VR Object Rendering via Attention-Based Resolution Scaling

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Solution Overview

Problem

In virtual reality and augmented reality environments, the large amount of data required for visualization often exceeds the capabilities of viewing devices, leading to a need for systems and methods that maximize user experience while avoiding device overload.

Innovation Solution

A computer-implemented method and system that dynamically render objects in a virtual environment by tracking user attention and adjusting the resolution of objects based on proximity and focus, ensuring that only the visualization data for select objects is rendered in full three dimensions, while remaining objects are rendered in a simpler resolution, thus not exceeding the data limit of the viewing device.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If all objects are rendered in full three-dimensional resolution, then visualization quality is improved, but the data limit of the viewing device is exceeded

Engineering Contradiction:
Improvevisualization qualityVSAvoiddata volume
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent applies local quality by rendering different objects at different resolutions based on their importance and proximity to the user. Select objects that are within the user's viewing range or of particular importance are rendered in full three-dimensional resolution, while other objects are rendered in simpler two-dimensional or reduced three-dimensional formats. This selective approach ensures high visualization quality for critical objects while keeping the total data volume within the viewing device's limits.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the set of all objects into different categories: select objects (rendered in full 3D), objects being navigated to (rendered in intermediate formats), and other objects (rendered in simplified 2D or reduced 3D). This segmentation allows the system to manage data volume by processing and rendering different object groups at appropriate detail levels, preventing the total data from exceeding device capabilities.

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If high-resolution three-dimensional rendering is used for all objects, then user experience is improved, but computational load increases causing device overload

Engineering Contradiction:
Improveuser experienceVSAvoidcomputational load
Core Design Contradiction:
Ease of operationVSPower

Solution Approach 1:

The patent implements dynamic rendering where the resolution and dimensionality of object representation change based on real-time user interaction and attention. As users navigate through the virtual environment, objects transition between different rendering modes (full 3D, intermediate, simplified 2D) based on proximity, selection state, and current focus. This dynamic adaptation maintains high user experience for interacted objects while reducing computational load for background or distant objects.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes rendering parameters (resolution, dimensionality, detail level) based on object priority and user context. Full three-dimensional rendering with high polygon counts is applied only to select objects, while other objects use reduced parameters such as two-dimensional projections or low-poly three-dimensional models. This parameter adjustment optimizes the balance between user experience and computational requirements.

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If complete visualization data is used for all objects, then rendering accuracy is improved, but the viewing device becomes overloaded

Engineering Contradiction:
Improverendering accuracyVSAvoiddevice performance
Core Design Contradiction:
Measurement precisionVSReliability

Solution Approach 1:

The patent applies partial action by using complete visualization data only for select objects that require high rendering accuracy, while using partial or reduced visualization data for other objects. This selective application of full-detail rendering ensures that critical objects maintain high accuracy while the overall system remains within device performance limits, preventing overload.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20230026793A1Systems and methods for data visualization in virtual reality environments
Publication Date: 2023.01.26 FMR CORP
  • US20230026793A1 patent drawing
  • US20230026793A1 patent drawing
  • US20230026793A1 patent drawing

AI summary

A computer-implemented method is provided for visualizing multiple objects in a computerized visual environment. The method includes displaying to a user a virtual three-dimensional space via a viewing device worn by the user, and determining a data limit of the viewing device for object rendering. The method includes presenting an initial rendering of the objects within the virtual space, where the visualization data used for the initial rendering does not exceed the data limit of the viewing device. The method also includes tracking user attention relative to the objects as the user navigates through the virtual space and determining, based on the tracking of user attention, one or more select objects from the multiple objects to which the user is paying attention. The one or more select objects are located within a viewing range of the user.