Frame-by-Frame AR/VR Rendering for Low-Latency Head Tracking
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Solution Overview
Problem
Existing virtual and augmented reality systems face challenges with high latency and inaccurate head-tracking, leading to inconsistencies between the user's visual and vestibular systems, causing motion sickness and unstable virtual object placement relative to the real world.
Innovation Solution
Implement predictive head tracking and dynamic frame adjustment based on user-specific historical attributes and real-time head movement data to accurately position and render virtual objects, compensating for head movements and reducing latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If head-tracking is implemented in virtual reality systems, then user immersion is improved, but system latency increases causing motion sickness
Solution Approach 1:
The system performs preliminary head movement prediction using historical head pose data and machine learning models before the actual head movement occurs. This allows the rendering system to pre-calculate and prepare frame data in advance, reducing the effective latency experienced by the user while maintaining accurate head-tracking for immersion.
2Measurement precision
If head movement prediction is implemented, then rendering accuracy is improved, but computational complexity increases
Solution Approach 1:
The system dynamically adjusts prediction parameters such as the time window for historical data analysis, the complexity of the machine learning model, and the prediction horizon based on current system conditions, user behavior patterns, and performance metrics. This allows the system to optimize the balance between rendering accuracy and computational complexity in real-time.
3Stability of the object's composition
If frame presentation is dynamically adjusted based on head movement, then virtual object stability is improved, but processing time increases
Solution Approach 1:
The system pre-renders multiple potential frame variations based on predicted head movement trajectories and stores them in buffers. When head movement is detected, the system selectively presents the pre-prepared appropriate frame rather than rendering in real-time, thereby maintaining virtual object stability while minimizing processing time during actual interaction.
Data Source
AI summary
One embodiment is directed to a user display device comprising a housing frame mountable on the head of the user, a lens mountable on the housing frame and a projection sub system coupled to the housing frame to determine a location of appearance of a display object in a field of view of the user based at least in part on at least one of a detection of a head movement of the user and a prediction of a head movement of the user, and to project the display object to the user based on the determined location of appearance of the display object.


