Wearable Display Buffer Cube Map Latency

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Solution Overview

Problem

Current head-mounted display systems for augmented and virtual reality suffer from lag due to the direct reliance on graphics engines for display data, leading to an artificial perception of virtual environments and reduced user experience due to slow refresh rates and rectangular map representations.

Innovation Solution

A wearable display system with an intermediate graphics buffer using cube maps and a display processor that processes vision direction data, allowing for independent refresh rates and data rates synchronized with direction tracking, enabling low latency and accurate three-dimensional representation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If the display system directly relies on graphics engines for display data, then the system complexity is reduced, but the latency increases and refresh rate decreases

Engineering Contradiction:
Improvesystem complexityVSAvoidlatency
Core Design Contradiction:
Device complexityVSLoss of time

Solution Approach 1:

The patent introduces an intermediate graphics buffer as a mediator between the graphics engine and the display. This buffer stores pre-rendered frame data and allows the display to operate at higher refresh rates by serving data from the buffer rather than requiring real-time graphics engine output for each frame, thereby reducing latency without significantly increasing system complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of manufacture

If the display uses rectangular map representations, then the manufacturing and processing is simplified, but the three-dimensional feel and immersion are reduced

Engineering Contradiction:
Improveprocessing simplicityVSAvoidthree-dimensional representation accuracy
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

Solution Approach 1:

The patent employs cube map representations instead of traditional rectangular maps for storing environmental data. Cube maps provide superior three-dimensional coverage and immersion by representing the environment from multiple angular perspectives, enhancing the virtual reality experience while maintaining computational efficiency through standardized mapping techniques.

Inventive Principle:
Principle #14Spheroidality (Curvature)

3Device complexity

If the display refresh rate is synchronized with graphics engine output, then system synchronization is simplified, but the refresh rate is limited to lower values

Engineering Contradiction:
Improvesynchronization complexityVSAvoidrefresh rate
Core Design Contradiction:
Device complexityVSSpeed

Solution Approach 1:

The graphics buffer pre-stores multiple frames of display data before they are needed by the display. This preliminary preparation of data allows the display to operate at higher refresh rates by retrieving pre-rendered frames from the buffer rather than waiting for real-time graphics engine output, effectively decoupling the display refresh rate from the graphics engine frame rate.

Inventive Principle:
Principle #10Preliminary action

4Measurement precision

If head movement tracking is implemented, then the virtual environment accuracy is improved, but the system complexity and processing requirements increase

Engineering Contradiction:
Improvehead movement tracking accuracyVSAvoidtracking system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The display processor is designed to perform multiple functions: it processes display data from the graphics buffer, integrates head movement tracking data, and generates the final rendered output. This multi-functionality allows the system to implement accurate head tracking without requiring separate dedicated processing units, thereby improving tracking accuracy while minimizing the increase in system complexity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9707480B2Wearable display system and method
Publication Date: 2017.07.18 INTERNATIONAL GAME TECHNOLOGY INC
  • US9707480B2 patent drawing
  • US9707480B2 patent drawing
  • US9707480B2 patent drawing

AI summary

A wearable display device, system and method are described. The display system includes a wearable display to be worn by a person; a display buffer to receive display data from a graphics engine, which data includes data regarding position of a wearer in a virtual environment; a display processor unit to process vision direction data using the display data from the graphics engine, wherein the display processor unit sends the display data to the wearable display. In an example, the display system is a component to a gaming system or environment.