Display Engine Interpolation Optimizations for Latency Reduction

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Solution Overview

Problem

Artificial reality systems face challenges in providing immersive experiences due to high computational demands for rendering high-quality graphics and the issue of latency, which can cause virtual reality sickness and discomfort from geometric distortions and slow response to user movements.

Innovation Solution

A system with a primary rendering component and a display engine in a head-mounted display, where the primary rendering component handles complex graphics rendering and the display engine refines and updates the graphics in real-time to reduce latency and correct distortions, using multiple hardware blocks for efficient image processing and output.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high-quality graphics rendering is performed for artificial reality, then visual quality and immersion are improved, but computational complexity and processing time increase

Engineering Contradiction:
Improvevisual qualityVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The rendering system is divided into two separate components: a primary rendering component that handles computationally intensive tasks (primitive interpretation, shading, texture mapping) and a display engine that handles post-rendering processing (geometric distortion correction, screen-door effect reduction). This segmentation allows each component to be optimized independently, reducing overall computational complexity while maintaining visual quality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The primary rendering component performs preliminary rendering operations to generate base images and object primitives before they reach the display engine. By pre-processing the graphics data and preparing it in advance, the system reduces the computational burden on the display engine during real-time operation, thereby lowering overall computational complexity while maintaining high visual quality.

Inventive Principle:
Principle #10Preliminary action

2Loss of time

If real-time graphics updates are performed to respond to user movements, then latency is reduced, but computational load increases

Engineering Contradiction:
ImprovelatencyVSAvoidcomputational load
Core Design Contradiction:
Loss of timeVSProductivity

Solution Approach 1:

The display engine performs selective post-rendering processing only on specific aspects of the graphics data that require correction (geometric distortions, screen-door effects) rather than re-processing the entire scene. This partial action approach maintains low latency by avoiding complete re-rendering while still applying necessary corrections in real-time.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system extracts only the essential post-rendering processing operations (geometric distortion correction, super-sampling anti-aliasing) from the complete rendering pipeline and handles them separately in the display engine. This extraction allows the system to maintain low latency by focusing computational resources only on the critical corrections needed for immersive experience.

Inventive Principle:
Principle #2Taking out (Extraction)

3Object-affected harmful factors

If geometric distortion corrections are applied to reduce virtual reality sickness, then user comfort is improved, but processing time increases

Engineering Contradiction:
Improvevirtual reality sicknessVSAvoidprocessing time
Core Design Contradiction:
Object-affected harmful factorsVSLoss of time

Solution Approach 1:

Geometric distortion correction parameters and lookup tables are pre-computed and stored in memory during system initialization or calibration phases. During real-time operation, the display engine simply applies these pre-computed corrections to the graphics data without performing complex calculations, thereby reducing processing time while still effectively mitigating virtual reality sickness.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies geometric distortion corrections selectively to specific regions or elements of the display that require correction, rather than uniformly processing the entire image. This partial application approach reduces processing time while still providing sufficient correction to alleviate virtual reality sickness in critical areas.

Inventive Principle:
Principle #16Partial or excessive action

4Manufacturing precision

If screen-door effect reduction techniques are applied, then visual quality is improved, but computational complexity increases

Engineering Contradiction:
Improvevisual qualityVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The display engine uses super-sampling techniques that involve creating multiple copies or samples of the original image data at different sub-pixel locations, then combining these samples to produce the final output. This copying approach effectively reduces the screen-door effect by filling in gaps between pixels without requiring complex real-time calculations, thereby improving visual quality while maintaining manageable computational complexity.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11557049B1Interpolation optimizations for a display engine for post-rendering processing
Publication Date: 2023.01.17 META PLATFORMS TECHNOLOGIES LLC
  • US11557049B1 patent drawing
  • US11557049B1 patent drawing
  • US11557049B1 patent drawing

AI summary

In one embodiment, a method includes, by a computing system, accessing a first and second texture associated with an output position, determining a color-blending operation, determining a first color and a first transparency level based on the first texture, determining a second color and a second transparency level based on the second texture, and identifying a color-blending optimization based on the color-blending operation and a comparison of the colors and transparency levels. The method includes determining an output color and an output transparency level by performing the color-blending operation using the colors and transparency levels. The output color is determined by copying the first or second color or the output transparency level is determined by copying the first or second transparency level without additional calculation. The method includes providing the output color and the output transparency level for display at the output position.