AR/VR Focus Rendering Using Eye Convergence and Social Feedback

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Solution Overview

Problem

Existing 3D environments in computer-generated applications, such as video games and virtual reality, lack dynamic and engaging interactions between non-player characters and players, limiting user experience and enjoyment.

Innovation Solution

Implement a computer-implemented method to control characteristic parameters of 3D objects or characters based on events in asynchronous games, feedback from multiple users, or current states, using a processor to adjust dimensions, animations, and textures in real-time, and incorporate eye convergence detection for immersive rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If 3D environments use static non-player characters with fixed behaviors, then the system complexity is low and easy to implement, but user engagement and interaction quality deteriorate

Engineering Contradiction:
Improveuser engagementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic non-player characters that adapt their behavior based on player actions and game events. Characters transition between different states (idle, alert, aggressive, fleeing) based on real-time conditions, making the environment responsive and engaging without requiring overly complex predetermined scripts

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system incorporates feedback loops where non-player characters respond to player actions and game events. Characters detect player presence, assess threats, and adjust their behavior accordingly, creating a responsive ecosystem that adapts to user interactions while maintaining manageable system complexity through rule-based decision making

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If 3D environments implement real-time parameter adjustments based on user feedback, then user experience becomes more immersive and responsive, but processing requirements and computational load increase

Engineering Contradiction:
Improveresponsiveness to user interactionVSAvoidprocessing requirements
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent applies partial real-time adjustments by focusing computational resources on parameters most critical to user experience, such as character behavior states and environmental responses. Not all parameters are adjusted continuously - only those that directly impact player engagement receive real-time updates, reducing overall processing requirements

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system dynamically changes key parameters like character behavior modes, environmental lighting, and sound cues based on user feedback and game state. By selectively adjusting only the most impactful parameters rather than all possible parameters, the system achieves immersive responsiveness while controlling computational load

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If 3D environments integrate social feedback from multiple users, then the virtual environment becomes more dynamic and engaging, but network communication requirements and data processing increase

Engineering Contradiction:
Improvesocial integrationVSAvoiddata transmission volume
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent extracts only the essential social feedback data needed for environmental adaptation, such as aggregated user presence information and collective behavior patterns. Rather than transmitting complete user interaction datasets, the system extracts and processes only the critical elements required to adjust the virtual environment, reducing network data transmission requirements

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system uses universal social feedback mechanisms where aggregated user data serves multiple functions - adjusting character behaviors, modifying environmental conditions, and influencing game events. This multi-functional approach allows the system to achieve rich social integration without proportionally increasing data transmission, as the same feedback stream drives multiple environmental adaptations

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20260054169A1Social and procedural effects for computer-generated environments
Publication Date: 2026.02.26 WARNER BROS ENTERTAINMENT INC
  • US20260054169A1 patent drawing
  • US20260054169A1 patent drawing
  • US20260054169A1 patent drawing

AI summary

A sensor coupled to an AR/VR headset detects an eye convergence distance. A processor adjusts a focus distance for a virtual camera that determines rendering of a three-dimensional (3D) object for a display device of the headset, based on at least one of the eye convergence distance or a directed focus of attention for the at least one of the VR content or the AR content.