Focus-Based Debugging for Virtual Environment Objects

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Debugging and inspection of complex virtual environments in development interfaces are hindered by the challenge of effectively viewing and selecting objects within these environments, particularly when occlusion occurs, limiting the ability to modify or inspect hidden or partially visible features.

Innovation Solution

A method that determines the eye focus depth and virtual focus point within a virtual environment, transitioning objects between rendering modes to reveal occluded elements and activating development interface functions based on focus point location, allowing for enhanced selection and inspection of objects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If objects are rendered in standard mode for realistic visualization, then visual realism is improved, but occlusion of background objects worsens

Engineering Contradiction:
Improvevisual realismVSAvoidobject visibility
Core Design Contradiction:
Illumination intensityVSDifficulty of detecting and measuring

Solution Approach 1:

The rendering mode of objects is made dynamic and context-dependent. Objects automatically switch between standard rendering and transparent/wireframe rendering based on whether they are focused on or in the background, allowing the system to adapt its visual presentation to the user's attention state without manual intervention

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Different rendering modes are applied to different spatial regions of the virtual environment. Focused objects receive standard realistic rendering while background objects use transparent or wireframe rendering, allowing each region to have optimized visual properties for its specific function

Inventive Principle:
Principle #3Local quality

2Ease of operation

If traditional selection methods are used in virtual environments, then ease of operation is improved for simple tasks, but productivity worsens for complex debugging tasks

Engineering Contradiction:
Improveselection simplicityVSAvoiddebugging efficiency
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system automatically performs object selection based on detected eye gaze and focus depth, eliminating the need for manual selection operations. The virtual environment self-identifies which object the user is interested in and activates that object's properties or debugging functions automatically

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

Manual mechanical selection operations (clicking, hovering, navigating menus) are replaced with automatic gaze-based selection. The system substitutes physical interaction mechanisms with optical detection and automated response, streamlining the debugging workflow

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Difficulty of detecting and measuring

If all objects are made fully visible through transparency, then object visibility is improved, but visual realism and depth perception worsen

Engineering Contradiction:
Improveobject visibilityVSAvoidvisual realism
Core Design Contradiction:
Difficulty of detecting and measuringVSIllumination intensity

Solution Approach 1:

Transparency is applied selectively only to background objects that are not currently in focus, while focused objects maintain standard opaque rendering. This local differentiation preserves visual realism for important objects while enabling visibility of background elements where needed

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11809620B2Focus-based debugging and inspection for a display system
Publication Date: 2023.11.07 APPLE INC
  • US11809620B2 patent drawing
  • US11809620B2 patent drawing
  • US11809620B2 patent drawing

AI summary

A method includes determining an eye focus depth and determining a focus point relative to a viewing location in a virtual environment based on the eye focus depth, wherein the virtual environment includes a computer-generated object. The method also includes, upon determining that the focus point is located within a threshold distance from the computer-generated object, activating a function of a computer-executable code development interface relative to the computer-generated object.