VR Display Multi-Thread Rendering for Low-Latency Time Warping

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

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

VSEngineering 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

Engineering Contradiction:
Improvethread management complexityVSAvoidrendering frame rate
Core Design Contradiction:
Device complexityVSProductivity

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If high-resolution display is used, then image quality improves, but rendering lag increases and frame dropping occurs

Engineering Contradiction:
Improvedisplay resolutionVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

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.

Inventive Principle:
Principle #20Continuity of useful action

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.

Inventive Principle:
Principle #10Preliminary action

3Device complexity

If sequential rendering and correction is used, then processing is simple, but total processing time increases

Engineering Contradiction:
Improveprocessing architectureVSAvoidtotal processing time
Core Design Contradiction:
Device complexityVSLoss of time

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS12537932B2Virtual reality display method, device and storage medium
Publication Date: 2026.01.27 BEIJING BOE OPTOELECTRONCIS TECH CO LTD
  • US12537932B2 patent drawing
  • US12537932B2 patent drawing
  • US12537932B2 patent drawing

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.