Stereoscopic HMD UI Rendering with Selective Monocular Depth
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Solution Overview
Problem
See-through head-mounted displays (HMDs) often cause double vision effects when users focus on a depth plane different from the one at which stereoscopic images are projected, leading to eye strain and fatigue.
Innovation Solution
The system selectively renders individual UI elements as monocular or stereoscopic images based on their persistence, with persistent elements displayed as monocular images to avoid interfering with the user's focus on the real world and non-persistent elements rendered as stereoscopic images to invite focused attention.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If stereoscopic images are projected to create depth perception, then depth perception is improved, but double vision effect occurs when user focuses on different depth plane
Solution Approach 1:
The display content is segmented into multiple depth layers (foreground, midground, background) with different stereo separations. UI elements are selectively assigned to different depth planes, allowing the system to apply appropriate stereo separation to each segment while keeping persistent elements at zero stereo separation to avoid double vision when users focus on the real world.
Solution Approach 2:
Different regions of the display have different stereo separation characteristics. Persistent UI elements displayed in peripheral regions use monocular rendering (zero stereo separation), while interactive elements in central regions use full stereo separation. This local differentiation allows depth perception where needed while avoiding double vision in regions where users may glance peripherally.
2Measurement precision
If stereoscopic images are projected at specific depth plane, then depth perception is enhanced, but eye strain and fatigue occur when user focuses on different depth plane
Solution Approach 1:
The system dynamically adjusts stereo separation based on user interaction state. When the system detects user inattention or when displaying persistent information, it reduces or eliminates stereo separation for those elements. Interactive elements maintain dynamic stereo separation that responds to user engagement, providing depth perception when needed while minimizing eye strain during prolonged wear.
3Measurement precision
If all UI elements are rendered as stereoscopic images, then depth perception is improved, but double vision effect occurs for persistent elements that do not require focused attention
Solution Approach 1:
The system changes the stereo separation parameter selectively for different UI elements. Persistent elements (status bars, notifications, system menus) are rendered with zero stereo separation (monocular), while interactive elements (game UI, video controls, application interfaces) use appropriate stereo separation values. This parameter differentiation maintains depth perception for interactive content while eliminating double vision for persistent information.
Data Source
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AI summary
System and methods are disclosed to selectively project individual UI elements of display images from stereoscopic HMDs as monocular or stereoscopic images. An UI element may be tagged for rendering as a monocular image or as stereoscopic images with a stereo separation to create a perception of depth. Tagging of UI elements as monocular images or stereoscopic images may be based on whether the UI elements are persistent elements. Persistent elements present information to the user but do not require the users focused attention. Persistent elements may be rendered as monocular images to allow the user to focus on other UI elements or on the real world while maintaining awareness of information presented by the persistent elements. In contrast, non-persistent UI elements may require the users focused attention. Nonpersistent UI elements may be rendered as stereoscopic images for projection at a specific depth plane to invite the users focus.