VR Reprojection Surface for Convergence Insufficiency

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Solution Overview

Problem

Virtual Reality (VR) headsets face challenges in providing a comfortable visual experience for eyeglass wearers due to issues with binocular fusion and the vergence-accommodation conflict, and they struggle with implementing traditional post-processing effects efficiently.

Innovation Solution

The solution involves using a reprojection surface that presents the entire 3D environment at a single convergence distance, allowing for proper binocular fusion and reducing eye strain. Additionally, by rendering to a monoscopic projected view, the system can apply post-processing effects more efficiently, reducing computational load and maintaining a smooth VR experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If stereoscopic rendering is used to provide depth perception in VR, then visual immersion is improved, but binocular fusion difficulty and eye strain increase

Engineering Contradiction:
Improvevisual immersionVSAvoideye strain
Core Design Contradiction:
Illumination intensityVSObject-affected harmful factors

Solution Approach 1:

The patent segments the rendering process into two distinct passes: a monoscopic depth pass that calculates convergence distance for all objects, and a stereoscopic rendering pass that uses these pre-calculated values. This segmentation allows the system to apply post-processing effects efficiently in the monoscopic pass before generating the final stereoscopic images, reducing computational load and eye strain while maintaining visual immersion.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary calculation of convergence distances for all objects in the scene during a pre-processing monoscopic pass. By calculating these depth values before stereoscopic rendering, the system establishes a unified depth framework that facilitates proper binocular fusion and reduces the vergence-accommodation conflict, thereby decreasing eye strain while preserving immersive 3D effects.

Inventive Principle:
Principle #10Preliminary action

2Illumination intensity

If traditional post-processing effects are applied in stereoscopic VR rendering, then visual quality is improved, but computational load and processing time increase

Engineering Contradiction:
Improvevisual qualityVSAvoidprocessing time
Core Design Contradiction:
Illumination intensityVSLoss of time

Solution Approach 1:

The patent applies post-processing effects during a preliminary monoscopic rendering pass before the stereoscopic rendering occurs. By performing effects such as depth of field, motion blur, and other visual enhancements on a single unified image first, the system avoids the need to apply these effects separately to both stereoscopic views, significantly reducing processing time and computational load while maintaining high visual quality.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent merges the post-processing step with the monoscopic depth pass, combining multiple functions (depth calculation, post-processing effects, and preparation for stereoscopic rendering) into a single efficient processing stage. This consolidation eliminates redundant computations and streamlines the rendering pipeline, reducing overall processing time while preserving visual fidelity.

Inventive Principle:
Principle #5Merging (Combining)

3Device complexity

If lens distance in headset is fixed, then device complexity is reduced, but adaptability to different users' interpupillary distance decreases

Engineering Contradiction:
Improveheadset structureVSAvoiduser compatibility
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent dynamically adjusts the convergence distance parameter based on the depth of each object in the virtual scene, rather than using a fixed lens distance. By calculating and applying object-specific convergence values during rendering, the system adapts to different users' interpupillary distances and viewing conditions without requiring physical adjustments to the headset structure, thereby maintaining simple device design while improving user compatibility.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250095290A1System for mitigating convergence insufficiency in virtual reality displays
Publication Date: 2025.03.20 DARK ARTS SOFTWARE LLC
  • US20250095290A1 patent drawing
  • US20250095290A1 patent drawing
  • US20250095290A1 patent drawing

AI summary

A distance from a viewpoint of a virtual camera to a projection surface in a virtual environment at which objects projected on the projection surface are in clearer focus for a user than at another distance from the viewpoint of the virtual camera is determined. A location of an object in the virtual environment is obtained. An image that includes the object is projected onto the projection surface project based on the distance and the location.