Eye-Tracked Display Rendering for Focused AR and VR Projection
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Solution Overview
Problem
Existing virtual and augmented reality systems lack effective methods for accurately tracking user eye movements and depth of focus, leading to poor rendering of display objects and limited interaction capabilities.
Innovation Solution
A user display device with cameras to track eye movements, estimate depth of focus, and project light beams with a diameter less than 0.7 mm, combined with sensors for head pose estimation and haptic feedback, allowing for precise rendering and interaction in various reality modes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If conventional rendering methods are used in virtual and augmented reality systems, then device complexity is reduced, but rendering precision and user interaction quality deteriorate
Solution Approach 1:
The system segments the rendering process into multiple stages: eye movement tracking, depth of focus estimation, and selective light beam modification. Each stage handles a specific aspect of the rendering task, improving overall precision while keeping individual components manageable in complexity
Solution Approach 2:
The rendering system dynamically adjusts light beam parameters (diameter, focus, intensity) based on real-time eye movement tracking and depth of focus estimation. This dynamic adaptation enables high rendering precision that responds to user gaze and focus changes without requiring complete system redesign
2Measurement precision
If eye movement tracking and depth of focus estimation are implemented, then rendering accuracy improves, but measurement and detection difficulty increases
Solution Approach 1:
The system introduces an intermediary processing layer that captures raw eye movement data and depth of focus information, then transforms this data into actionable rendering parameters. This intermediary layer simplifies the measurement process by handling the complexity of eye tracking algorithms and focus estimation separately from the main rendering pipeline
Solution Approach 2:
The patent replaces complex mechanical eye tracking systems with optical-based detection methods using cameras and light analysis. This substitution reduces mechanical complexity while improving measurement precision through non-contact optical sensing of eye movements and focus depth
3Manufacturing precision
If light beam diameter is reduced to less than 0.7 mm for precise rendering, then display object focus quality improves, but energy concentration increases
Solution Approach 1:
The system applies local quality enhancement by concentrating light beam energy only in the specific region where the user is focusing their attention. By tracking eye movements and determining depth of focus, the system modifies light beam properties (diameter < 0.7 mm, intensity) locally at the foveal region while leaving peripheral regions with standard rendering, thus improving focus quality without uniformly increasing energy consumption across the entire display
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
Enables high-definition, interactive virtual and augmented reality experiences by accurately projecting focused display objects and allowing users to interact with virtual worlds in real-time, with options for blended reality modes.
Implementation Method 1
The lens may comprise at least one transparent mirror positioned in front of the user's eyes to bounce the projected light into the user's eyes
Data Source
AI summary
One embodiment is directed to a system for enabling two or more users to interact within a virtual world comprising virtual world data, comprising a computer network comprising one or more computing devices, the one or more computing devices comprising memory, processing circuitry, and software stored at least in part in the memory and executable by the processing circuitry to process at least a portion of the virtual world data; wherein at least a first portion of the virtual world data originates from a first user virtual world local to a first user, and wherein the computer network is operable to transmit the first portion to a user device for presentation to a second user, such that the second user may experience the first portion from the location of the second user, such that aspects of the first user virtual world are effectively passed to the second user.


