Eye-Tracked Multi-Depth Plane Display Control for Reduced Flicker

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Solution Overview

Problem

Existing augmented reality (AR) technologies struggle to present virtual content seamlessly at different depth planes without causing visual artifacts such as flicker and accommodation lag, which can lead to discomfort and reduced user experience, especially in fast-paced environments.

Innovation Solution

A display system that adjusts virtual object presentation by monitoring eye movements and adjusting wavefront divergence and binocular disparity to align virtual objects with the same depth plane as real objects or other virtual objects, reducing the need for accommodation changes and minimizing visual artifacts.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If virtual objects are displayed on multiple depth planes to create realistic 3D effect, then depth perception and visual realism are improved, but switching between depth planes causes flicker and accommodation lag

Engineering Contradiction:
Improvedepth perception accuracyVSAvoidvisual artifacts (flicker and accommodation lag)
Core Design Contradiction:
Manufacturing precisionVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary action by predicting future fixation points and pre-adjusting virtual object depth planes before the user actually shifts gaze. This anticipatory adjustment prevents the occurrence of flicker and accommodation lag by ensuring depth plane transitions are already complete when the user looks at the predicted location.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements dynamics by continuously adapting virtual object depth planes in real-time based on dynamic eye tracking data. The depth plane assignment is not static but dynamically adjusted according to current and predicted fixation points, allowing seamless transitions that match natural eye movement patterns.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If the system adjusts depth planes rapidly to follow eye movements, then visual comfort is improved, but processing complexity and computational load increase

Engineering Contradiction:
Improvevisual comfortVSAvoidprocessing complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system uses machine learning models to predict future fixation points in advance, reducing the need for complex real-time processing of every eye movement. By anticipating where the user will look next, the system can pre-compute depth plane adjustments, simplifying the real-time processing burden while maintaining visual comfort.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system skips intermediate processing steps by using direct predictive models that jump from current state to predicted future state. Instead of processing every intermediate eye movement, the system rushes through the computation by predicting the ultimate fixation point and adjusting depth planes directly to that target state.

Inventive Principle:
Principle #21Skipping (Rushing through)

3Device complexity

If virtual objects are kept on fixed depth planes for simplicity, then device complexity is reduced, but visual artifacts and user discomfort increase

Engineering Contradiction:
Improvesystem simplicityVSAvoidflicker and accommodation lag
Core Design Contradiction:
Device complexityVSObject-affected harmful factors

Solution Approach 1:

The system transitions from static fixed depth planes to dynamic adaptive depth planes. Virtual objects are assigned to depth planes that dynamically change based on the user's current and predicted fixation points, eliminating flicker and accommodation lag while maintaining reasonable system complexity through efficient algorithms.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements feedback by continuously monitoring eye tracking data and using it to adjust virtual object depth plane assignments. This closed-loop feedback mechanism ensures that depth planes are optimally positioned to match user attention, preventing visual artifacts while keeping the system adaptable rather than overly complex.

Inventive Principle:
Principle #23Feedback

Data Source

PatentEP3414899B1Multi-depth plane display system with reduced switching between depth planes
Publication Date: 2025.08.13 MAGIC LEAP INC
  • EP3414899B1 patent drawingFigure 1
  • EP3414899B1 patent drawingFigure 2
  • EP3414899B1 patent drawingFigure 3~4

AI summary

Methods and systems for reductions in switching between depth planes of a multi- depth plane display system are disclosed. The display system may be an augmented reality display system configured to provide virtual content on a plurality of depth planes using different wavefront divergence. The system may monitor the fixation points based upon the gaze of each of the user's eyes, with each fixation point being a three-dimensional location in the user's field of view. Location information of virtual objects to be presented to the user are obtained, with each virtual object being associated with a depth plane. In some embodiments, the depth plane on which the virtual object is to be presented is modified based upon the fixation point of the user's eyes. For example, where the user is switching their fixation between virtual objects on two different depth planes, the display system may be configured to modify the presentation of one of the objects such that both objects are placed on the same depth plane.