Virtual Reality Peripheral Object Static Rendering

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Solution Overview

Problem

In virtual reality systems, user distraction occurs due to the movement of surrounding objects, which can divert attention from the primary focus area during activities, as current systems fail to effectively filter or control visual movement in peripheral vision areas.

Innovation Solution

A computer-implemented method that captures frames of a physical surrounding area using 3D cameras, determines primary and secondary focus areas, and renders objects in the secondary focus area as static, reducing user distraction by masking the movement of objects outside the primary focus area.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If movement of objects in peripheral vision is displayed in real-time, then visual information accuracy is improved, but user distraction increases

Engineering Contradiction:
Improvevisual information accuracyVSAvoiduser distraction
Core Design Contradiction:
Loss of informationVSObject-affected harmful factors

Solution Approach 1:

The visual field is segmented into primary focus area and secondary focus area (peripheral vision). Different processing rules are applied to each segment: real-time movement display in primary focus area, and static rendering in secondary focus area. This segmentation resolves the contradiction by preserving visual information accuracy where needed while eliminating distraction in peripheral regions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different quality levels are applied to different regions of the visual field. The primary focus area receives high-quality real-time movement rendering, while the secondary focus area receives low-quality static rendering. This local quality differentiation maintains information accuracy in critical areas while reducing distraction in non-critical peripheral areas.

Inventive Principle:
Principle #3Local quality

2Reliability

If all objects are rendered with real-time movement, then visual realism is improved, but computational complexity increases

Engineering Contradiction:
Improvevisual realismVSAvoidcomputational complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Instead of applying real-time movement rendering to all objects in the scene, the system applies it only to objects in the primary focus area. Objects in the secondary focus area are rendered as static images. This partial action approach maintains visual realism where it matters most while significantly reducing computational complexity.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The rendering parameters are changed based on spatial location. In the primary focus area, the system uses high-frame-rate real-time rendering with full movement detection. In the secondary focus area, the system switches to static image rendering or low-frame-rate updates. This parameter change optimizes the balance between visual realism and computational complexity.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11436810B1Selectively pausing physical movement in a virtual environment
Publication Date: 2022.09.06 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US11436810B1 patent drawing
  • US11436810B1 patent drawing
  • US11436810B1 patent drawing

AI summary

In an approach to improve virtual reality (VR) by rendering objects in a viewing area within a virtual environment as static embodiments display, by a user interface on a computing device, a plurality of captured frames of a physical surrounding area. Additionally, embodiments determine a primary focus area and a secondary focus area of the displayed plurality of captured frames using object recognition techniques and detect movement of a second object in the secondary focus area. Additionally, responsive to detecting movement of the second object in the secondary focus area, embodiments render the second object as static in the displayed plurality of captured frames.