Foveated Rendering Algorithm for VR Ray Traversal Optimization

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Solution Overview

Problem

Conventional rendering techniques for virtual reality and augmented reality are computationally inefficient due to assumptions based on uniform ray distribution and rectangular displays, failing to provide real-time performance and flexibility for non-pinhole cameras and curved viewing surfaces.

Innovation Solution

A primary visibility algorithm using a bounding volume hierarchy and a two-level frustum culling/entry point search algorithm, combined with multi-sample anti-aliasing, to optimize ray traversal and reduce memory bandwidth, enabling real-time rendering of complex graphics features like lens distortion and wide field of view.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional raycasting with uniform ray distribution is used, then object visibility can be determined, but computational efficiency deteriorates and real-time performance is not achieved

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidreal-time performance
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent divides the viewing surface into multiple regions (foveated region and peripheral region) with different ray sampling densities. The foveated region uses higher ray density for detailed viewing, while the peripheral region uses lower ray density, thereby segmenting the computational workload according to human visual perception priorities and achieving real-time performance.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different ray casting strategies to different regions of the viewing surface. In the foveated region, uniform ray distribution is maintained for high quality rendering, while in the peripheral region, reduced ray density is applied. This local differentiation optimizes computational efficiency while maintaining perceived image quality.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If conventional rendering techniques are used, then rectangular displays are supported, but flexibility for curved viewing surfaces and non-pinhole cameras is lost

Engineering Contradiction:
Improveflexibility for curved viewing surfacesVSAvoidrendering algorithm complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a dynamic rendering system that adapts ray casting parameters based on the specific viewing configuration. The system dynamically adjusts ray density, distribution, and origin points according to whether the display is rectangular or curved, and whether pinhole or non-pinhole camera models are used, thereby achieving versatility without excessive complexity.

Inventive Principle:
Principle #15Dynamics

3Productivity

If uniform ray distribution is assumed, then rectangular displays with limited field of view are optimized, but performance deteriorates for VR displays with curved viewing surfaces

Engineering Contradiction:
Improverendering performanceVSAvoidsupport for curved viewing surfaces
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent changes key rendering parameters including ray density, ray origin distribution, and viewing angle based on the display type. For curved VR displays, it adjusts these parameters to match the curved geometry and wide field of view, thereby maintaining high rendering performance across different display configurations.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10553012B2Systems and methods for rendering foveated effects
Publication Date: 2020.02.04 META PLATFORMS TECHNOLOGIES LLC
  • US10553012B2 patent drawing
  • US10553012B2 patent drawing
  • US10553012B2 patent drawing

AI summary

In one embodiment, a computer system may determine an orientation in a 3D space based on sensor data generated by a virtual reality device. The system may generate ray footprints in the 3D space based on the determined orientation. For at least one of the ray footprints, the system may identify a corresponding number of subsamples to generate for that ray footprint and generate one or more coordinates in the ray footprint based on the corresponding number of subsamples. The system may determine visibility of one or more objects defined within the 3D space by projecting a ray from each of the one or more coordinates to test for intersection with the one or more objects. The system may generate an image of the one or more objected based on the determined visibility of the one or more objects.