unsynchronized display without tearing. An interactive display simulator is also discussed that allows the effects of stochastic and other scans on interaction and imagery to be investigated.Raster Scanning can Harm Interaction

[0017] Television was developed in the late 1920s and early 1930s. Since then, television and indeed all types of displays have used the top-to-bottom raster scan to refresh and change pixel color. FIG. 1 illustrates an example of a traditional raster scan. Over the following decades, display applications changed significantly, with passively viewed, recorded content giving way to interactively used, real-time content. Games, video conferencing, and word processing are just a few examples of these new applications, which require prompt feedback to user action, answering questions such as "Did I hit my target?", "Is this a good time to speak?", and "Did I click on the right word?"

[0018] In this new interactive context, the raster scan can be a liability. Because the rates at which computers generate images and displays refresh them are different, computers and displays are typically synchronized, delaying user feedback and slowing user interaction. Without synchronization, screen tearing results: a visual artifact that occurs when the computer delivers a new frame while the display is still scanning out the previous frame. FIG. 2 shows an example of a typical screen tear using a raster scan. It is often seen as a clear break in vertical edges when the objects in the image are moving relative to the camera. Despite this, gamers often turn off synchronization, tolerating tearing to reducedelay. Research indicates that gamers may be justified in their actions, with even 30 ms harming interaction and 10 ms being visible.

[0019] Moreover, the raster scan also distributes latency vertically across the screen. On the display itself the region of least refresh latency is at the top of the screen, where the first portions of the frame appear, with latency increasing downward to the display bottom. In addition, with synchronization disabled, there are also vertical differences in frame latency caused by partial frames made at different times appearing on the display. These are distributed vertically as well, but in the reverse direction: older partial frames appear at the display’s top, while newer partial frames appear at the display’s bottom.

[0020] This vertical distribution of latency and up-to-date information has no relationship to the interactive needs of users. For example, there is no reason that gamers might need to know if they hit their target more quickly at the bottom of the scene than the top, nor for writers to know more quickly if they've highlighted the correct word at the bottom of their document than at the top.Stochastic Raster Scanning

[0021] It is suggested that modifying the display scan pattern can avoid synchronization delay without introducing distracting tears, and without any sort of vertical bias in the distribution of new information. A stochastic scan is proposed. The next pixel to be displayed can be chosen randomly, with each pixel equally likely to be next. No pixel is revisited again until all pixels in the frame have already been displayed. This stochastic order can be precomputed and well-known to both computer and display. FIG. 3 diagrams an example of a partial stochastic scan on a small display. Using this methodology, FIG. 4 shows an example of a display during stochastic scanning when synchronization is off.

[0022] A stochastic scan has three primary benefits. First, on the display itself, stochastic scanning distributes refresh latency and new information evenly across the panel — a reasonable distribution since multipurpose displays cannot know which display regions are most important. Thus, whether gaming, conferencing, or writing, users will find low- latency information to assist them.

[0023] Next, when the computer and display are unsynchronized to reduce latency, stochastic scanning achieves a similar distribution of frame latency, with new frame information again appearing evenly across the image, providing some low-latency support for any user interaction.

[0024] Finally, temporal artifacts are less distracting. Rather than displaying a localized, horizontal screen tear akin to spatial aliasing, stochastic scanning displays a “distributed tear” closer to visual noise (as can be seen in FIG. 4), which the visual system tolerates better. In addition, the more the computer's frame generation rate exceeds the display's refresh rate (sending more partial frames to the display), the better the stochastic scan's artifacts approximate motion blur, a natural component of human visual experience. Of course, as with the raster scan, when the scene becomes static, the displayed image stabilizes and has no visible temporal artifacts.

[0025] The proposed methodology can eliminate tearing without increasing latency. It achieves this by changing the order in which image pixels are sent to the display from top-to- bottom to random. As a result, new visual information is distributed throughout the image rather than only at the top, and "tears" are transformed into pixelated motion blur at image edges. Uniquely, the proposed methodology supports gaming with neither synchronization delay nor tearing. The latency can be reduced even more where athletes are looking. Alternatives to random order include center-first (center before edge), periphery-first (edge before center), as well as gaze-first, which uses an eye tracker to update pixels the eye is looking at (or an eye fixation point) before others. While the disclosure is presented in the context of esports and gaming, the methodology can also be applied to, e.g., conferencing, drone operation, remote surgery, or other applications supporting expertise such as software development and 3D design.Display-Scanning Prototype

[0026] Current display driving components, which sequentially update pixel rows, cannot support a stochastic scan. However, a software- based prototype has been built todemonstrate the effect of stochastic (and indeed any) order on scanning without synchronization, which allows evaluation of human task performance with novel scans. It does not, however, simulate the effect of novel scans on the order in which pixels are illuminated on the display itself. To ease development and support evaluation, the prototype was built using FirstPersonScience (FPSci), Nvidia’s open source esports and gaming research software.

