3D UI Shadow Positioning for AR Visibility and Performance

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Solution Overview

Problem

Current augmented and virtual reality systems face challenges in maintaining visual clarity and performance due to realistic lighting effects that can cause discomfort and hardware limitations, such as large reflection effects and distortion artifacts.

Innovation Solution

Implementing nonintuitive lighting behaviors and visual effects in virtual and augmented reality environments, such as conditionally displaying reflections and shadows, to balance performance and immersion while avoiding real-world physics simulations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If highly accurate simulations of real-world lighting effects are implemented, then visual fidelity and immersion are improved, but visibility of displayed content deteriorates due to large reflection effects reducing visibility

Engineering Contradiction:
Improvevisual fidelityVSAvoidvisibility reduction
Core Design Contradiction:
Illumination intensityVSObject-affected harmful factors

Solution Approach 1:

The patent applies local quality by selectively removing reflections from specific regions (UI regions) while maintaining them in other regions. This allows the system to preserve visual fidelity in non-UI areas while eliminating visibility-reducing reflections in UI areas, thus resolving the contradiction between immersion and visibility.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The display area is segmented into different regions (UI regions and non-UI regions) with different reflection behaviors. UI regions have reflections removed or reduced, while non-UI regions maintain realistic lighting effects, allowing simultaneous achievement of visibility and visual fidelity in different parts of the display.

Inventive Principle:
Principle #1Segmentation

2Illumination intensity

If highly accurate simulations of real-world lighting effects are implemented, then visual fidelity is improved, but performance issues and hardware limitations are exacerbated

Engineering Contradiction:
Improvevisual fidelityVSAvoidsystem performance
Core Design Contradiction:
Illumination intensityVSProductivity

Solution Approach 1:

The patent implements partial action by applying realistic lighting effects only where necessary (non-UI regions) and removing them where they cause performance issues (UI regions). This selective approach maintains visual fidelity where it enhances immersion while reducing computational load and hardware strain where reflections would be problematic.

Inventive Principle:
Principle #16Partial or excessive action

3Object-affected harmful factors

If reflections are removed from certain regions to prevent display along edges, then visibility is improved, but some real-world lighting behaviors are lost

Engineering Contradiction:
ImprovevisibilityVSAvoidlighting behavior realism
Core Design Contradiction:
Object-affected harmful factorsVSAdaptability or versatility

Solution Approach 1:

The system applies different lighting behaviors to different regions: UI regions have reflections removed for visibility, while non-UI regions maintain realistic lighting behaviors for immersion. This local differentiation resolves the contradiction by allowing both visibility improvement and lighting realism to coexist in different parts of the display.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20240404189A1Devices, Methods, and Graphical User Interfaces for Viewing and Interacting with Three-Dimensional Environments
Publication Date: 2024.12.05 APPLE INC
  • US20240404189A1 patent drawing
  • US20240404189A1 patent drawing
  • US20240404189A1 patent drawing

AI summary

While a view of a three-dimensional environment is visible, a computer system displays a user interface object with a first orientation in the three-dimensional environment and displays a simulated shadow, corresponding to the user interface object, at a first shadow position in the three-dimensional environment. The simulated shadow at the first shadow position has a first spatial relationship to the user interface object. In response to detecting a user input directed to the user interface object, the computer system changes an orientation of the user interface object from the first orientation to a different, second orientation, including: displaying the user interface object with the second orientation; and displaying the simulated shadow at a second shadow position in the three-dimensional environment, different from the first shadow position, at which the simulated shadow has a second spatial relationship to the user interface object that is different from the first spatial relationship.