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
Engineering 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
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.
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.
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
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.
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.
3Device complexity
If lens distance in headset is fixed, then device complexity is reduced, but adaptability to different users' interpupillary distance decreases
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.
Data Source
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.