[0027] FIG. 5 schematically illustrates the methodology of the stochastic scan implemented by the display-scanning prototype. The prototype included two primary components: the PC (computer or computing device) 503 and the display 506. For example, the PC 503 and display 506 can be a desktop computer and display or can be a cloud computing device and a user device in communication with the cloud computing device. FIG. 5 includes a flow chart showing the implementation of the stochastic raster scan. First, the GPU in the PC 503 makes the current frame at 512. Next, a first shader (e.g., a custom shader within FPSci) shuffles the pixels of the frame to a precomputed, novel order at 515, thereby generating a shuffled frame. The precomputed, novel order can be a random order with the pixels randomly distributed across the display as discussed above or using an alternative random order (e.g., center-first, periphery-first, as well as gaze-first, etc.). In some implementations, the precomputed, novel order may be selected from a plurality of precomputed, novel orders. For example, the current precomputed, novel order may be randomly selected from a set of precomputed, novel orders. If the precomputed, novel order is based upon tracking of the gaze of the gamer, the precomputed, novel order may be selected based upon a defined identifier associated with the direction of the gaze or viewing area of the gamer.

[0028] The shuffled frame is then sent to a second shader, often unsynchronized with the first shader, which unshuffles the pixels in the received shuffled frame back to their original top-to-bottom raster order at 518. When the shuffle (515) and unshuffled (518) processes are unsynchronized, this can mix the pixels from two or more frames together. Ituses the novel scan order S before synchronization and HDMI scan out, redistributing the tear. Last, the resulting frames are sent to a standard physical display 506 using a top-to- bottom scan out at 521 , so that users can see the final image. A scan in 524 receives the pixels for display on the screen at 527 via the driving circuitry. The physical display scan is still in normal top-to-bottom order N.

[0029] The prototype can display unsynchronized frames with novel scanning orders at frame rates over 60 Hz, using an NVIDIA RTX 4080 GPU. This is fast enough to support interactive viewing and use, enabling human evaluation. However, the shuffling and unshuffling steps would not be necessary in a fully implemented hardware system, increasing delay slightly — in the prototype this added latency is 35ms, measured using NVIDIA’S LDAT tool. Note however that the software prototype could be used to simulate any other scanning order for comparison (including the raster top-to-bottom scan), adding the same latency to any scans for comparison with novel scans of interest.

[0030] To evaluate the prototype, its imagery was captured using a high-speed camera while it simulated synchronized and unsynchronized top-to-bottom. The test video showed solid red being replaced by green in a right-to-left wipe. FIG. 6 shows the results. At the left (A), synchronization avoids any tearing; at the right (B), a top-to-bottom scan shows tearing at the red-green boundary. These results indicate that the prototype is working, producing the variation in tearing as expected. Temporal effects on the physical scan out itself were not reproduced by the prototype.

[0031] Referring now to FIG. 7, shown is an example of a computing system 700. The computing system 700 includes one or more computing device(s) 703 and display(s) 706. The computing device 703 includes at least one processor circuit, for example, having at least one central processing unit (CPU) 709, a graphics processing unit (GPU) 712, and a memory 715, all of which are coupled to a local interface 718. The GPU 712 may be, e.g., an NVIDIA RTX 4800 GPU. To this end, the computing device(s) 703 may comprise, for example, a desktop computer, laptop computer, tablet computer, server computer or any other system providing computing capability. Alternatively, a plurality of computing devices703 may be employed that are arranged, for example, in one or more server banks or computer banks or other arrangements. For example, a plurality of computing devices 703 together may comprise, for example, a cloud computing resource, a grid computing resource, and / or any other distributed computing arrangement. Such computing devices 703 may be located in a single installation or may be dispersed among many different geographical locations. For purposes of convenience, the computing device 703 is referred to herein in the singular. Even though the computing device 703 is referred to in the singular, it is understood that a plurality of computing devices 703 may be employed in the various arrangements as described above. The local interface 718 may comprise, for example, a data bus with an accompanying address / control bus or other bus structure as can be appreciated.

