VR Depth Retargeting via Trapezoid Region Segmentation

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Solution Overview

Problem

Current virtual reality (VR) depth retargeting techniques fail to avoid eye pain by allowing virtual scenes to be perceived in uncomfortable regions, such as Region C or Region D, while trying to maintain a natural experience in Region A, as they treat comfortable regions as rectangles rather than trapezoids.

Innovation Solution

The implementation of trapezoid depth retargeting techniques, which subdivide regions into smaller rectangles and apply specific retargeting methods for each, avoiding eye pain regions while allowing scenes to be perceived in comfortable regions, using a new algorithm and framework for VR applications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If rectangular region treatment is used for depth retargeting, then the implementation is simple, but eye pain regions cannot be avoided

Engineering Contradiction:
Improveimplementation simplicityVSAvoideye pain
Core Design Contradiction:
Ease of manufactureVSObject-affected harmful factors

Solution Approach 1:

The patent divides the virtual scene into multiple depth layers (foreground, midground, background) and applies different retargeting strategies to each layer. This segmentation allows selective manipulation of depth information to avoid placing objects in eye pain regions while maintaining implementation feasibility through systematic processing of distinct depth zones.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different retargeting techniques to different spatial regions of the virtual scene. Specifically, it identifies eye pain regions (such as behind-the-head regions) and applies avoidance strategies only to those specific zones, while leaving other regions unchanged. This localized approach prevents eye pain without requiring complete redesign of the entire rendering pipeline.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If virtual scenes are placed in out-screen regions to enhance immersion, then the VR experience improves, but eye strain occurs due to perception in uncomfortable regions

Engineering Contradiction:
ImproveVR experience qualityVSAvoideye strain
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The patent implements dynamic depth adjustment based on the viewer's position and orientation. As the user moves or rotates within the VR environment, the system dynamically recalculates which objects fall into eye pain regions and adjusts their depth placement in real-time. This dynamic adaptation maintains immersive out-screen effects while continuously avoiding uncomfortable viewing zones.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system incorporates feedback mechanisms that monitor the virtual camera position, user head orientation, and object depth relationships. This feedback loop identifies when objects are being rendered in eye pain regions and triggers automatic depth retargeting adjustments, ensuring that immersive effects are maintained without causing eye strain.

Inventive Principle:
Principle #23Feedback

3Object-affected harmful factors

If depth retargeting is applied to avoid eye pain regions, then eye comfort improves, but the natural experience in comfortable regions may be compromised

Engineering Contradiction:
Improveeye comfortVSAvoidnatural experience
Core Design Contradiction:
Object-affected harmful factorsVSReliability

Solution Approach 1:

The patent applies depth retargeting selectively only to objects that would otherwise appear in eye pain regions, rather than applying uniform retargeting to all objects. This partial action approach preserves the natural depth perception and spatial relationships in comfortable regions, maintaining immersion and natural experience while only intervening where necessary to avoid eye strain.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system modifies specific depth parameters (z-coordinate transformations) only for objects in problematic regions, while leaving other depth parameters unchanged. This selective parameter modification ensures that eye comfort is improved through targeted depth adjustments without disrupting the natural spatial relationships and immersion in comfortable viewing zones.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10869015B2Method and apparatus for virtual reality depth retargeting
Publication Date: 2020.12.15 INTEL CORP
  • US10869015B2 patent drawing
  • US10869015B2 patent drawing
  • US10869015B2 patent drawing

AI summary

An apparatus and method for depth retargeting in a virtual reality (VR) system color buffer compression. For example, one embodiment of a method comprises: dividing a virtual screen region into a plurality of smaller regions based on characteristics of a target screen; performing depth retargeting individually for each of the smaller regions including identifying a first set of the smaller regions on which to employ a first depth retargeting technique and a second set of the smaller regions on which to employ a second depth retargeting technique; wherein the first depth retargeting technique comprises subdividing one or more of the smaller regions from the first set into a plurality of sub-regions and performing depth retargeting individually on the sub-regions; combining results of the first depth retargeting technique and the second depth retargeting technique to render the virtual screen region.