AR Wearable Depth Buffering for Real-Virtual Image Occlusion
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing augmented reality devices struggle to seamlessly integrate real-world and virtual environments, leading to suboptimal user experiences due to inefficiencies in rendering and superimposing external images onto virtual objects.
Innovation Solution
A wearable device with a camera and display system that adjusts the order of command buffers using depth information to render external images and virtual objects, allowing for precise superimposition and interaction between real and virtual spaces.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If external images are superimposed onto virtual objects in augmented reality, then user experience and immersion are improved, but rendering precision and spatial integration are insufficient
Solution Approach 1:
The patent transitions from 2D image rendering to 3D spatial rendering by introducing depth information and Z-buffer technology. The external camera captures three-dimensional spatial data, and the rendering system processes this depth information to accurately position virtual objects in 3D space relative to real-world objects, resolving the precision issue in augmented reality integration.
Solution Approach 2:
The patent introduces a Z-buffer as an intermediary data structure between the rendering pipeline and display output. This Z-buffer stores depth information for each pixel, acting as a mediator that enables accurate depth comparison and occlusion handling when superimposing external images onto virtual objects, thereby improving rendering precision.
2Productivity
If multiple command buffers are used for rendering external images and virtual objects, then rendering capability is improved, but processing complexity increases
Solution Approach 1:
The patent divides the rendering process into separate command buffers, with each buffer handling specific rendering tasks (external image rendering, virtual object rendering, depth buffer management). This segmentation allows parallel processing of different rendering operations, improving overall rendering capability while organizing complexity into manageable, independent units.
Solution Approach 2:
The patent performs preliminary depth information extraction and Z-buffer preparation before the actual rendering of external images and virtual objects. By pre-processing depth data and setting up the Z-buffer in advance, the system reduces the complexity of the main rendering process and enables more efficient parallel execution of multiple command buffers.
Data Source
AI summary
One or more of at least one processor of a wearable device is configured to obtain an external image indicating at least a part of real environment around the wearable device using a camera, while displaying a three-dimensional image through a display. One or more of the at least one processor is configured to store the external image in a first command buffer distinct from a display buffer corresponding to the display in a memory. One or more of the at least one processor is configured to adjust an order among the first command buffer, the second command buffer and the third command buffer, using depth information corresponding to the first command buffer, a second command buffer corresponding to the three-dimensional image, and a third command buffer corresponding to a virtual object. This disclosure may be related to a metaverse service to enhance interconnectivity between a real object and a virtual object. For example, the metaverse service may be provided through a network based on fifth generation (5G) and/or sixth generation (6G).


