Gaze-Adaptive Pass-Through Rendering for Wearable Displays
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Solution Overview
Problem
Wearable devices used for virtual, augmented, or mixed reality can cause user dizziness due to spatial distortion in images, and they consume excessive resources and power when providing a pass-through function.
Innovation Solution
The wearable device adjusts its rendering method based on user gaze, using depth values to display images within or outside the gaze-focused area, optimizing resource and power consumption by employing different modes such as quality and efficiency modes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the wearable device provides a pass-through function with full rendering, then the user experience quality is improved, but the resource and power consumption increase excessively
Solution Approach 1:
The patent applies local quality by differentiating rendering quality based on spatial location relative to user gaze. The in-focus region receives full-quality rendering with complete depth values, while the out-of-focus region uses reduced-quality rendering with fewer depth values, optimizing the balance between user experience and power consumption.
Solution Approach 2:
The patent segments the display region into multiple zones: an in-focus region where the user is looking and out-of-focus regions. This segmentation allows the system to apply different rendering strategies to different parts of the display, reducing overall computational load while maintaining quality where needed.
2Object-affected harmful factors
If the wearable device uses depth values for image rendering, then spatial distortion is reduced and user dizziness is minimized, but the computational resources increase
Solution Approach 1:
The patent applies local quality by providing full depth value rendering only in the in-focus region where spatial accuracy is critical for preventing dizziness, while using reduced depth value rendering in out-of-focus regions where spatial distortion is less noticeable to the user.
Solution Approach 2:
The patent applies partial action by providing depth value rendering only where necessary (in the in-focus region) rather than uniformly across the entire display. This partial application of the rendering technique reduces overall computational resources while maintaining effectiveness in preventing user dizziness.
3Reliability
If the wearable device renders images with high quality across the entire display, then the immersive experience is improved, but the resource consumption increases
Solution Approach 1:
The patent applies local quality by maintaining high rendering quality in the in-focus region to preserve immersive experience, while reducing quality in out-of-focus regions to improve resource efficiency. This localized quality adjustment maintains immersion where the user is actually looking while optimizing overall system performance.
Solution Approach 2:
The patent applies dynamics by making the rendering quality adaptive rather than static. The system dynamically adjusts rendering quality based on the user's gaze position, transitioning between high and low quality regions as the user moves their focus, thereby optimizing both immersive experience and resource efficiency in real-time.
Data Source
AI summary
A wearable device includes memory storing instructions, at least one first camera, at least one second camera, display assembly including at least one display including a display region, and at least one processor. The at least one processor causes the wearable device to: identify an event for displaying a screen, based on the event for displaying the screen within at least a portion of the display region where a gaze of a user is located, according to rendering the image using depth values, display, within the at least a portion of the display region, the screen, and based on the event for displaying the screen outside of the at least a portion of the display region where the gaze is located, according to rendering the image using a portion of the depth values, display, outside of the at least a portion of the display region, the screen.