[0032] Stored in the memory 715 are both data and several components that are executable by the CPU(s) 709 and / or GPU 712. In particular, stored in the memory 715 and executable by the CPU(s) 709 and / or GPU 712 are stochastic scanning application 721 and potentially other applications. Also stored in the memory 715 may be a data store 724 and other data. The data stored in the data store 724, for example, is associated with the operation of the various applications and / or functional entities described below. For example, the data store may include precomputed shuffle orders, random order criteria, and other data or information as can be understood. In addition, an operating system 727 may be stored in the memory 715 and executable by the CPU(s) 709. The data store 724 may be may be located in a single computing device or may be dispersed among many different devices.

[0033] The system may also include one or more user device(s) 730. The user device 730 is representative of a plurality of user devices that may be communicatively coupled to the computing device 703 through a network 733 such as, e.g., the Internet, intranets, extranets, wide area networks (WANs), local area networks (LANs), wired networks, wireless networks, or other suitable networks, etc., or any combination of two or more such networks.In some embodiments, a user device 730 may be directly connected to the computing device703.

[0034] The user device 730 may comprise, for example, a processor-based system such as a computer system. Such a computer system may be embodied in the form of a desktop computer, a laptop computer, a personal digital assistant, a cellular telephone, web pads, tablet computer systems, or other devices with like capability. The user device 730 includes a display device 736 upon which various content may be rendered. The user device 730 may be configured to execute various applications such as a gaming application 739 and / or other applications. The gaming application 739 may be executed in a user device 730, for example, to access and render content served up by the computing device 703 and / or other servers. The user device 730 may be configured to execute applications beyond the gaming application 739 such as, for example, e-mail applications, instant message (IM) applications, and / or other applications.

[0035] The components executed on the computing device 703 include, for example, the stochastic scanning application 721 and other systems, applications, services, processes, engines, or functionality not discussed in detail herein. The stochastic scanning application 721 is executed in order to facilitate low latency display scanning. It is understood that there may be other applications that are stored in the memory 715 and are executable by the CPU(s) 709 and / or GPU 712 as can be appreciated. Where any component discussed herein is implemented in the form of software, any one of a number of programming languages may be employed such as, for example, C, C++, C#, Objective C, Java, Java Script, Perl, PHP, Visual Basic, Python, Ruby, Delphi, Flash, or other programming languages.

[0036] A number of software components are stored in the memory 715 and are executable by the CPU(s) 709 and / or GPU 712. In this respect, the term "executable" means a program file that is in a form that can ultimately be run by the CPU(s) 709 and / or GPU 712. Examples of executable programs may be, for example, a compiled program that can be translated into machine code in a format that can be loaded into a random accessportion of the memory 715 and run by the CPU(s) 719 and / or GPU 712, source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of the memory 715 and executed by the CPU(s) 709 and / or GPU 712, or source code that may be interpreted by another executable program to generate instructions in a random access portion of the memory 715 to be executed by the CPU(s) 709, GPU 712, etc. An executable program may be stored in any portion or component of the memory 715 including, for example, random access memory (RAM), read-only memory (ROM), hard drive, solid-state drive, USB flash drive, memory card, optical disc such as compact disc (CD) or digital versatile disc (DVD), floppy disk, magnetic tape, or other memory components.

[0037] The memory 715 is defined herein as including both volatile and nonvolatile memory and data storage components. Volatile components are those that do not retain data values upon loss of power. Nonvolatile components are those that retain data upon a loss of power. Thus, the memory 715 may comprise, for example, random access memory (RAM), read-only memory (ROM), hard disk drives, solid-state drives, USB flash drives, memory cards accessed via a memory card reader, floppy disks accessed via an associated floppy disk drive, optical discs accessed via an optical disc drive, magnetic tapes accessed via an appropriate tape drive, and / or other memory components, or a combination of any two or more of these memory components. In addition, the RAM may comprise, for example, static random access memory (SRAM), dynamic random access memory (DRAM), or magnetic random access memory (MRAM) and other such devices. The ROM may comprise, for example, a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable readonly memory (EEPROM), or other like memory device.

[0038] Also, the CPU 709 may represent multiple CPUs 709, the GPU 712 may represent multiple GPUs 712, and the memory 715 may represent multiple memories 715 that operate in parallel processing circuits, respectively. In such a case, the local interface 718 may be an appropriate network that facilitates communication between any two of themultiple CPU(s) 709 and / or GPU 712, between any CPU(s) 709 and / or GPU 712 and any of the memories 715, or between any two of the memories 715, etc. The local interface 718 may comprise additional systems designed to coordinate this communication, including, for example, performing load balancing. The CPU(s) 709 and / or GPU 712 may be of electrical or of some other available construction.

