Variable Resolution VR Display Reducing Latency

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing virtual reality systems face high latency in rendering due to complex 3D models, increasing display resolutions, and limited processor capacity, particularly in mobile devices, leading to a suboptimal user experience with noticeable lag between user movements and virtual environment updates.

Innovation Solution

A low-latency virtual reality display system that employs efficient approximations for rerendering, such as pixel translation and image warping, to quickly update displays based on user pose changes, along with variable resolution rendering and pose prediction to reduce latency and improve responsiveness.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If 3D rendering is performed with high resolution and complex models, then image quality is improved, but rendering latency increases

Engineering Contradiction:
Improveimage qualityVSAvoidrendering latency
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies variable resolution rendering where different regions of the display are rendered at different resolutions. The center region (fovea) corresponding to the user's focal point is rendered at high resolution, while peripheral regions are rendered at lower resolutions. This reduces the total number of pixels requiring high-quality rendering, thereby decreasing rendering latency while maintaining perceived image quality in the most important viewing area.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If display resolution is increased, then visual realism is improved, but processor capacity requirements increase

Engineering Contradiction:
Improvevisual realismVSAvoidprocessor capacity
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The system dynamically adjusts rendering resolution based on the user's gaze direction and head pose. Only the central region corresponding to the user's foveal vision is rendered at full display resolution, while peripheral regions use lower resolutions. This significantly reduces the total pixel count that requires high-quality processing, thereby reducing processor capacity requirements while maintaining visual realism in the most critical viewing area.

Inventive Principle:
Principle #3Local quality

3Manufacturing precision

If uniform high resolution is applied across the entire display, then overall image quality is improved, but rendering time increases

Engineering Contradiction:
Improveoverall image qualityVSAvoidrendering speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent implements variable resolution rendering that concentrates computational resources on the central display region corresponding to the user's foveal vision, while using lower resolutions for peripheral regions. This non-uniform approach maintains high image quality where the user's attention is focused while significantly improving rendering speed by reducing the total computational load from rendering all pixels at high resolution.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts the resolution distribution across the display based on real-time user head pose and gaze direction data. As the user moves their head or eyes, the high-resolution region dynamically shifts to follow the foveal center, ensuring that high rendering quality is always applied to the most relevant portion of the scene while maintaining fast rendering speeds.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10083538B2Variable resolution virtual reality display system
Publication Date: 2018.09.25 KAYA DYNAMICS LLC
  • US10083538B2 patent drawing
  • US10083538B2 patent drawing
  • US10083538B2 patent drawing

AI summary

A virtual reality display system that renders images at different resolutions in different parts of a display. Reduces rendering latency by rendering at a lower resolution in selected regions, for example on the sides of a display where human vision has lower resolution than in the center. Pixels in low resolution regions are combined into grid elements, and rendering may generate grid element values rather than individual pixel values. Rendering may use ray casting, rasterization, or both. Variable resolution rendering may be combined with variable level of detail geometry models to further reduce rendering time. Selected objects may be designed as high resolution objects that are rendered at a high resolution even in low resolution display regions.