Wearable Device Foveated Rendering Gaze Speed

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Solution Overview

Problem

Existing wearable devices for augmented reality (AR) services struggle to efficiently manage frame rates for foveated rendering based on the movement speed of a gaze position, leading to suboptimal user experiences.

Innovation Solution

A wearable device equipped with a display system, sensors, and processors that dynamically adjust the frame rate for foveated rendering by obtaining information on the gaze position and adjusting the rendering parameters accordingly, such as displaying high-resolution images only in the foveated area and lower resolution images in the periphery.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the frame rate for foveated rendering is maintained at a high level across the entire display area, then the user experience and image quality are improved, but the computational resources and power consumption increase significantly

Engineering Contradiction:
Improveimage qualityVSAvoidpower consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent applies local quality by rendering high-resolution images only in the foveated area (where the user is looking) while using lower resolution for peripheral areas. This resolves the contradiction by maintaining high image quality where needed while reducing overall computational load and power consumption.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the display area into a foveated area (requiring high frame rate) and a peripheral area (accepting lower frame rate). This segmentation allows differential rendering strategies that optimize both image quality and power consumption by treating different regions differently based on user attention.

Inventive Principle:
Principle #1Segmentation

2Use of energy by moving object

If the frame rate is reduced in the periphery area to save resources, then power consumption decreases, but the overall user experience and visual quality deteriorate

Engineering Contradiction:
Improvepower consumptionVSAvoidvisual quality
Core Design Contradiction:
Use of energy by moving objectVSMeasurement precision

Solution Approach 1:

The patent maintains high visual quality in the foveated area while accepting reduced quality in peripheral areas, resolving the contradiction by localizing quality requirements to match human visual perception characteristics.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent dynamically adjusts frame rates based on real-time gaze tracking data, allowing the system to adapt resource allocation as the user's attention moves across the display. This dynamic adjustment optimizes the balance between power consumption and visual quality.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If high-resolution rendering is applied to the entire display area, then image clarity is improved, but the processing time and computational load increase

Engineering Contradiction:
Improveimage clarityVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent renders high-resolution images only in the foveated area rather than the entire display, significantly reducing processing time while maintaining image clarity where the user is actually looking.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent applies partial action by rendering high-quality images only for the portion of the display that matters (the foveated area) rather than uniformly across the entire display, reducing unnecessary computational effort.

Inventive Principle:
Principle #16Partial or excessive action

4Productivity

If the frame rate is increased to improve responsiveness, then user experience improves, but power consumption and processing load increase

Engineering Contradiction:
ImproveresponsivenessVSAvoidpower consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The patent dynamically adjusts frame rates based on gaze movement speed and direction, maintaining high responsiveness when the user is actively scanning content while reducing frame rates during stable viewing to conserve power.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent uses periodic gaze sampling to determine when high frame rates are necessary, allowing the system to alternate between high-performance modes (when gaze movement indicates active scanning) and power-saving modes (when gaze is stable).

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20250172806A1Wearable device for changing frame rate associated with foveated rendering according to movement speed of gaze position and method thereof
Publication Date: 2025.05.29 SAMSUNG ELECTRONICS CO LTD
  • US20250172806A1 patent drawing
  • US20250172806A1 patent drawing
  • US20250172806A1 patent drawing

AI summary

According to an embodiment, a wearable device obtains information with respect to a gaze position by using at least one sensor. The wearable device, based on identifying a movement speed of the gaze position slower than a reference speed using the information, obtains a plurality of first images corresponding to a display area of the display system. The wearable device obtains a second image corresponding to a foveated area that is specified within the display area based on the gaze position. The wearable device performs foveated rendering with respect to a screen to be displayed through the display area by combining the second image to each of the plurality of first images that is upscaled based on a size of the display area.