Gaze-Adaptive Resolution Display for 3D Data Reduction

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Solution Overview

Problem

High-definition glasses-free 3D display technologies face challenges in reducing data resource waste due to the need for high data transmission bandwidth and causing visual fatigue from focusing on a single point for extended periods.

Innovation Solution

A display device with a substrate, pixel islands, data lines, a multiplexing circuit, and a microlens layer that modulates light to create a three-dimensional display, along with a camera to determine the user's gaze area and adjust the resolution accordingly, allowing for high-resolution display in the gaze area and low-resolution display in non-gaze areas.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If full-screen high-definition 3D display is implemented, then display resolution is improved, but data transmission bandwidth requirement increases and data resource waste occurs in non-gaze areas

Engineering Contradiction:
Improvedisplay resolutionVSAvoiddata transmission bandwidth
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The patent implements variable resolution display where the gaze area is rendered at high definition (first resolution) while non-gaze areas are rendered at low definition (second resolution). This local quality differentiation ensures that computational and data resources are concentrated on the user's focus area, reducing overall data transmission bandwidth requirements while maintaining high display quality where needed.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts display resolution based on real-time gaze detection. The controller continuously monitors user eye position through camera feedback and dynamically reconfigures the rendering resolution for different screen regions. This dynamic adaptation allows the display to optimize between high resolution and low data consumption based on current user attention patterns.

Inventive Principle:
Principle #15Dynamics

2Manufacturing precision

If high-definition display is used, then image quality is improved, but power consumption increases

Engineering Contradiction:
Improveimage qualityVSAvoidpower consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent applies local quality enhancement by rendering high-definition images only in the gaze area while using low-definition rendering for non-gaze areas. This significantly reduces the total number of pixels that require high computational processing and power consumption, while maintaining excellent image quality in the user's focus area.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of rendering the entire screen at high definition, the system applies partial action by focusing computational resources only on the necessary gaze area. This partial rendering approach reduces overall power consumption while delivering sufficient image quality for the user's actual viewing needs.

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If glasses-free 3D technology is combined with high-definition display, then display experience is improved, but data resource waste occurs due to limited gaze area

Engineering Contradiction:
Improvedisplay experienceVSAvoiddata resource waste
Core Design Contradiction:
Adaptability or versatilityVSLoss of substance

Solution Approach 1:

The patent combines glasses-free 3D technology with local quality rendering by generating stereoscopic image pairs only for the gaze area at high resolution, while non-gaze areas use lower resolution. This reduces the data resources required for 3D rendering while maintaining immersive display experience in the user's focus area.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adapts the 3D rendering resolution based on real-time gaze detection. The controller adjusts the computational effort for generating stereoscopic images in different screen regions, applying high-resolution 3D rendering only where the user is looking and lower-resolution elsewhere, thereby reducing data resource waste.

Inventive Principle:
Principle #15Dynamics

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This solution reduces data transmission waste and minimizes visual fatigue by dynamically adjusting the display resolution based on the user's gaze, enhancing the display experience while conserving resources.

Implementation Method 1

a microlens layer located at a side, facing away from the substrate, of the pixel island, the microlens layer modulating emergent light of the pixel island, so as to map the sub-pixels in the pixel island into a pixel array and implement three-dimensional display on same

Methodology Applied
Scientific EffectLight modulation: Lens

Data Source

PatentUS12087245B2Display apparatus and driving method therefor
Publication Date: 2024.09.10 BOE TECHNOLOGY GROUP CO LTD
  • US12087245B2 patent drawing
  • US12087245B2 patent drawing
  • US12087245B2 patent drawing

AI summary

A display apparatus and a driving method therefor. The driving method includes: determining a gaze area and a non-gaze area of a user on a display apparatus in real time (S10); and driving the gaze area for image displaying at a first resolution, and driving the non-gaze area for image displaying at a second resolution, wherein the first resolution is higher than the second resolution. By using of the display apparatus, image resolution can be adjusted according to different areas, so as to realize high-resolution image display in a display area at which a user gazes and realize low-resolution image display in other areas, thereby reducing power consumption and achieving reasonable allocation of resources on the premise of ensuring the user experience.