Virtual Environment Navigation via Dynamic Foveated Rendering

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Solution Overview

Problem

Existing virtual reality locomotion techniques, such as pointing devices and walking in-place, are cumbersome and unnatural, while hardware-based solutions like omni-directional treadmills are expensive and lack inertial force feedback, and software-based techniques can cause visual artifacts and simulation sickness.

Innovation Solution

A method using dynamic foveated rendering and eye tracking to subtly rotate the virtual environment, leveraging inattentional blindness, allowing users to navigate larger virtual spaces within a smaller physical area without triggering major saccades or using complex systems.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If software-based techniques are used to rotate the virtual environment, then cost is reduced compared to hardware solutions, but visual artifacts and simulation sickness occur

Engineering Contradiction:
ImprovecostVSAvoidvisual artifacts and simulation sickness
Core Design Contradiction:
Ease of manufactureVSObject-affected harmful factors

Solution Approach 1:

The visual field is segmented into foveal and non-foveal regions, with different rotation angles applied to each segment. The foveal region experiences minimal rotation while the non-foveal region experiences greater rotation, allowing the user to perceive stable central vision while the periphery subtly redirects walking direction, reducing visual artifacts and simulation sickness.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different quality levels of rendering are applied to different regions of the visual field. The foveal region receives high-quality rendering with minimal distortion, while the non-foveal region receives lower-quality rendering with greater rotation applied, optimizing both visual comfort and redirection effectiveness.

Inventive Principle:
Principle #3Local quality

2Area of stationary object

If traditional redirected walking techniques are used, then users can navigate larger virtual spaces, but the techniques are either expensive or cause visual distortions

Engineering Contradiction:
Improvevirtual space sizeVSAvoidsystem complexity and cost
Core Design Contradiction:
Area of stationary objectVSDevice complexity

Solution Approach 1:

The system dynamically adjusts the rotation angle applied to different regions based on user gaze direction and movement. The foveal region maintains minimal rotation while the non-foveal region rotates more significantly, creating a dynamic redirection effect that expands navigable virtual space without requiring complex hardware.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent replaces complex mechanical redirection systems (like omnidirectional treadmills) with a software-based visual field manipulation system that uses differential rotation of foveal and non-foveal regions, achieving space expansion through perceptual psychology rather than mechanical means.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Ease of operation

If uniform rotation is applied to the entire visual field, then redirected walking is achieved, but visual distortions and user discomfort increase

Engineering Contradiction:
Improveredirected walking effectivenessVSAvoidvisual distortions
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The visual field is divided into distinct foveal and non-foveal regions, each receiving different rotation treatments. This segmentation allows the system to apply rotation selectively rather than uniformly, maintaining visual coherence in the foveal region while achieving redirection through non-foveal rotation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies asymmetric rotation where the foveal region experiences minimal or no rotation while the non-foveal region experiences greater rotation. This asymmetric approach creates subtle visual cues that guide walking direction without the symmetric distortion that would cause user discomfort.

Inventive Principle:
Principle #4Asymmetry

Data Source

PatentUS11557105B2Managing real world and virtual motion
Publication Date: 2023.01.17 POULLISS CHARALAMBOS
  • US11557105B2 patent drawing
  • US11557105B2 patent drawing
  • US11557105B2 patent drawing

AI summary

Navigation of a virtual environment (VE) can mean navigating a VE that is spatially larger than the available Physical Tracked Space (PTS). Accordingly, the concept of redirected walking was introduced in order to provide a more natural way of navigating a VE, albeit with many restrictions on the shape and size of the physical and virtual spaces. However, prior art techniques have limitations such as negatively impacting the sense of immersion of the user, motion sickness, or forcing the user to look away by stimulating major saccades. Accordingly, the inventors have established a novel technique which overcomes these limitations. The technique is based on the psychological phenomenon of inattentional blindness allowing for re-directed walking without requiring the triggering major saccades in the users, complex expensive systems, etc.