[0039] Although the stochastic scanning application 721 , and other various systems described herein, may be embodied in software or code executed by general purpose hardware as discussed above, as an alternative the same may also be embodied in dedicated hardware or a combination of software / general purpose hardware and dedicated hardware. If embodied in dedicated hardware, each can be implemented as a circuit or state machine that employs any one of or a combination of a number of technologies. These technologies may include, but are not limited to, discrete logic circuits having logic gates for implementing various logic functions upon an application of one or more data signals, application specific integrated circuits having appropriate logic gates, or other components, etc. Such technologies are generally well known by those skilled in the art and, consequently, are not described in detail herein.

[0040] The flowchart of FIG. 5 shows the functionality and operation of an implementation of portions of the stochastic scanning application 721 . If embodied in software, each block may represent a module, segment, or portion of code that comprises program instructions to implement the specified logical function(s). The program instructions may be embodied in the form of source code that comprises human-readable statements written in a programming language or machine code that comprises numerical instructions recognizable by a suitable execution system such as a CPU(s) 709 and / or GPU 712 in a computer system or other system. The machine code may be converted from the sourcecode, etc. If embodied in hardware, each block may represent a circuit or a number of interconnected circuits to implement the specified logical function(s).

[0041] Although the flowchart of FIG. 5 shows a specific order of execution, it is understood that the order of execution may differ from that which is depicted. For example, the order of execution of two or more blocks may be scrambled relative to the order shown. Also, two or more blocks shown in succession in FIG. 5 may be executed concurrently or with partial concurrence. Further, in some embodiments, one or more of the blocks shown in FIG. 5 may be skipped or omitted. In addition, any number of counters, state variables, warning semaphores, or messages might be added to the logical flow described herein, for purposes of enhanced utility, accounting, performance measurement, or providing troubleshooting aids, etc. It is understood that all such variations are within the scope of the present disclosure.

[0042] Also, any logic or application described herein, including the stochastic scanning application 721 , that comprise software or code can be embodied in any non-transitory computer-readable medium for use by or in connection with an instruction execution system such as, for example, a CPU(s) 709 and / or GPU 712 in a computer system or other system. In this sense, the logic may comprise, for example, statements including instructions and declarations that can be fetched from the computer-readable medium and executed by the instruction execution system. In the context of the present disclosure, a "computer-readable medium" can be any medium that can contain, store, or maintain the logic or application described herein for use by or in connection with the instruction execution system. The computer-readable medium can comprise any one of many physical media such as, for example, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor media. More specific examples of a suitable computer-readable medium would include, but are not limited to, magnetic tapes, magnetic floppy diskettes, magnetic hard drives, memory cards, solid-state drives, USB flash drives, or optical discs. Also, the computer-readable medium may be a random access memory (RAM) including, for example, static random access memory (SRAM) and dynamic random access memory (DRAM), or magnetic randomaccess memory (MRAM). In addition, the computer-readable medium may be a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or other type of memory device.

[0043] Today and for the last 80 years, displays turn a 2D array of pixels into a 1D sequence with the “raster scan”, which outputs the upper left pixel first, moves rightward across its pixel line, then moves through each remaining line similarly, top to bottom. Instead, the pixel scanning order is changed in a random fashion. The visual result of the proposed methodology is that when vertical synchronization (VSYNC) is turned off to reduce latency, esports gamers see new pixels distributed evenly throughout the displayed image, rather than above one or more temporal tears. They can find new, low-latency information where they need it, without any distracting false edges.

[0044] The disclosed stochastic scan methodology enables low-latency, unsynchronized display updates, without the distracting tearing caused by the raster scan. With an unbiased random distribution, all parts of the image are equally likely to contain “new” pixels from the latest frame. But if it is believed that a certain part of the image is more important, new pixels can be directed there more quickly using a biased random distribution. For example, a Gaussian distribution can direct new pixels to the center of the image sooner, while the Gaussian’s complement can direct new pixels to the image periphery. With an eye tracker, the Gaussian can be skewed to direct new pixels to where the eye is currently fixated.

[0045] The prototype simulated the use of an unbiased, random scan using software. When the PC / GPU produced an animation frame, the software randomly reordered its pixels. The raster scan then sent them over an HDMI cable to another PC / GPU, which inverted the randomization for display, in the end effecting a randomized scan. The prototype was able to perform this operation at 60Hz, more than enough to support interactive pilot testing with gamers.

