3D AR Rendering Smoothing for 2D Secondary Displays

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Remote viewing of 3D alternative reality applications on a 2D screen results in a jittery experience for viewers due to direct translation of the user's head movements, leading to unpleasant side effects like nausea and dizziness.

Innovation Solution

A system and method for intelligent smoothing of 3D alternative reality applications, where a computing device receives position data from an alternative reality viewing device, generates and updates a 2D rendering based on threshold differences, applying interpolation routines to ensure smooth transitions and reduce jitter.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If the alternative reality user's head movements are directly translated to the 2D rendering, then the viewing experience is updated in real-time, but the rendering becomes jittery and causes unpleasant side effects

Engineering Contradiction:
Improvereal-time update speedVSAvoidjitter and viewer discomfort
Core Design Contradiction:
SpeedVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary smoothing of head movement data before rendering the 2D view. By pre-processing the position data to reduce high-frequency movements, the system prepares stabilized data for rendering, thereby reducing jitter while maintaining real-time performance.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces an intermediary smoothing process between the head tracking system and the 2D rendering pipeline. This intermediary layer filters and stabilizes the position data, acting as a mediator that transforms raw head movements into smooth rendering updates without losing real-time responsiveness.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If the 2D rendering is updated continuously with every head movement, then the viewing experience remains synchronized with the user, but computational resources are wasted on unnecessary updates

Engineering Contradiction:
Improvesynchronization accuracyVSAvoidcomputational resource consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system applies partial updates to the 2D rendering by comparing the smoothed head position with the previous rendering position. Only when the difference exceeds a threshold does the system perform a rendering update, thereby avoiding excessive computational work while maintaining sufficient synchronization accuracy.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent changes the update parameter from continuous to threshold-based discrete updates. By monitoring the difference in head position and only triggering rendering updates when changes exceed a specified threshold, the system optimizes computational resource usage while preserving viewing synchronization.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11138804B2Intelligent smoothing of 3D alternative reality applications for secondary 2D viewing
Publication Date: 2021.10.05 FMR CORP
  • US11138804B2 patent drawing
  • US11138804B2 patent drawing
  • US11138804B2 patent drawing

AI summary

Methods and apparatuses are described for intelligent smoothing of 3D alternative reality applications for secondary 2D viewing. A computing device receives a first data set corresponding to a first position of an alternative reality viewing device. The computing device generates a 3D virtual environment for display on the alternative reality viewing device using the first data set, and a 2D rendering of the virtual environment for display on a display device using the first data set. The computing device receives a second data set corresponding to a second position of the alternative reality viewing device after movement of the alternative reality viewing device. The computing device determines whether a difference between the first data set and the second data set is above a threshold. The computing device updates the 2D rendering of the virtual environment on the display device using the second data set, when the difference is above the threshold value.