Foveated Rendering for GPU Power Reduction in HMDs

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Solution Overview

Problem

Current graphics processing units (GPUs) consume excessive power by applying uniform brightness and contrast to all display regions, leading to inefficiencies in power management and reduced battery life in devices like Head-Mounted Displays (HMDs) used for VR/AR/MR applications.

Innovation Solution

Implement low power foveated rendering techniques, where the fovea region is rendered with high brightness and contrast, while surrounding areas have lower brightness and contrast, and variable compression rates are applied based on pixel location, reducing power consumption by using different brightness and contrast settings across the display.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If uniform brightness and contrast are applied to all display regions, then display quality is maintained across the entire screen, but power consumption increases

Engineering Contradiction:
Improvedisplay qualityVSAvoidpower consumption
Core Design Contradiction:
Illumination intensityVSUse of energy by moving object

Solution Approach 1:

The patent applies different brightness and contrast settings to different regions of the display based on where the user is looking. The fovea region (center of gaze) receives high brightness and contrast for sharp visual acuity, while peripheral regions receive lower brightness and contrast. This local differentiation maintains perceived display quality while reducing overall power consumption, as the human visual system is less sensitive to quality variations in peripheral vision.

Inventive Principle:
Principle #3Local quality

2Measurement precision

If high resolution rendering is applied to the entire display, then visual quality is maximized, but GPU power consumption increases

Engineering Contradiction:
Improvevisual qualityVSAvoidGPU power consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent segments the display area into multiple regions based on user gaze direction, typically dividing the screen into a fovea region (high priority) and peripheral regions (low priority). Different rendering resolutions are assigned to each segment: high resolution for the fovea region where the user is looking, and lower resolution for peripheral regions. This segmentation allows the GPU to focus computational resources on the most visually important areas, maintaining perceived quality while reducing overall power consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies local quality differentiation by rendering only the fovea region (area of user gaze) at high resolution, while rendering peripheral regions at lower resolution. This approach leverages the human visual system's characteristic of having high acuity only in the central foveal region and reduced acuity in peripheral regions. The GPU processes fewer pixels at high quality levels, significantly reducing computational load and power consumption while maintaining acceptable visual quality in the user's actual field of view.

Inventive Principle:
Principle #3Local quality

3Illumination intensity

If full brightness is used across the entire display, then visibility is maximized, but battery life decreases

Engineering Contradiction:
ImprovevisibilityVSAvoidbattery life
Core Design Contradiction:
Illumination intensityVSDuration of action of moving object

Solution Approach 1:

The patent implements local quality control by setting high brightness only in the fovea region (center of user gaze) where visibility is most critical, and reducing brightness in peripheral regions where the human eye is less sensitive. This creates a brightness gradient that maintains adequate visibility in the area the user is actually looking at, while conserving battery power by dimming areas that contribute less to perceived visibility. The result is extended battery life without significantly compromising the user's viewing experience.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11587273B2Low power foveated rendering to save power on GPU and/or display
Publication Date: 2023.02.21 INTEL CORP
  • US11587273B2 patent drawing
  • US11587273B2 patent drawing
  • US11587273B2 patent drawing

AI summary

Methods and apparatus relating to techniques for provision of low power foveated rendering to save power on GPU (Graphics Processing Unit) and/or display are described. In various embodiment, brightness/contrast, color intensity, and/or compression ratio applied to pixels in a fovea region are different than those applied in regions surrounding the fovea region. Other embodiments are also disclosed and claimed.