[0046] It should be emphasized that the above-described embodiments of the present disclosure are merely possible examples of implementations set forth for a clear understanding of the principles of the disclosure. Many variations and modifications may be made to the above-described embodiment(s) without departing substantially from the spirit and principles of the disclosure. All such modifications and variations are intended to be included herein within the scope of this disclosure and protected by the following claims.

[0047] Although specific terms are employed herein, they are used in a generic and descriptive sense only and not for purposes of limitation.

[0048] As will be apparent to those of skill in the art upon reading this disclosure, each of the individual embodiments described and illustrated herein has discrete components and features which may be readily separated from or combined with the features of any of the other several embodiments without departing from the scope or spirit of the present disclosure.

[0049] Any recited method can be carried out in the order of events recited or in any other order that is logically possible. That is, unless otherwise expressly stated, it is in no way intended that any method or aspect set forth herein be construed as requiring that its steps be performed in a specific order. Accordingly, where a method claim does not specifically state in the claims or descriptions that the steps are to be limited to a specific order, it is no way intended that an order be inferred, in any respect. This holds for any possible non-express basis for interpretation, including matters of logic with respect to arrangement of steps or operational flow, plain meaning derived from grammatical organization or punctuation, or the number or type of aspects described in the specification.

[0050] While aspects of the present disclosure can be described and claimed in a particular statutory class, such as the system statutory class, this is for convenience only and one of skill in the art will understand that each aspect of the present disclosure can be described and claimed in any statutory class.

[0051] It is also to be understood that the terminology used herein is for the purpose of describing particular aspects only and is not intended to be limiting. Unless definedotherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the disclosed compositions and methods belong. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the specification and relevant art and should not be interpreted in an idealized or overly formal sense unless expressly defined herein.

[0052] Prior to describing the various aspects of the present disclosure, the following definitions are provided and should be used unless otherwise indicated. Additional terms may be defined elsewhere in the present disclosure.

[0053] As used herein, “comprising” is to be interpreted as specifying the presence of the stated features, integers, steps, or components as referred to, but does not preclude the presence or addition of one or more features, integers, steps, or components, or groups thereof. Moreover, each of the terms “by”, “comprising,” “comprises”, “comprised of,” “including,” “includes,” “included,” “involving,” “involves,” “involved,” and “such as” are used in their open, non-limiting sense and may be used interchangeably. Further, the term “comprising” is intended to include examples and aspects encompassed by the terms “consisting essentially of’ and “consisting of.” Similarly, the term “consisting essentially of’ is intended to include examples encompassed by the term “consisting of.

[0054] As used in the specification and the appended claims, the singular forms “a,” “an” and “the” include plural referents unless the context clearly dictates otherwise.

[0055] It should be noted that ratios, concentrations, amounts, and other numerical data can be expressed herein in a range format. It will be further understood that the endpoints of each of the ranges are significant both in relation to the other endpoint, and independently of the other endpoint. It is also understood that there are a number of values disclosed herein, and that each value is also herein disclosed as “about” that particular value in addition to the value itself. For example, if the value “10” is disclosed, then “about 10” is also disclosed. Ranges can be expressed herein as from “about” one particular value, and / or to “about” another particular value. Similarly, when values are expressed as approximations, by use ofthe antecedent “about,” it will be understood that the particular value forms a further aspect. For example, if the value “about 10” is disclosed, then “10” is also disclosed.

[0056] When a range is expressed, a further aspect includes from the one particular value and / or to the other particular value. For example, where the stated range includes one or both of the limits, ranges excluding either or both of those included limits are also included in the disclosure, e.g. the phrase “x to y” includes the range from ‘x’ to ‘y’ as well as the range greater than ‘x’ and less than ‘y’. The range can also be expressed as an upper limit, e.g. ‘about x, y, z, or less’ and should be interpreted to include the specific ranges of ‘about x’, ‘about y’, and ‘about z’ as well as the ranges of ‘less than x’, less than y’, and ‘less than z’. Likewise, the phrase ‘about x, y, z, or greater’ should be interpreted to include the specific ranges of ‘about x’, ‘about y’, and ‘about z’ as well as the ranges of ‘greater than x’, greater than y’, and ‘greater than z’. In addition, the phrase “about ‘x’ to ‘y’”, where ‘x’ and ‘y’ are numerical values, includes “about ‘x’ to about ‘y’”.

