VR Rendering via Foveal Resolution Reduction
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Solution Overview
Problem
Virtual reality (VR) devices face challenges in maintaining high graphics rendering quality and frame rate due to increasing display resolutions, leading to increased GPU workload and heat issues, necessitating a reduction in rendering workload to enhance performance.
Innovation Solution
A graphics rendering method that generates a first image with a lower angular resolution for the field of view of a head-mounted VR device and a second image with the same angular resolution as the display screen for the human eye fixation point, synthesizing these images to reduce GPU workload and improve rendering efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the display resolution is increased to eliminate screen window effect and enhance authenticity, then the display quality is improved, but the GPU rendering workload increases leading to heat issues and performance degradation
Solution Approach 1:
The patent applies local quality by differentiating rendering precision across different visual regions. The foveal region (central vision) is rendered at full high resolution matching the display capabilities, while peripheral regions are rendered at progressively lower resolutions. This matches the human visual system's characteristics where central vision requires high detail but peripheral vision tolerates lower detail, thereby reducing overall GPU workload and heat generation while maintaining perceived display quality.
2Manufacturing precision
If the display resolution is increased to eliminate screen window effect, then the display quality is improved, but the graphics rendering output frame rate decreases
Solution Approach 1:
The patent implements local quality rendering where only the foveal region (central vision area) is rendered at full high resolution, while peripheral regions use lower resolution. This selective approach dramatically reduces the total number of pixels requiring high-quality rendering, thereby increasing frame rate while maintaining the visual quality needed to eliminate screen window effect in the critical central vision area.
Solution Approach 2:
The patent applies partial action by rendering only the necessary portion of the display at full resolution. Since human vision is most sensitive to the central foveal region, full-resolution rendering is applied only there, while peripheral regions use reduced resolution. This partial high-quality rendering achieves the goal of eliminating screen window effect in the most critical viewing area without the computational cost of rendering the entire display at full resolution.
3Manufacturing precision
If the GPU performance is sufficient to maintain high rendering quality, then the graphics rendering quality is improved, but the current consumption increases causing continuous heating
Solution Approach 1:
The patent reduces current consumption by applying high rendering quality only locally to the foveal region where human vision is most sensitive. Peripheral regions are rendered at lower quality using reduced angular resolution, which significantly decreases GPU computational requirements and associated power consumption, thereby reducing heat generation while maintaining perceived visual quality in the critical central vision area.
Data Source
AI summary
Provided are graphics rendering method and apparatus of virtual reality, which include according to an acquired spatial position information and direction information of a head-mounted virtual reality device, rendering in accordance with a first angular resolution to generate a first image corresponding to the spatial position information and the direction information; according to an acquired position information of a human eye fixation point on the display screen, rendering in accordance with a second angular resolution to generate a second image corresponding to the position information of the human eye fixation point; and synthesizing the first image and the second image into a third image. Since the first angular resolution and the second angular resolution adopted in the present disclosure are lower angular resolutions, when rendering a virtual reality image, the calculating amount of the GPU may be effectively reduced, and the image rendering efficiency may be improved.

