Dynamic Hand Occlusion Rendering in Mixed Reality
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Solution Overview
Problem
Mixed reality systems face challenges in rendering virtual objects, particularly hand occlusions, due to computational burdens, leading to lag and user disorientation when objects are moved quickly, as the system struggles to maintain realistic shading, specular effects, and depth of focus while updating perspectives.
Innovation Solution
A system dynamically modifies the visual characteristics of occlusions, such as transparency and edge definition, based on movement attributes like velocity and acceleration, by increasing transparency and blurring edges when movement thresholds are met, thereby reducing the perception of lag and rendering requirements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the system maintains high rendering quality with realistic shading, specular effects, and depth of focus, then visual realism is improved, but computational load increases causing lag when objects move quickly
Solution Approach 1:
The patent applies dynamics by making the rendering quality adaptive rather than static. The system dynamically adjusts rendering parameters such as transparency, edge definition, and detail level based on the motion state of virtual objects. When objects are stationary or move slowly, high-quality rendering with full shading and specular effects is maintained. When objects move quickly, the system automatically reduces rendering complexity to prevent lag, thus resolving the contradiction between rendering quality and rendering speed.
Solution Approach 2:
The patent implements parameter changes by modifying rendering parameters based on motion detection. Key parameters such as transparency alpha values, edge blur radius, and shadow detail levels are adjusted according to the velocity and acceleration of virtual objects. This allows the system to maintain visual realism when needed while reducing computational burden during fast movements, effectively balancing rendering quality and performance.
2Measurement precision
If the system updates perspective and rendering for every head movement, then view accuracy is improved, but processing time increases causing user disorientation
Solution Approach 1:
The patent applies partial action by selectively updating rendering based on motion thresholds rather than continuously updating for every head movement. The system monitors head movement velocity and only triggers full perspective recalculation and rendering updates when movement exceeds certain thresholds. For small, slow movements, the system uses interpolated or cached rendering data, reducing processing time while maintaining sufficient view accuracy for user experience.
3Manufacturing precision
If the system uses detailed edge definition and high transparency control for occlusions, then visual realism is improved, but computational requirements increase
Solution Approach 1:
The patent implements local quality by applying different rendering strategies to different regions of the virtual scene based on their motion characteristics. Occlusion objects that are stationary or move slowly maintain high edge definition and transparency control for visual realism. Occlusion objects that move quickly or are in the periphery use simplified rendering with reduced edge detail and adaptive transparency. This localized approach maintains occlusion realism where needed while reducing overall processing complexity.
Data Source
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AI summary
A computing system, such as a head mounted display, is configured for dynamically modifying an occlusion, such as a hand occlusion, that is presented and moved within a mixed reality environment. The occlusion is associated with a movement attribute, such as a velocity or acceleration, corresponding with movement of the occlusion within the mixed reality environment. Upon detecting a movement of the occlusion, it is determined whether the movement attribute meets or exceeds a predetermined threshold. When the threshold is at least met, the visual appearance of the occlusion is modified by at least one of modifying a transparency attribute of the occlusion to cause increased transparency of the occlusion or by modifying an edge display attribute of the occlusion to cause feathering of one or more occlusion edges.