VR Display Rendering via Dominant Eye Fixation Tracking
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Solution Overview
Problem
Current VR technology often fails to ensure clear imagery for the dominant eye, leading to a blurry 3D image when only one camera is used to acquire eyeball images, affecting user experience.
Innovation Solution
Incorporating two cameras corresponding to each eye, one for the dominant eye to acquire eyeball images, determining the fixation point, and rendering images with varying resolutions to ensure high clarity in the fixation area, with higher resolutions for the dominant eye.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If only one camera is used to acquire eyeball images, then device complexity is reduced, but image clarity for the dominant eye deteriorates
Solution Approach 1:
The patent divides the camera system into two separate cameras - one corresponding to the left eye and one corresponding to the right eye. This segmentation allows each camera to independently capture eyeball images for its respective eye, enabling the system to identify and prioritize the dominant eye without increasing overall system complexity significantly
Solution Approach 2:
The patent applies different rendering resolutions to different parts of the visual field based on eye dominance. The fixation area corresponding to the dominant eye is rendered at higher resolution while other areas use lower resolution, optimizing image clarity where it matters most without uniformly increasing complexity
2Manufacturing precision
If two cameras are used to acquire eyeball images, then image clarity for the dominant eye is improved, but device complexity increases
Solution Approach 1:
Both cameras serve multiple functions: they capture eyeball images for fixation point detection, determine eye dominance, and provide data for rendering optimization. This multi-functionality justifies the addition of the second camera by maximizing its utility across multiple system functions
Solution Approach 2:
The system dynamically adjusts rendering parameters based on real-time eyeball image data from the cameras. The rendering resolution is dynamically optimized according to the detected dominant eye and fixation area, allowing the system to adapt to different users and viewing conditions without hardware changes
3Manufacturing precision
If high resolution is applied to the entire image, then image clarity is improved, but rendering time increases
Solution Approach 1:
The patent implements variable resolution rendering where only the fixation area corresponding to the dominant eye is rendered at high resolution, while peripheral areas are rendered at lower resolution. This localized quality approach maintains critical image clarity without the computational cost of rendering the entire image at high resolution
Solution Approach 2:
The system applies high resolution rendering only to the necessary portion of the image (the fixation area of the dominant eye) rather than the entire image. This partial action approach provides sufficient image clarity for the most important viewing region while significantly reducing overall rendering time and computational resources
Data Source
AI summary
An image processing method includes: acquiring a fixation point position on a respective screen viewed by each of dominant eye(s); determining a fixation area of a left-eye screen and a fixation area of a right-eye screen according to fixation point position(s) corresponding to the dominant eye(s); rendering a first part of a left-eye image to be displayed on the left-eye screen at a first resolution, and rendering a second part of the left-eye image at a second resolution; rendering a first part of a right-eye image to be displayed on the right-eye screen at a third resolution, and rendering a second part of the right-eye image at a fourth resolution. A resolution of an image to be displayed in a fixation area of the respective screen is greater than resolutions of images to be displayed in other areas of the left-eye screen and the right-eye screen.