[0057] It is to be understood that such a range format is used for convenience and brevity, and thus, should be interpreted in a flexible manner to include not only the numerical values explicitly recited as the limits of the range, but also to include all the individual numerical values or sub-ranges encompassed within that range as if each numerical value and sub-range is explicitly recited. To illustrate, a numerical range of “about 0.1% to 5%” should be interpreted to include not only the explicitly recited values of about 0.1% to about 5%, but also include individual values (e.g., about 1%, about 2%, about 3%, and about 4%) and the sub-ranges (e.g., about 0.5% to about 1.1%; about 0.5% to about 2.4%; about 0.5% to about 3.2%, and about 0.5% to about 4.4%, and other possible sub-ranges) within the indicated range.

[0058] As used herein, the terms “about,” “approximate,” “at or about,” and “substantially” mean that the amount or value in question can be the exact value or a value that provides equivalent results or effects as recited in the claims or taught herein. That is, it is understood that amounts, sizes, formulations, parameters, and other quantities and characteristics are not and need not be exact, but may be approximate and / or larger orsmaller, as desired, reflecting tolerances, conversion factors, rounding off, measurement error and the like, and other factors known to those of skill in the art such that equivalent results or effects are obtained. In some circumstances, the value that provides equivalent results or effects cannot be reasonably determined. In such cases, it is generally understood, as used herein, that “about” and “at or about” mean the nominal value indicated ±10% variation unless otherwise indicated or inferred. In general, an amount, size, formulation, parameter or other quantity or characteristic is “about,” “approximate,” or “at or about” whether or not expressly stated to be such. It is understood that where “about,” “approximate,” or “at or about” is used before a quantitative value, the parameter also includes the specific quantitative value itself, unless specifically stated otherwise.

[0059] As used herein, the terms “optional” or “optionally” means that the subsequently described event or circumstance can or cannot occur, and that the description includes instances where said event or circumstance occurs and instances where it does not.

[0060] Unless otherwise specified, temperatures referred to herein are based on atmospheric pressure (i.e., one atmosphere).

Claims

CLAIMSTherefore, at least the following is claimed:

1. A method for low latency display scanning, comprising: randomizing, by a computing device, order of pixels of a frame for display on a user device in communication with the computing device; and transmitting the pixels of the frame to the user device for rendering on a display of the user device based upon the randomized order.

2. The method of claim 1 , wherein the randomized order is a precomputed, pseudorandom order.

3. The method of claim 2, comprising receiving an indication of a viewer’s focal point on the display, wherein the precomputed, pseudorandom order is based upon the viewer’s focal point.

4. The method of claim 3, wherein the indication of the viewer’s focal point is provided to the computing device by the user device.

5. The method of claim 2, wherein the precomputed, pseudorandom order is a center- first order.

6. The method of claim 2, wherein the precomputed, pseudorandom order is a periphery-first order.

7. The method of any of claims 1 -6, wherein the pixels of the frame are transmitted to the user device via a communication network.

8. The method of any of claims 1 -7, wherein the user device is a computer.

9. A method for low latency display scanning, comprising: receiving, by a user device, a randomized order of pixels of a frame for display on the user device, the randomized order of pixels generated by a remotely located computing device; and rendering the frame on a display of the user device based upon the randomized order.

10. The method of claim 9, wherein the randomized order is a precomputed, pseudorandom order.11 . The method of claim 10, wherein the precomputed, pseudorandom order is a gaze- first order based upon a viewer’s focal point.

12. The method of claim 10, wherein the precomputed, pseudorandom order is a center- first order.

13. The method of claim 10, wherein the precomputed, pseudorandom order is a periphery-first order.

14. The method of any of claims 9-13, wherein the pixels of the frame are transmitted from the remotely located computing device to the user device via a communication network.

15. The method of any of claims 9-14, wherein the user device is a computer.

16. The method of any of claims 9-15, wherein the remotely located computing device is a cloud computing device.

Citation Information

Patent Citations

  • Near to eye display and appliance

    US20150277123A1

  • Method and apparatus for temporal reference coding with light coding systems for display systems

    US20160286220A1

  • Minimal-latency tracking and display for matching real and virtual worlds in head-worn displays

    US20170345398A1

  • Method and Apparatus for On-Chip Per-Pixel Pseudo-Random Time Coded Exposure

    US20200314377A1

  • Method and system for reducing line separation artifacts in interlaced image projection

    US20210302719A1