Dynamic Over-Rendering Area Adjustment for AR Latency
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Solution Overview
Problem
Augmented reality (AR) devices face significant motion-to-photon latency, which diminishes the user experience by causing virtual content to appear jittery or lagging due to the time it takes to process environmental data, render, and project virtual content, leading to increased power consumption and computational costs.
Innovation Solution
A method for dynamically adjusting the size of the over-rendered area in AR devices based on angular velocity, recent pose, previous warp poses, and previous over-rendered areas, using a combination of heuristic and machine learning algorithms to minimize shaded pixels and reduce the need for excessive rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the over-rendered area is increased to compensate for head movement during rendering, then the virtual content remains visible and stable, but the power consumption and computational costs increase
Solution Approach 1:
The patent implements dynamic adjustment of the over-rendered area size based on real-time angular velocity measurements. The system continuously monitors head movement speed and adapts the rendering area accordingly, transitioning from static to dynamic control to optimize the balance between content visibility and power consumption.
Solution Approach 2:
The system changes the parameter of over-rendered area size based on angular velocity thresholds. When angular velocity exceeds a threshold indicating rapid head movement, the system increases the over-rendered area to prevent content loss, otherwise it reduces the area to minimize power consumption and computational load.
2Reliability
If the over-rendered area is increased to compensate for head movement during rendering, then the virtual content remains visible and stable, but the computational costs increase
Solution Approach 1:
The system dynamically adjusts the rendering area based on real-time angular velocity measurements, transitioning from static to dynamic control to optimize the balance between content visibility and computational efficiency.
Solution Approach 2:
The system changes the parameter of over-rendered area size based on angular velocity thresholds, increasing the area only when necessary to prevent content loss during rapid head movement, otherwise reducing it to minimize computational load.
3Reliability
If the over-rendered area is increased to compensate for head movement during rendering, then the virtual content remains visible and stable, but the thermal impact increases
Solution Approach 1:
The system dynamically adjusts the rendering area based on real-time angular velocity measurements, optimizing the balance between content visibility and thermal management through adaptive control.
Solution Approach 2:
The system changes the parameter of over-rendered area size based on angular velocity thresholds, increasing the area only when necessary to prevent content loss, otherwise reducing it to minimize thermal impact from excessive rendering.
4Reliability
If late-warping is used to correct for head movement after rendering, then the virtual content remains stable, but motion-to-photon latency increases
Solution Approach 1:
The system performs preliminary rendering in an over-rendered area that anticipates potential head movement, preparing the content in advance so that late-warping can quickly adjust without requiring extensive re-rendering, thus reducing motion-to-photon latency.
Solution Approach 2:
The system dynamically adjusts the over-rendered area size based on angular velocity, optimizing the balance between content stability and latency by adapting the rendering area to current head movement conditions.
Data Source
AI summary
A method for adjusting an over-rendered area of a display in an AR device is described. The method includes identifying an angular velocity of a display device, a most recent pose of the display device, previous warp poses, and previous over-rendered areas, and adjusting a size of a dynamic over-rendered area based on a combination of the angular velocity, the most recent pose, the previous warp poses, and the previous over-rendered areas.


