VR Display Multi-Thread Rendering for Low-Latency Time Warping
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Solution Overview
Problem
Virtual reality systems experience delays in rendering images due to scene rendering lag, leading to user discomfort such as vertigo, especially when users move quickly, and high-resolution displays exacerbate this issue with increased frame dropping and tearing.
Innovation Solution
Implementing a virtual reality display method that utilizes multiple threads for rendering and asynchronous time warping, where rendering and correction processes are performed sequentially by different threads, allowing for optimized resource utilization and reduced latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If single-thread rendering is used for VR display, then implementation is simple, but rendering latency increases and frame rate decreases
Solution Approach 1:
The rendering process is segmented into multiple independent threads: a first thread dedicated to rendering display data and a second thread dedicated to correcting rendered data. This segmentation allows parallel execution of rendering and correction operations, improving overall processing throughput and frame rate while maintaining manageable complexity through clear thread specialization.
Solution Approach 2:
The correction operation is performed in advance on the rendered display data before the data is displayed. The second thread corrects the rendered data from the first thread proactively, ensuring that corrections are completed ahead of time to avoid adding latency to the critical rendering path and maintain high frame rates.
2Manufacturing precision
If high-resolution display is used, then image quality improves, but rendering lag increases and frame dropping occurs
Solution Approach 1:
The system maintains continuous processing by overlapping the rendering operation of the first thread with the correction operation of the second thread. While the first thread renders the next frame of high-resolution display data, the second thread simultaneously corrects the previous frame's rendered data, ensuring uninterrupted processing flow and preventing frame drops even at high resolutions.
Solution Approach 2:
Correction operations are performed in advance on previously rendered high-resolution frames while new frames are being rendered. This preliminary correction approach ensures that high-resolution image quality is maintained without adding to the critical rendering time, as corrections are prepared concurrently with ongoing rendering operations.
3Device complexity
If sequential rendering and correction is used, then processing is simple, but total processing time increases
Solution Approach 1:
The processing architecture is segmented into two parallel threads with distinct responsibilities: the first thread handles rendering while the second thread handles correction. This segmentation transforms the sequential process into a parallel architecture that reduces total processing time while keeping each thread's logic relatively simple and manageable.
Solution Approach 2:
The system transitions from a single-dimensional sequential process to a two-dimensional parallel processing structure by introducing multiple threads that execute simultaneously. The first thread renders while the second thread corrects, effectively adding a temporal dimension of parallelism that reduces overall processing time without significantly increasing architectural complexity.
Data Source
AI summary
A virtual reality display method and device, and a storage medium are provided. The virtual reality display method includes: rendering display data of a plurality of screens in sequence by utilizing at least one thread of at least two threads, and after rendering the display data of the plurality of screens, correcting the rendered display data by using the at least two threads.


