AR Display Refresh Segmentation for World-Locked Content
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Solution Overview
Problem
Conventional heads-up displays in mixed-reality devices waste resources by applying the same processing to both world-locked and head-locked content, which is inefficient, especially in resource-constrained AR glasses.
Innovation Solution
The display separates world-locked and head-locked content processing, allowing independent control of pixel areas for different refresh rates and resource allocation, with world-locked content updated frequently and head-locked content maintained at a fixed position.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the same processing is applied to both world-locked and head-locked content, then content display consistency is maintained, but processing resources and power consumption increase
Solution Approach 1:
The patent divides the display content into two separate processing streams: world-locked content and head-locked content. Each stream is processed independently with different refresh rates and resource allocation. World-locked content updates at a higher refresh rate to maintain consistency with the environment, while head-locked content updates at a lower refresh rate since it remains fixed relative to the user's head, thereby reducing overall power consumption while maintaining display consistency where needed.
Solution Approach 2:
The patent applies different processing qualities to different regions of the display. The display is divided into a first region for world-locked content and a second region for head-locked content. The first region receives higher processing resources and refresh rates to maintain environmental consistency, while the second region receives reduced processing resources since it remains fixed relative to the user's head, optimizing power consumption based on local display requirements.
2Reliability
If world-locked content is updated frequently, then environmental consistency is maintained, but processing resources are consumed
Solution Approach 1:
The patent segments the content update process into two distinct pathways: world-locked content updates at a first refresh rate tied to environmental changes, while head-locked content updates at a second refresh rate tied to user interaction. This segmentation allows the system to maintain environmental consistency for world-locked content without unnecessarily updating head-locked content at the same high frequency, thereby improving processing efficiency.
Solution Approach 2:
The patent implements dynamic refresh rate adjustment where the refresh rate for world-locked content is adjusted based on environmental movement detection, while head-locked content uses a fixed or interaction-based refresh rate. This dynamic approach ensures environmental consistency is maintained only when necessary, improving overall processing efficiency by avoiding unnecessary updates.
3Stability of the object's composition
If head-locked content is maintained at fixed position, then user interface stability is improved, but adaptability to user movement decreases
Solution Approach 1:
The patent segments the display into two functional zones: a first region for world-locked content that adapts to user movement and environmental changes, and a second region for head-locked content that remains fixed relative to the user's head. This segmentation allows the user interface to maintain stability in the head-locked region while the world-locked region provides adaptability to user movement, resolving the contradiction between interface stability and movement adaptability.
Data Source
AI summary
A display is disclosed that can receive a process world-locked content and head-locked content for a mixed reality device differently. The Head-locked content, which are not latency sensitive can be buffered at the display at a slower update rate than the world-locked content and can be displayed at a much lower refresh rate. Treating the content separately can help an augmented reality device save power by only having to perform late stage reprojection on the world-locked content.


