Eye Tracking Display Regions for Rendering Optimization
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Solution Overview
Problem
High-resolution image rendering and transmission consume excessive computing power and bandwidth, particularly in applications like video games and virtual reality, due to the need for uniform high resolution across the entire screen, despite the eye being less sensitive to resolution outside the fovea region.
Innovation Solution
A display system that divides the screen into regions based on eye tracking information, applying higher quality parameters to the fovea region and lower quality parameters to the parafovea and outside regions, reducing computational load and bandwidth requirements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If uniform high resolution parameters are applied to the entire screen, then image quality is improved, but computing power consumption increases
Solution Approach 1:
The patent applies different rendering parameters to different regions of the screen based on eye sensitivity. The fovea region (central vision) receives high-resolution rendering while peripheral regions receive lower-resolution rendering. This local differentiation maintains perceived image quality in the most sensitive area while reducing overall computing power consumption.
Solution Approach 2:
The screen is divided into multiple regions (fovea region and peripheral regions) with different rendering parameter sets. This segmentation allows the system to apply computationally intensive high-quality rendering only where necessary (fovea) while using simpler rendering in less sensitive areas, resolving the contradiction between quality and power consumption.
2Manufacturing precision
If uniform high resolution parameters are applied to the entire screen, then image quality is improved, but bandwidth usage increases
Solution Approach 1:
Different rendering parameter sets are applied locally to different screen regions. The fovea region uses high-resolution parameters while peripheral regions use lower-resolution parameters, reducing the total amount of data that needs to be transmitted while maintaining perceived quality in the most sensitive viewing area.
Solution Approach 2:
The image is segmented into multiple regions with different resolution requirements. By transmitting lower-resolution data for peripheral regions and higher-resolution data only for the fovea region, the total bandwidth requirement is reduced while maintaining overall perceived image quality.
3Manufacturing precision
If uniform high resolution parameters are applied to the entire screen, then image quality is improved, but processing time increases
Solution Approach 1:
High-resolution rendering is applied locally only to the fovea region where the user's eye is most sensitive, while peripheral regions are rendered at lower resolution. This reduces the total number of pixels that require intensive processing, thereby reducing processing time while maintaining perceived image quality.
Solution Approach 2:
The rendering process is segmented into different quality levels for different screen regions. By processing fewer high-resolution pixels (only in the fovea region) and more low-resolution pixels (in peripheral regions), the overall processing time is reduced while maintaining acceptable image quality.
Data Source
AI summary
A display system divides a screen into regions and applies a different set of rendering/encoding parameters to each region. The system applies a first set of parameters to a first region that is being viewed by a fovea of an eye of a user. The system may also apply a second set of parameters to a second region that is being viewed by a parafovea of the eye, and apply a third set of parameters to a third region that is being viewed by the area of the eye outside of the parafovea. The first set of parameters are selected to yield relatively high image quality, while the second set of parameters are yield intermediate quality, and the third set of parameters yield lower quality. As a result, the second region and the third region can be rendered, encoded, and transmitted with less computing power and less bandwidth.


