Attention-Based Virtual Shadows for 3D Spatial Relationships

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Solution Overview

Problem

Existing methods for interacting with three-dimensional environments in augmented and virtual reality are cumbersome, inefficient, and complex, leading to a significant cognitive burden on users and inefficient energy usage, particularly in battery-operated devices.

Innovation Solution

Implementing methods and interfaces that utilize virtual shadows and light effects to convey spatial relationships and interaction status, including attention-based and movement-based shadow changes, and light spill effects with varying fidelity, to enhance user understanding and reduce input requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If complex visual effects are displayed in three-dimensional environments, then user understanding of spatial relationships is improved, but computational burden and energy consumption increase

Engineering Contradiction:
Improvespatial relationship informationVSAvoidenergy consumption
Core Design Contradiction:
Loss of informationVSUse of energy by moving object

Solution Approach 1:

The patent applies local quality by rendering shadows and light effects selectively based on user attention. When the user is looking at an object, detailed shadows and light effects are rendered to provide rich spatial information. When the user is not looking at an object, these visual effects are reduced or eliminated, conserving computational resources and energy while maintaining spatial understanding where needed.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamics by making the visual effect fidelity adjustable and adaptive. The system dynamically adjusts the level of shadow and light effect rendering based on real-time user attention detection and environmental conditions. This allows the system to optimize between providing comprehensive spatial information and conserving energy by varying the computational intensity of visual effects generation.

Inventive Principle:
Principle #15Dynamics

2Reliability

If high-fidelity light spill effects are displayed, then immersion is enhanced, but computational burden increases

Engineering Contradiction:
Improveimmersion qualityVSAvoidcomputational burden
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by rendering high-fidelity light spill effects selectively in regions where users are paying attention. Instead of computing complex light spill effects for all objects in the environment, the system focuses computational resources on objects within the user's field of view or near the center of attention, providing immersion where it matters most while reducing overall computational burden.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements partial action by providing high-fidelity light spill effects only when necessary for user understanding and immersion, rather than always rendering maximum quality effects. The system adjusts the level of light spill effect fidelity based on user attention and contextual needs, applying full computational effort only when it provides meaningful value to the user experience.

Inventive Principle:
Principle #16Partial or excessive action

3Loss of information

If detailed shadows are rendered for all objects, then spatial relationships are clearly conveyed, but processing time and energy increase

Engineering Contradiction:
Improvespatial relationship clarityVSAvoidprocessing time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The patent applies local quality by rendering detailed shadows selectively for objects that are relevant to the user's current focus. Instead of computing shadows for all objects in the environment regardless of their importance, the system identifies objects within the user's attention zone and renders detailed shadows only for those, while using simplified or no shadow rendering for other objects, thereby maintaining spatial clarity where needed while reducing processing time.

Inventive Principle:
Principle #3Local quality

4Measurement precision

If complex interfaces with multiple inputs are used, then interaction precision is improved, but ease of operation decreases

Engineering Contradiction:
Improveinteraction precisionVSAvoiduser interaction simplicity
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent implements feedback by providing real-time visual information through attention-based shadow and light effects that immediately respond to user gaze and interaction state. This visual feedback helps users understand which objects are currently selected or interactable, reducing the need for multiple input steps to confirm selection. The system uses visual cues to guide users through interactions, making the interface more intuitive and reducing operational complexity.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12461640B2Devices, methods, and graphical user interfaces for displaying shadow and light effects in three-dimensional environments
Publication Date: 2025.11.04 APPLE INC
  • US12461640B2 patent drawing
  • US12461640B2 patent drawing
  • US12461640B2 patent drawing

AI summary

A computer system displays, in a three-dimensional environment, a computer-generated object; detects that a user's attention is directed to the object; and in response, displays a virtual shadow for the object with a first appearance, including displaying the shadow with a first value for a first visual property, while maintaining a pose of the object relative to the three-dimensional environment. While continuing to display the object in the three-dimensional environment, the computer system detects that the user's attention has ceased to be directed to the object; and in response, displays the shadow for the object with a second appearance that is different from the first appearance, while maintaining the pose of the object relative to the three-dimensional environment. Displaying the shadow for the object with the second appearance includes displaying the shadow with a second value for the first visual property. The second value is different from the first value.