Dynamic Glare Reduction via Triangulated Pixel Buffering

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Solution Overview

Problem

Screen glare reduces usability by limiting a user's ability to clearly see a user interface due to non-uniform distribution of reflected light, and existing solutions fail to effectively compensate for localized glare areas or impede visibility when glare is not present.

Innovation Solution

A computer-implemented method using cameras to triangulate the locations of light sources and users, modifying pixel values in a screen buffer to reduce glare dynamically and adaptively, rather than altering the physical display.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Object-affected harmful factors

If existing glare reduction solutions are applied to the display, then glare is reduced, but visibility is impeded when glare is not present

Engineering Contradiction:
Improveglare reductionVSAvoidvisibility
Core Design Contradiction:
Object-affected harmful factorsVSReliability

Solution Approach 1:

The patent applies local quality by modifying pixel values only in the identified glare area rather than the entire display. The system determines a specific glare area based on light source location and user position, then selectively adjusts brightness or contrast only within that localized region, preserving visibility and quality in non-glare areas.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamics by continuously tracking the user's position and the light source location to dynamically identify and update the glare area. As the user moves or the environment changes, the system recalculates the glare region and adjusts pixel values in real-time, ensuring glare reduction is applied only when and where needed.

Inventive Principle:
Principle #15Dynamics

2Object-affected harmful factors

If uniform glare reduction is applied across the entire display, then glare is reduced, but the complexity of the system increases

Engineering Contradiction:
Improveglare reductionVSAvoidsystem complexity
Core Design Contradiction:
Object-affected harmful factorsVSDevice complexity

Solution Approach 1:

The patent reduces system complexity by focusing computational resources on localizing the glare area rather than processing the entire display. By calculating the glare region based on geometric relationships between light sources, user position, and display geometry, the system avoids complex global optimization algorithms.

Inventive Principle:
Principle #3Local quality

3Object-affected harmful factors

If the physical display is altered to reduce glare, then glare reduction is achieved, but adaptability to different users and conditions is reduced

Engineering Contradiction:
Improveglare reductionVSAvoidadaptability
Core Design Contradiction:
Object-affected harmful factorsVSAdaptability or versatility

Solution Approach 1:

The patent achieves adaptability through dynamic identification of user position and light source location. The system calculates the glare area specifically for each user based on their viewing angle and position, allowing different users to experience optimized glare reduction tailored to their individual conditions without modifying the physical display hardware.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent uses a virtual copy of the display in the form of a screen buffer to apply glare reduction. Instead of modifying the physical display, the system creates a modified version of the display content with adjusted pixel values in the glare area, allowing flexible adaptation to different users and conditions while preserving the original display hardware.

Inventive Principle:
Principle #26Copying

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Improves usability by dynamically modifying pixel characteristics to reduce glare at specific locations and times, providing flexibility and adaptability, while maintaining visibility without uniformly affecting the entire display.

Implementation Method 1

triangulating a first location of a first light source based on the data from the first camera and the second camera

Methodology Applied
Scientific EffectLight: Light

Implementation Method 2

Screen glare reduces usability by limiting a user's ability to clearly see a user interface as a result of a non-uniform distribution of reflected light across the user interface

Methodology Applied
Scientific EffectReflection: Reflection

Data Source

PatentUS10909951B2Localized glare reduction on user interfaces
Publication Date: 2021.02.02 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US10909951B2 patent drawing
  • US10909951B2 patent drawing
  • US10909951B2 patent drawing

AI summary

Techniques for localized reduction of screen glare, the techniques including receiving data from a first camera and a second camera on a perimeter of a display, triangulating a first location of a first light source and a second location of a first user based on the data from the first camera and the second camera. The techniques can further include determining, based on the first location and the second location, that the first user experiences glare from the first light source when viewing the display, and generating a modified screen buffer by modifying pixel values in a glare area of the display. The techniques can further include providing the modified screen buffer to the display.