Immersive Display Glare Rendering With Dynamic Position Control
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Solution Overview
Problem
Existing technologies fail to effectively address glare issues in immersive display environments, such as virtual reality and augmented reality, which can distract users and impair their ability to perform tasks.
Innovation Solution
An apparatus comprising a display and a glare system that renders glare content at different positions across the field of view, with the glare system capable of producing peak luminance greater than the display, and a controller to dynamically control the position of the glare content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If a display renders content at high peak luminance to improve visibility and immersion, then the visual impact is enhanced, but glare is generated that distracts users and impairs task performance
Solution Approach 1:
The display is divided into two independent systems: a display subsystem for rendering content and a glare system for generating glare. Each system operates independently with its own light sources and control mechanisms, allowing the glare system to produce high-luminance glare without compromising the display content quality.
Solution Approach 2:
The glare system dynamically adjusts the position, luminance, and temporal characteristics of glare based on real-time detection of user eye characteristics (pupil size, blink state, gaze direction). This dynamic adaptation allows the glare to be optimized for each user's visual state, maximizing the glare effect while minimizing negative impacts.
2Device complexity
If glare is rendered at fixed positions to simplify system design, then device complexity is reduced, but the ability to adapt to different user characteristics and scenarios is limited
Solution Approach 1:
The system incorporates eye sensors that continuously detect user eye characteristics and provide feedback to the controller. The controller uses this feedback to dynamically adjust the glare system's output, creating a closed-loop control system that adapts to each user's visual state in real-time.
Solution Approach 2:
The glare system is designed to serve multiple functions: it can simulate various glare conditions (direct sunlight, headlamps, artificial lights), adapt to different user characteristics (pupil size, blink patterns), and support diverse应用场景 (VR, AR, mixed reality). This multi-functionality is achieved through a unified glare system that can be programmatically controlled.
3Reliability
If the glare system operates at peak luminance continuously to ensure visibility, then glare effectiveness is maintained, but energy consumption increases
Solution Approach 1:
The glare system employs temporal modulation by detecting user blink cycles and adjusting glare luminance accordingly. Glare is rendered at high luminance during periods when the user's eye is open and can perceive it, and reduced or turned off during blinks. This periodic operation maintains glare effectiveness while significantly reducing average power consumption.
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
The solution enhances user immersion by dynamically managing glare, improving task performance by minimizing distractions caused by bright light sources, and allowing for customizable glare patterns based on user characteristics.
Implementation Method 1
optics configured to superimpose the glare content from the glare emitter onto the field of view
Data Source
AI summary
An apparatus including: a display configured to render display content over a field of view; and a glare system configured to render glare content in the field of view, wherein the glare system is configured to render the glare content at different positions across the field of view at different times while the display renders the display content.


