Foveated Rendering via Dynamic Scene Warping

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Solution Overview

Problem

Current virtual reality (VR) and augmented reality (AR) systems face challenges in rendering high-quality images efficiently, particularly due to high motion-to-photon latency and resource-intensive processing requirements, which can lead to user discomfort and increased energy consumption.

Innovation Solution

The implementation of foveated rendering, which varies image quality based on the user's gaze point, warping the 3D scene using nonlinear functions to allocate more resources to the central field of view and reducing them for peripheral areas, allowing for faster rendering and lower energy usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If uniform quality rendering is applied across the entire field of view, then image quality is maintained consistently, but rendering time and energy consumption increase significantly

Engineering Contradiction:
Improveimage qualityVSAvoidrendering speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent applies different rendering qualities to different regions of the field of view based on human visual acuity characteristics. High-resolution rendering is applied to the central region where visual acuity is highest, while lower-resolution rendering is applied to peripheral regions. This local quality differentiation reduces overall rendering time and energy consumption while maintaining image quality where it matters most to the user.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If high-resolution rendering is applied across the entire field of view, then image quality is maintained consistently, but energy consumption increases

Engineering Contradiction:
Improveimage qualityVSAvoidenergy consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by stationary object

Solution Approach 1:

The system applies high-resolution rendering locally only to the central field of view region corresponding to high visual acuity areas, while using lower-resolution rendering for peripheral regions. This selective quality allocation significantly reduces overall energy consumption while maintaining image quality in the critical central region where users perceive details most acutely.

Inventive Principle:
Principle #3Local quality

3Productivity

If foveated rendering with abrupt quality changes is applied, then rendering efficiency improves, but visual artifacts and discontinuities appear

Engineering Contradiction:
Improverendering efficiencyVSAvoidvisual artifacts
Core Design Contradiction:
ProductivityVSObject-generated harmful factors

Solution Approach 1:

The patent uses dynamic warping functions that continuously and smoothly transform the field of view based on the user's gaze position. This dynamic adaptation ensures that quality transitions are gradual and continuous rather than abrupt, eliminating visual artifacts and discontinuities while maintaining rendering efficiency. The warping function continuously adjusts the mapping between rendered regions and display regions, creating seamless quality transitions.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10546364B2Smoothly varying foveated rendering
Publication Date: 2020.01.28 GOOGLE LLC
  • US10546364B2 patent drawing
  • US10546364B2 patent drawing
  • US10546364B2 patent drawing

AI summary

Systems and methods for performing foveated rendering are provided. An example system and method may warp a 3D scene based on a fixation point. The system and method may also render the warped 3D scene to generate a first image. The system and method may also unwarp the first image to generate a second image. For example, the first image may have fewer pixels than the second image.