Eye-Tracked Wearable Rendering for Lower AR/VR Power Consumption
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Solution Overview
Problem
Wearable devices such as AR and VR devices experience high power consumption due to extensive image rendering calculations required for superposition and anchoring of virtual information, which depletes processor resources.
Innovation Solution
A method involving scanning a user's eyeball to determine the point of attention and adjusting the image rendering ratio and frequency of the display screen based on this position, including reducing these parameters when the point of attention is outside the display region or region of interest, or if the focal length is not within a preset range.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If image rendering calculations are performed for superposition and anchoring of virtual information, then virtual information can be applied to the real world with enhanced sensory experience, but processor resources are consumed and power consumption increases
Solution Approach 1:
The patent applies different image rendering qualities to different regions of the display based on the user's eye-tracking data. The foveal region (where the user is looking) receives high-quality rendering, while peripheral regions receive lower-quality rendering. This resolves the contradiction by providing enhanced sensory experience only where needed, reducing overall power consumption while maintaining visual effectiveness.
2Measurement precision
If high image rendering ratio and frequency are maintained across the entire display screen, then visual quality is improved, but processor resources are depleted and power consumption increases
Solution Approach 1:
The patent divides the display screen into multiple regions based on the user's point of attention detected through eye tracking. The display region is segmented into a foveal region (high priority) and peripheral regions (low priority). Image rendering is performed at high ratio and frequency only in the foveal region, while peripheral regions use reduced rendering parameters. This segmentation resolves the contradiction by maintaining high visual quality where the user is looking while improving processor resource efficiency through selective rendering.
3Area of stationary object
If image rendering calculations are performed for all display regions, then complete visual coverage is achieved, but power consumption increases due to extensive processor operations
Solution Approach 1:
The patent implements partial action by performing full image rendering only in the region where the user's eyes are focused, while using reduced or no rendering in peripheral regions. The system dynamically adjusts the rendering scope based on eye-tracking data, performing calculations only for the necessary portion of the display area. This resolves the contradiction by achieving adequate visual coverage in the critical viewing region while significantly reducing power consumption through selective rendering.
Data Source
AI summary
The present disclosure discloses a method of controlling a wearable device, a wearable device and a computer-readable storage medium, the method of controlling a wearable device includes: scanning an eyeball of a user to determine a position of a point of attention the eyeball looks at; and adjusting at least one of an image rendering ratio of a display screen of the wearable device and an image rendering frequency of the display screen according to the position of the point of attention. The method of controlling a wearable device can reduce the power consumption of the wearable device.

