Atlas Management for Augmented Reality Rendering Latency

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Solution Overview

Problem

Existing methods for rendering augmented reality content result in significant latency and power consumption due to the encoding and decoding of full display resolution eye-buffers, especially in split rendering scenarios where a portion of the frame is transparent, leading to inefficient use of resources.

Innovation Solution

Implementing atlas management techniques that compact sparse AR content and reduce decode latency and power consumption by using atlases and eye-buffers optimized for full display resolution, thereby reducing DDR bandwidth on the client side.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If full display resolution eye-buffers are used for rendering augmented reality content, then rendering quality is maintained, but latency and power consumption increase significantly

Engineering Contradiction:
Improverendering qualityVSAvoidlatency
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent segments the eye-buffer into multiple atlases based on content importance and visibility. Instead of processing the entire full-resolution eye-buffer, the system divides it into smaller atlas regions that can be selectively rendered and transmitted, reducing overall processing latency while maintaining quality for critical regions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different quality levels to different regions of the eye-buffer based on their importance. High-priority regions (such as foveal regions or regions containing critical AR content) are rendered at full resolution, while less important regions use lower resolution, thereby reducing overall latency and power consumption while maintaining perceived rendering quality.

Inventive Principle:
Principle #3Local quality

2Loss of information

If full display resolution eye-buffers are encoded and decoded, then complete visual information is preserved, but power consumption increases significantly

Engineering Contradiction:
Improvevisual informationVSAvoidpower consumption
Core Design Contradiction:
Loss of informationVSUse of energy by moving object

Solution Approach 1:

The patent extracts only the essential visual information from the full eye-buffer by identifying and isolating important content regions. These extracted regions are then encoded into compact atlases, eliminating the need to encode and decode unnecessary transparent or low-priority regions, thus reducing power consumption while preserving critical visual information.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies partial action by encoding only the necessary portions of the eye-buffer at full quality rather than the entire buffer. This selective encoding approach reduces the total computational work required for encoding and decoding operations, directly lowering power consumption while maintaining visual information integrity for important regions.

Inventive Principle:
Principle #16Partial or excessive action

3Loss of information

If transparent portions of the frame are included in rendering, then complete scene representation is achieved, but resource utilization becomes inefficient

Engineering Contradiction:
Improvescene representationVSAvoidresource utilization
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The patent extracts and identifies transparent portions of the frame and excludes them from full rendering processing. By removing these unnecessary transparent regions from the rendering pipeline, the system maintains complete scene representation for visible content while significantly improving resource utilization by avoiding wasted computational resources on transparent areas.

Inventive Principle:
Principle #2Taking out (Extraction)

4Speed

If DDR bandwidth is increased for client side operations, then rendering speed improves, but power consumption and heat generation increase

Engineering Contradiction:
Improverendering speedVSAvoidpower consumption
Core Design Contradiction:
SpeedVSUse of energy by moving object

Solution Approach 1:

The patent segments the rendering workload into multiple smaller atlas operations instead of processing a single large eye-buffer. This segmentation allows for more efficient memory access patterns and reduces the total DDR bandwidth required, thereby maintaining rendering speed while lowering power consumption and heat generation associated with high-speed memory operations.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentEP4150585B1Methods and apparatus for atlas management of augmented reality content
Publication Date: 2025.10.08 QUALCOMM INC
  • EP4150585B1 patent drawingFigure 1
  • EP4150585B1 patent drawingFigure 2
  • EP4150585B1 patent drawingFigure 3

AI summary

The present disclosure relates to methods and apparatus for graphics processing. The apparatus can determine an eye-buffer including one or more bounding boxes associated with rendered content in a frame. The apparatus can also generate an atlas based on the eye-buffer, the atlas including one or more patches associated with the one or more bounding boxes. Additionally, the apparatus can communicate the atlas including the one or more patches. The apparatus can also calculate an amount of user motion associated with the rendered content in the frame. Further, the apparatus can determine a size of each of the one or more bounding boxes based on the calculated amount of user motion. The apparatus can also determine a size and location of each of the one or more patches in the atlas